58fae4418a3a48155ca5b6ea811af2dba52c8df5
The one button in the Character Advancement frame the skin never reached: the Activate button inside an expanded specialization row still wore its native pill against otherwise flat rows. It has no Normal/Pushed/Disabled textures for HandleButton to clear -- the pill is three BACKGROUND regions plus a HIGHLIGHT one, all drawn from the 128GoldRedButton atlas, switching between the green and grey variant by tex coord with the vertex colour left white throughout. So the art is cleared by file and the regions' SetTexture noop'd, as the dropdown pills already are, and the enabled/disabled distinction the atlas was carrying is re-created on the label: ElvUI's yellow when live, grey when dead. The expanded content exists from the moment the menu is built rather than being created when its row is expanded, so it is picked up with the rest of the row.
ElvUI_CoA (WIP)
ElvUI plugin that hides and skins the custom CoA (3.3.5) frames not covered by stock ElvUI.
Implemented
- Character advancement, vanity, wardrobe frames: skin, scale
- Class resource frames: hiding
- Extra action button frame: skin, anchor, size
- Instance swap frame: skin, anchor, font settings
- Only highlight unitframes if dispellable by your CoA class.
Installation
Download the repo as .zip, extract in Interface\AddOns, remove -master from the folder name.
Requirements
- ElvUI (3.3.5 backport)
Description
Languages
Lua
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