local E, L, V, P, G = unpack(ElvUI) local _G = _G local UF = E:GetModule("UnitFrames") local hooksecurefunc = hooksecurefunc local MAX_COMBO_POINTS = MAX_COMBO_POINTS local color = { r = 1, g = 1, b = 1 } local bgColor = { r = 0.1, g = 0.1, b = 0.1 } -- PowerBar & AdditionalPowerBar local function hook_PostUpdatePower(self) self:SetStatusBarColor(color.r, color.g, color.b) self.bg:SetVertexColor(bgColor.r, bgColor.g, bgColor.b) end local function hook_PostUpdateAdditionalPower(self) self:Hide() end local f = CreateFrame("Frame") f:RegisterEvent("PLAYER_ENTERING_WORLD") f:SetScript("OnEvent", function(self) self:UnregisterEvent("PLAYER_ENTERING_WORLD") local unitframe = _G["ElvUF_Player"] local power = unitframe and unitframe.Power if power then hooksecurefunc(power, "PostUpdate", hook_PostUpdatePower) end local apower = unitframe and unitframe.AdditionalPower if apower then hooksecurefunc(apower, "PostUpdate", hook_PostUpdateAdditionalPower) end end) -- ClassBar local function hook_Configure_ClassBar(self, frame) local bars = frame[frame.ClassBar] if not bars then return end if (frame.ClassBar == 'ClassPower' or frame.ClassBar == 'Runes') then local maxClassBarButtons = max(UF.classMaxResourceBar[E.myclass] or 0, MAX_COMBO_POINTS) for i = 1, maxClassBarButtons do if i <= frame.MAX_CLASS_BAR and bars[i].bg then bars[i]:SetStatusBarColor(color.r, color.g, color.b) bars[i].bg:SetVertexColor(bgColor.r, bgColor.g, bgColor.b) end end end end hooksecurefunc(UF, "Configure_ClassBar", hook_Configure_ClassBar)