if select(2, GetAddOnInfo('ElvUI_KnightFrame')) and IsAddOnLoaded('ElvUI_KnightFrame') then return end

local E, L, V, P, G = unpack(ElvUI)
local KF, Info, Timer = unpack(ElvUI_KnightFrame)

--------------------------------------------------------------------------------
--<< KnightFrame : Upgrade Inspect Frame like Wow-Armory					>>--
--------------------------------------------------------------------------------
local IA = InspectArmory or CreateFrame('Frame', 'InspectArmory', E.UIParent)
local ENI = _G['EnhancedNotifyInspect'] or { CancelInspect = function() end }
local AISM = _G['Armory_InspectSupportModule']
local ButtonName = INSPECT --L['Knight Inspect']

local CORE_FRAME_LEVEL = 10
local SLOT_SIZE = 37
local TAB_HEIGHT = 22
local SIDE_BUTTON_WIDTH = 16
local SPACING = 3
local INFO_TAB_SIZE = 22
local TALENT_SLOT_SIZE = 26
local GLYPH_SLOT_HEIGHT = 22

local HeadSlotItem = 99568
local BackSlotItem = 102246
local Default_NotifyInspect, Default_InspectUnit

--<< Key Table >>--
IA.PageList = { Character = 'CHARACTER', Info = 'INFO', Spec = 'TALENTS' }
IA.InfoPageCategoryList = { 'Profession', 'PvP', 'Guild' }
IA.UnitPopupList = { FRIEND = true, GUILD = true, RAID = true, FOCUS = true, PLAYER = true, PARTY = true, RAID_PLAYER = true }
IA.ModelList = {
	Human = { RaceID = 1, [2] = { x = 0.02, y = -0.025, z = -0.6 }, [3] = { x = -0.01, y = -0.08, z = -0.6 } },
	Dwarf = { RaceID = 3, [2] = { x = -0.01, y = -0.23, z = -0.9 }, [3] = { x = -0.03, y = -0.15, z = -0.8 } },
	NightElf = { RaceID = 4, [2] = { z = -0.7 }, [3] = { x = -0.02, y = -0.04, z = -0.7 }},
	Gnome = { RaceID = 7, [2] = { y = -0.2, z = -1 }, [3] = { x = -0.01, y = -0.19, z = -0.9 } },
	Draenei = { RaceID = 11, [2] = { x = -0.04, y = -0.08, z = -0.7 }, [3] = { x = -0.02, y = -0.01, z = -0.6 }},
	Worgen = { RaceID = 22, [2] = { x = -0.09, y = -0.1, z = -0.4 }, [3] = { x = -0.01, y = 0.01, z = 0.06 }},
	Orc = { RaceID = 2, [2] = { y = -0.06, z = -1 }, [3] = { x = -0.01, y = -0.05, z = -0.7 }},
	Scourge = { RaceID = 5, [2] = { y = -0.08, z = -0.7 }, [3] = { y = -0.05, z = -0.6 }},
	Tauren = { RaceID = 6, [2] = { y = -0.09, z = -0.7 }, [3] = { y = -0.16, z = -0.6 } },
	Troll = { RaceID = 8, [2] = { y = -0.14, z = -1.1 }, [3] = { y = -0.11, z = -0.8 }},
	BloodElf = { RaceID = 10, [2] = { x = 0.02, y = -0.01, z = -0.5 }, [3] = { x = 0.04, y = -0.01, z = -0.6 }},
	Goblin = { RaceID = 9, [2] = { y = -0.23, z = -1.3 }, [3] = { x = -0.01, y = -0.25, z = -1.3 } },
	Pandaren = { RaceID = 24, [2] = { x = 0.02, y = 0.02, z = -0.6 }, [3] = { x = 0, y = -0.05, z = -1 } },
}
IA.CurrentInspectData = {}
IA.Default_CurrentInspectData = {
	Gear = {
		HeadSlot = {}, NeckSlot = {}, ShoulderSlot = {}, BackSlot = {}, ChestSlot = {},
		ShirtSlot = {}, TabardSlot = {}, WristSlot = {}, MainHandSlot = {},
		
		HandsSlot = {}, WaistSlot = {}, LegsSlot = {}, FeetSlot = {}, Finger0Slot = {},
		Finger1Slot = {}, Trinket0Slot = {}, Trinket1Slot = {}, SecondaryHandSlot = {}
	},
	SetItem = {},
	Specialization = {},
	Glyph = {},
	Profession = { [1] = {}, [2] = {} },
	PvP = {}
}
for i = 1, MAX_TALENT_GROUPS do
	IA.Default_CurrentInspectData.Specialization[i] = {}
	IA.Default_CurrentInspectData.Glyph[i] = {}
end


IA.MainStats = {	-- STR, INT, AGI, 
	WARRIOR = STR,
	HUNTER = AGI,
	SHAMAN = {
		[(L['Spec_Shaman_Elemental'])] = INT,
		[(L['Spec_Shaman_Enhancement'])] = AGI,
		[(L['Spec_Shaman_Restoration'])] = INT
	},
	MONK = {
		[(L['Spec_Monk_Brewmaster'])] = AGI,
		[(L['Spec_Monk_Mistweaver'])] = INT,
		[(L['Spec_Monk_Windwalker'])] = AGI
	},
	ROGUE = AGI,
	DEATHKNIGHT = STR,
	MAGE = INT,
	DRUID = {
		[(L['Spec_Druid_Balance'])] = INT,
		[(L['Spec_Druid_Feral'])] = AGI,
		[(L['Spec_Druid_Guardian'])] = AGI,
		[(L['Spec_Druid_Restoration'])] = INT
	},
	PALADIN = {
		[(L['Spec_Paladin_Holy'])] = INT,
		[(L['Spec_Paladin_Protection'])] = STR,
		[(L['Spec_Paladin_Retribution'])] = STR
	},
	PRIEST = INT,
	WARLOCK = INT
}


do --<< Button Script >>--
	function IA:OnEnter()
		if self.Link or self.Message then
			GameTooltip:SetOwner(self, 'ANCHOR_RIGHT')
			
			self:SetScript('OnUpdate', function()
				GameTooltip:ClearLines()
				
				if self.Link then
					GameTooltip:SetHyperlink(self.Link)
				end
				
				if self.Link and self.Message then GameTooltip:AddLine(' ') end -- Line space
				
				if self.Message then
					GameTooltip:AddLine(self.Message, 1, 1, 1)
				end
				
				GameTooltip:Show()
			end)
		end
	end
	
	
	function IA:OnLeave()
		self:SetScript('OnUpdate', nil)
		GameTooltip:Hide()
	end
	
	
	function IA:OnClick()
		if self.Link then
			if HandleModifiedItemClick(self.Link) then
			elseif self.EnableAuctionSearch and BrowseName and BrowseName:IsVisible() then
				AuctionFrameBrowse_Reset(BrowseResetButton)
				BrowseName:SetText(self:GetParent().text:GetText())
				BrowseName:SetFocus()
			end
		end
	end
	
	
	function IA:Button_OnEnter()
		self:SetBackdropBorderColor(unpack(E.media.rgbvaluecolor))
		self.text:SetText(KF:Color_Value(self.ButtonString))
	end
	
	
	function IA:Button_OnLeave()
		self:SetBackdropBorderColor(unpack(E.media.bordercolor))
		self.text:SetText(self.ButtonString)
	end
	
	
	function IA:EquipmentSlot_OnEnter()
		if Info.Armory_Constants.CanTransmogrifySlot[self.SlotName] and type(self.TransmogrifyLink) == 'number' and not GetItemInfo(self.TransmogrifyLink) then
			self:SetScript('OnUpdate', function()
				if GetItemInfo(self.TransmogrifyLink) then
					IA.EquipmentSlot_OnEnter(self)
					self:SetScript('OnUpdate', nil)
				end
			end)
			return
		end
		
		if self.Link then
			GameTooltip:SetOwner(self, 'ANCHOR_RIGHT')
			GameTooltip:SetHyperlink(self.Link)
			
			local CurrentLineText, SetName
			for i = 1, GameTooltip:NumLines() do
				CurrentLineText = _G['GameTooltipTextLeft'..i]:GetText()
				
				SetName = CurrentLineText:match('^(.+) %((%d)/(%d)%)$')
				
				if SetName then
					local SetCount = 0
					
					if type(IA.SetItem[SetName]) == 'table' then
						for dataType, Data in pairs(IA.SetItem[SetName]) do
							if type(dataType) == 'string' then -- Means SetOption Data
								
								
								_G['GameTooltipTextLeft'..(i + #IA.SetItem[SetName] + 1 + dataType:match('^.+(%d)$'))]:SetText(Data)
								--[[
								local CurrentLineNum = i + #IA.SetItem[SetName] + 1 + dataType:match('^.+(%d)$')
								local CurrentText = _G['GameTooltipTextLeft'..CurrentLineNum]:GetText()
								local CurrentTextType = CurrentText:match("^%((%d)%)%s.+:%s.+$") or true
								
								if Data ~= CurrentTextType then
									if Data == true and CurrentTextType ~= true then
										_G['GameTooltipTextLeft'..CurrentLineNum]:SetText(GREEN_FONT_COLOR_CODE..(strsub(CurrentText, (strlen(CurrentTextType) + 4))))
									else
										_G['GameTooltipTextLeft'..CurrentLineNum]:SetText(GRAY_FONT_COLOR_CODE..'('..Data..') '..CurrentText)
									end
								end
								]]
							else
								if Data:find(LIGHTYELLOW_FONT_COLOR_CODE) then
									SetCount = SetCount + 1
								end
								
								_G['GameTooltipTextLeft'..(i + dataType)]:SetText(Data)
							end
						end
						
						_G['GameTooltipTextLeft'..i]:SetText(string.gsub(CurrentLineText, ' %(%d/', ' %('..SetCount..'/', 1))
					end
					
					break
				elseif Info.Armory_Constants.CanTransmogrifySlot[self.SlotName] and Info.Armory_Constants.ItemBindString[CurrentLineText] and self.TransmogrifyAnchor.Link then
					_G['GameTooltipTextLeft'..i]:SetText(E:RGBToHex(1, .5, 1)..TRANSMOGRIFIED_HEADER..'|n'..(GetItemInfo(self.TransmogrifyAnchor.Link) or self.TransmogrifyAnchor.Link)..'|r|n'..CurrentLineText)
				end
			end
			
			GameTooltip:Show()
		end
	end
	
	
	function IA:ScrollFrame_OnMouseWheel(Spinning)
		local Page = self:GetScrollChild()
		local PageHeight = Page:GetHeight()
		local WindowHeight = self:GetHeight()
		
		if PageHeight > WindowHeight then
			self.Offset = (self.Offset or 0) - Spinning * 5
			
			Page:ClearAllPoints()
			if self.Offset > PageHeight - WindowHeight then
				self.Offset = PageHeight - WindowHeight
				
				Page:Point('BOTTOMLEFT', self)
				Page:Point('BOTTOMRIGHT', self)
				return
			elseif self.Offset < 0 then
				self.Offset = 0
			end
		else
			self.Offset = 0
		end
		
		Page:Point('TOPLEFT', self, 0, self.Offset)
		Page:Point('TOPRIGHT', self, 0, self.Offset)
	end
	
	
	function IA:Category_OnClick()
		self = self:GetParent()
		
		self.Closed = not self.Closed
		
		IA:ReArrangeCategory()
	end
	
	
	function IA:GemSocket_OnEnter()
		GameTooltip:SetOwner(self, 'ANCHOR_RIGHT')
		
		local Parent = self:GetParent()
		
		if Parent.GemItemID then
			if type(Parent.GemItemID) == 'number' then
				if GetItemInfo(Parent.GemItemID) then
					GameTooltip:SetHyperlink(select(2, GetItemInfo(Parent.GemItemID)))
					self:SetScript('OnUpdate', nil)
				else
					self:SetScript('OnUpdate', IA.GemSocket_OnEnter)
					return
				end
			else
				GameTooltip:ClearLines()
				GameTooltip:AddLine('|cffffffff'..Parent.GemItemID)
			end
		elseif Parent.GemType then
			GameTooltip:ClearLines()
			GameTooltip:AddLine('|cffffffff'.._G['EMPTY_SOCKET_'..Parent.GemType])
		end
		
		GameTooltip:Show()
	end
	
	
	function IA:GemSocket_OnClick()
		self = self:GetParent()
		
		if self.GemItemID and type(self.GemItemID) == 'number' then
			local ItemName, ItemLink = GetItemInfo(self.GemItemID)
			
			if not IsShiftKeyDown() then
				SetItemRef(ItemLink, ItemLink, 'LeftButton')
			else
				if HandleModifiedItemClick(ItemLink) then
				elseif BrowseName and BrowseName:IsVisible() then
					AuctionFrameBrowse_Reset(BrowseResetButton)
					BrowseName:SetText(ItemName)
					BrowseName:SetFocus()
				end
			end
		end
	end
	
	
	function IA:Transmogrify_OnEnter()
		self.Texture:SetVertexColor(1, .8, 1)
		
		if self.Link then
			if GetItemInfo(self.Link) then
				self:SetScript('OnUpdate', nil)
				GameTooltip:SetOwner(self, 'ANCHOR_BOTTOMRIGHT')
				GameTooltip:SetHyperlink(select(2, GetItemInfo(self.Link)))
				GameTooltip:Show()
			else
				self:SetScript('OnUpdate', IA.Transmogrify_OnEnter)
			end
		end
	end
	
	
	function IA:Transmogrify_OnLeave()
		self:SetScript('OnUpdate', nil)
		self.Texture:SetVertexColor(1, .5, 1)
		
		GameTooltip:Hide()
	end
	
	
	function IA:Transmogrify_OnClick(Button)
		local ItemName, ItemLink = GetItemInfo(self.Link)
		
		if not IsShiftKeyDown() then
			SetItemRef(ItemLink, ItemLink, 'LeftButton')
		else
			if HandleModifiedItemClick(ItemLink) then
			elseif BrowseName and BrowseName:IsVisible() then
				AuctionFrameBrowse_Reset(BrowseResetButton)
				BrowseName:SetText(ItemName)
				BrowseName:SetFocus()
			end
		end
	end
end


function IA:ChangePage(Type)
	for PageType in pairs(self.PageList) do
		if self[PageType] then
			if Type == PageType..'Button' then
				Type = PageType
				self[PageType]:Show()
			else
				self[PageType]:Hide()
			end
		end
	end
	
	self.MainHandSlot:ClearAllPoints()
	self.SecondaryHandSlot:ClearAllPoints()
	if Type == 'Character' then
		for _, SlotName in pairs(Info.Armory_Constants.GearList) do
			self[SlotName].ItemLevel:Hide()
		end
		
		self.MainHandSlot:Point('BOTTOMRIGHT', self.BP, 'TOP', -2, SPACING)
		self.SecondaryHandSlot:Point('BOTTOMLEFT', self.BP, 'TOP', 2, SPACING)
	else
		for _, SlotName in pairs(Info.Armory_Constants.GearList) do
			self[SlotName].ItemLevel:Show()
		end
		
		self.MainHandSlot:Point('BOTTOMLEFT', self.BP, 'TOPLEFT', 1, SPACING)
		self.SecondaryHandSlot:Point('BOTTOMRIGHT', self.BP, 'TOPRIGHT', -1, SPACING)
	end
	
	if self[Type].Message then
		self.Message:SetText(self[Type].Message)
		self.MessageFrame.Page:Width(self.Message:GetWidth())
		self.MessageFrame.UpdatedTime = nil
		self.MessageFrame.Offset = 0
		self.MessageFrame.Page:ClearAllPoints()
		self.MessageFrame.Page:Point('TOPLEFT', self.MessageFrame)
		self.MessageFrame.Page:Point('BOTTOMLEFT', self.MessageFrame)
		self.MessageFrame:Show()
	else
		self.MessageFrame:Hide()
	end
end


function IA:CreateInspectFrame()
	do --<< Core >>--
		self:Size(450, 480)
		self:CreateBackdrop('Transparent')
		self:SetFrameStrata('DIALOG')
		self:SetFrameLevel(CORE_FRAME_LEVEL)
		self:SetMovable(true)
		self:SetClampedToScreen(true)
		self:SetScript('OnHide', function()
			PlaySound('igCharacterInfoClose')
			
			if self.CurrentInspectData.Name then
				local TableIndex = self.CurrentInspectData.Name..(IA.CurrentInspectData.Realm and IA.CurrentInspectData.Realm ~= '' and IA.CurrentInspectData.Realm ~= Info.MyRealm and '-'..IA.CurrentInspectData.Realm or '')
				
				if AISM then
					AISM.RegisteredFunction.InspectArmory = nil
				end
				
				ENI.CancelInspect(TableIndex)
				IA:UnregisterEvent('INSPECT_READY')
				IA:UnregisterEvent('INSPECT_HONOR_UPDATE')
			end
			
			self.LastDataSetting = nil
			self.Model:Point('TOPRIGHT', UIParent, 'BOTTOMLEFT')
		end)
		self:SetScript('OnShow', function() self.Model:Point('TOPRIGHT', self.HandsSlot) end)
		self:SetScript('OnEvent', function(self, Event, ...) if self[Event] then self[Event](Event, ...) end end)
		UIPanelWindows.InspectArmory = { area = 'left', pushable = 1, whileDead = 1 }
		
		self.DisplayUpdater = CreateFrame('Frame', nil, self)
		self.DisplayUpdater:SetScript('OnShow', function() if Info.InspectArmory_Activate then  self:Update_Display(true) end end)
		self.DisplayUpdater:SetScript('OnUpdate', function() if Info.InspectArmory_Activate then  self:Update_Display() end end)
	end
	
	do --<< Tab >>--
		self.Tab = CreateFrame('Frame', nil, self)
		self.Tab:Point('TOPLEFT', self, SPACING, -SPACING)
		self.Tab:Point('BOTTOMRIGHT', self, 'TOPRIGHT', -SPACING, -(SPACING + TAB_HEIGHT))
		self.Tab:SetBackdrop({
			bgFile = E.media.normTex,
			edgeFile = E.media.blankTex,
			tile = false, tileSize = 0, edgeSize = E.mult,
			insets = { left = 0, right = 0, top = 0, bottom = 0}
		})
		self.Tab:SetBackdropBorderColor(0, 0, 0)
		KF:TextSetting(self.Tab, ' |cff2eb7e4Knight Inspect', { FontSize = 10, FontStyle = 'OUTLINE' }, 'LEFT', 6, 1)
		self.Tab:SetScript('OnMouseDown', function() self:StartMoving() end)
		self.Tab:SetScript('OnMouseUp', function() self:StopMovingOrSizing() end)
	end
	
	do --<< Close Button >>--
		self.Close = CreateFrame('Button', nil, self.Tab)
		self.Close:Size(TAB_HEIGHT - 8)
		self.Close:SetTemplate()
		self.Close.backdropTexture:SetVertexColor(0.1, 0.1, 0.1)
		self.Close:Point('RIGHT', -4, 0)
		KF:TextSetting(self.Close, 'X', { FontSize = 13, }, 'CENTER', 1, 0)
		self.Close:SetScript('OnEnter', self.Button_OnEnter)
		self.Close:SetScript('OnLeave', self.Button_OnLeave)
		self.Close:SetScript('OnClick', function() HideUIPanel(self) end)
		self.Close.ButtonString = 'X'
	end
	
	do --<< Bottom Panel >>--
		self.BP = CreateFrame('Frame', nil, self)
		self.BP:Point('TOPLEFT', self, 'BOTTOMLEFT', SPACING, SPACING + TAB_HEIGHT)
		self.BP:Point('BOTTOMRIGHT', self, -SPACING, SPACING)
		self.BP:SetBackdrop({
			bgFile = E.media.normTex,
			edgeFile = E.media.blankTex,
			tile = false, tileSize = 0, edgeSize = E.mult,
			insets = { left = 0, right = 0, top = 0, bottom = 0}
		})
		self.BP:SetBackdropColor(0.09, 0.3, 0.45)
		self.BP:SetBackdropBorderColor(0, 0, 0)
		self.BP:SetFrameLevel(CORE_FRAME_LEVEL + 2)
		
		self.MessageFrame = CreateFrame('ScrollFrame', nil, self.BP)
		self.MessageFrame:Point('TOPLEFT', self.BP, SPACING * 2 + TAB_HEIGHT, 0)
		self.MessageFrame:Point('BOTTOMRIGHT', self.BP, -10, 1)
		self.MessageFrame.UpdateInterval = 3
		self.MessageFrame.ScrollSpeed = 1
		
		local PageWidth
		local VisibleWidth
		self.MessageFrame:SetScript('OnUpdate', function(self, Elapsed)
			PageWidth = self.Page:GetWidth()
			VisibleWidth = self:GetWidth()
			
			if PageWidth > VisibleWidth then
				self.UpdatedTime = (self.UpdatedTime or -self.UpdateInterval) + Elapsed
				
				if self.UpdatedTime > 0 then
					if self.Offset then
						self.Offset = self.Offset - self.ScrollSpeed
					else
						self.UpdatedTime = nil
						self.Offset = 0
					end
					
					self.Page:ClearAllPoints()
					if self.Offset < VisibleWidth - PageWidth then
						self.UpdatedTime = -self.UpdateInterval - 2
						self.Offset = nil
						self.Page:Point('TOPRIGHT', self)
						self.Page:Point('BOTTOMRIGHT', self)
					else
						self.Page:Point('TOPLEFT', self, self.Offset, 0)
						self.Page:Point('BOTTOMLEFT', self, self.Offset, 0)
					end
				end
			end
		end)
		
		self.MessageFrame.Icon = self.MessageFrame:CreateTexture(nil, 'OVERLAY')
		self.MessageFrame.Icon:Size(TAB_HEIGHT)
		self.MessageFrame.Icon:Point('TOPLEFT', self.BP, 'TOPLEFT', SPACING * 2, -1)
		self.MessageFrame.Icon:SetTexture('Interface\\HELPFRAME\\HelpIcon-ReportAbuse')
		
		self.MessageFrame.Page = CreateFrame('Frame', nil, self.MessageFrame)
		self.MessageFrame:SetScrollChild(self.MessageFrame.Page)
		self.MessageFrame.Page:Point('TOPLEFT', self.MessageFrame)
		self.MessageFrame.Page:Point('BOTTOMLEFT', self.MessageFrame)
		KF:TextSetting(self.MessageFrame.Page, '', { FontSize = 10, FontStyle = 'OUTLINE', directionH = 'LEFT' }, 'LEFT', self.MessageFrame.Page)
		
		self.Message = self.MessageFrame.Page.text
	end
	
	do --<< Background >>--
		self.BG = self:CreateTexture(nil, 'OVERLAY')
		self.BG:Point('TOPLEFT', self.Tab, 'BOTTOMLEFT', 0, -38)
		self.BG:Point('BOTTOMRIGHT', self.BP, 'TOPRIGHT')
	end
	
	do --<< Buttons >>--
		for ButtonName, ButtonString in pairs(self.PageList) do
			ButtonName = ButtonName..'Button'
			
			self[ButtonName] = CreateFrame('Button', nil, self.BP)
			self[ButtonName]:Size(70, 20)
			self[ButtonName]:SetBackdrop({
				bgFile = E.media.normTex,
				edgeFile = E.media.blankTex,
				tile = false, tileSize = 0, edgeSize = E.mult,
				insets = { left = 0, right = 0, top = 0, bottom = 0}
			})
			self[ButtonName]:SetBackdropBorderColor(0, 0, 0)
			self[ButtonName]:SetFrameLevel(CORE_FRAME_LEVEL + 1)
			KF:TextSetting(self[ButtonName], _G[ButtonString], { FontSize = 9, FontStyle = 'OUTLINE' })
			self[ButtonName]:SetScript('OnEnter', self.Button_OnEnter)
			self[ButtonName]:SetScript('OnLeave', self.Button_OnLeave)
			self[ButtonName]:SetScript('OnClick', function() IA:ChangePage(ButtonName) end)
			self[ButtonName].ButtonString = _G[ButtonString]
		end
		self.CharacterButton:Point('TOPLEFT', self.BP, 'BOTTOMLEFT', SPACING + 1, 2)
		self.InfoButton:Point('TOPLEFT', self.CharacterButton, 'TOPRIGHT', SPACING, 0)
		self.SpecButton:Point('TOPLEFT', self.InfoButton, 'TOPRIGHT', SPACING, 0)
	end
	
	do --<< Bookmark Star >>--
		self.Bookmark = CreateFrame('CheckButton', nil, self)
		self.Bookmark:Size(24)
		self.Bookmark:EnableMouse(true)
		self.Bookmark.NormalTexture = self.Bookmark:CreateTexture(nil, 'OVERLAY')
		self.Bookmark.NormalTexture:SetTexCoord(0.5, 1, 0, 0.5)
		self.Bookmark.NormalTexture:SetTexture('Interface\\Common\\ReputationStar.tga')
		self.Bookmark.NormalTexture:SetInside()
		self.Bookmark:SetNormalTexture(self.Bookmark.NormalTexture)
		self.Bookmark.HighlightTexture = self.Bookmark:CreateTexture(nil, 'OVERLAY')
		self.Bookmark.HighlightTexture:SetTexCoord(0, 0.5, 0.5, 1)
		self.Bookmark.HighlightTexture:SetTexture('Interface\\Common\\ReputationStar.tga')
		self.Bookmark.HighlightTexture:SetInside()
		self.Bookmark:SetHighlightTexture(self.Bookmark.HighlightTexture)
		self.Bookmark.CheckedTexture = self.Bookmark:CreateTexture(nil, 'OVERLAY')
		self.Bookmark.CheckedTexture:SetTexCoord(0, 0.5, 0, 0.5)
		self.Bookmark.CheckedTexture:SetTexture('Interface\\Common\\ReputationStar.tga')
		self.Bookmark.CheckedTexture:SetInside()
		self.Bookmark:SetCheckedTexture(self.Bookmark.CheckedTexture)
		self.Bookmark:Point('LEFT', self.Tab, 'BOTTOMLEFT', 7, -34)
		self.Bookmark:Hide()
	end
	
	do --<< Texts >>--
		KF:TextSetting(self, nil, { Tag = 'Name', FontSize = 22, FontStyle = 'OUTLINE', }, 'LEFT', self.Bookmark, 'RIGHT', 9, 0)
		KF:TextSetting(self, nil, { Tag = 'Title', FontSize = 9, FontStyle = 'OUTLINE', }, 'BOTTOMLEFT', self.Name, 'TOPLEFT', 2, 5)
		KF:TextSetting(self, nil, { Tag = 'LevelRace', FontSize = 10, directionH = 'LEFT', }, 'BOTTOMLEFT', self.Name, 'BOTTOMRIGHT', 5, 2)
		KF:TextSetting(self, nil, { Tag = 'Guild', FontSize = 10, directionH = 'LEFT', }, 'TOPLEFT', self.Name, 'BOTTOMLEFT', 4, -5)
		self.Guild:Point('RIGHT', self, -44, 0)
	end
	
	do --<< Class, Specialization Icon >>--
		for _, FrameName in pairs({ 'SpecIcon', 'ClassIcon', }) do
			self[FrameName..'Slot'] = CreateFrame('Frame', nil, self)
			self[FrameName..'Slot']:Size(24)
			self[FrameName..'Slot']:SetBackdrop({
				bgFile = E.media.blankTex,
				edgeFile = E.media.blankTex,
				tile = false, tileSize = 0, edgeSize = E.mult,
				insets = { left = 0, right = 0, top = 0, bottom = 0}
			})
			self[FrameName] = self[FrameName..'Slot']:CreateTexture(nil, 'OVERLAY')
			self[FrameName]:SetTexCoord(unpack(E.TexCoords))
			self[FrameName]:SetInside()
		end
		self.ClassIconSlot:Point('RIGHT', self.Tab, 'BOTTOMRIGHT', -44, -35)
		self.SpecIconSlot:Point('RIGHT', self.ClassIconSlot, 'LEFT', -SPACING, 0)
	end
	
	do --<< Player Model >>--
		self.Model = CreateFrame('DressUpModel', nil, UIParent)
		self.Model:SetFrameStrata('DIALOG')
		self.Model:SetFrameLevel(CORE_FRAME_LEVEL + 1)
		self.Model:EnableMouse(1)
		self.Model:EnableMouseWheel(1)
		self.Model:SetUnit('player')
		self.Model:TryOn(HeadSlotItem)
		self.Model:TryOn(BackSlotItem)
		self.Model:Undress()
		self.Model:SetScript('OnMouseDown', function(self, button)
			self.StartX, self.StartY = GetCursorPosition()
			
			local EndX, EndY, Z, X, Y
			if button == 'LeftButton' then
				IA.Model:SetScript('OnUpdate', function(self)
					EndX, EndY = GetCursorPosition()
					
					self.rotation = (EndX - self.StartX) / 34 + self:GetFacing()
					self:SetFacing(self.rotation)
					self.StartX, self.StartY = GetCursorPosition()
				end)
			elseif button == 'RightButton' then
				IA.Model:SetScript('OnUpdate', function(self)
					EndX, EndY = GetCursorPosition()
					
					Z, X, Y = self:GetPosition(Z, X, Y)
					X = (EndX - self.StartX) / 45 + X
					Y = (EndY - self.StartY) / 45 + Y
					
					self:SetPosition(Z, X, Y)
					self.StartX, self.StartY = GetCursorPosition()
				end)
			end
		end)
		self.Model:SetScript('OnMouseUp', function(self)
			self:SetScript('OnUpdate', nil)
		end)
		self.Model:SetScript('OnMouseWheel', function(self, spining)
			local Z, X, Y = self:GetPosition()
			
			Z = (spining > 0 and Z + 0.5 or Z - 0.5)
			
			self:SetPosition(Z, X, Y)
		end)
	end
	
	do --<< Equipment Slots >>--
		self.Character = CreateFrame('Frame', nil, self)
		
		local Slot
		for i, SlotName in pairs(Info.Armory_Constants.GearList) do
			-- Slot
			Slot = CreateFrame('Button', nil, self)
			Slot:Size(SLOT_SIZE)
			Slot:SetBackdrop({
				bgFile = E.media.blankTex,
				edgeFile = E.media.blankTex,
				tile = false, tileSize = 0, edgeSize = E.mult,
				insets = { left = 0, right = 0, top = 0, bottom = 0}
			})
			Slot:SetFrameLevel(CORE_FRAME_LEVEL + 3)
			Slot:SetScript('OnEnter', self.EquipmentSlot_OnEnter)
			Slot:SetScript('OnLeave', self.OnLeave)
			Slot:SetScript('OnClick', self.OnClick)
			KF:TextSetting(Slot, '', { FontSize = 12, FontStyle = 'OUTLINE' })
			
			Slot.SlotName = SlotName
			Slot.Direction = i%2 == 1 and 'LEFT' or 'RIGHT'
			Slot.ID, Slot.EmptyTexture = GetInventorySlotInfo(SlotName)
			
			Slot.Texture = Slot:CreateTexture(nil, 'OVERLAY')
			Slot.Texture:SetTexCoord(unpack(E.TexCoords))
			Slot.Texture:SetInside()
			Slot.Texture:SetTexture(Slot.EmptyTexture)
			
			Slot.Highlight = Slot:CreateTexture('Frame', nil, self)
			Slot.Highlight:SetInside()
			Slot.Highlight:SetTexture(1, 1, 1, 0.3)
			Slot:SetHighlightTexture(Slot.Highlight)
			
			KF:TextSetting(Slot, nil, { Tag = 'ItemLevel', FontSize = 10, FontStyle = 'OUTLINE', }, 'TOP', Slot, 0, -3)
			
			-- Gradation
			Slot.Gradation = CreateFrame('Frame', nil, self.Character)
			Slot.Gradation:Size(130, SLOT_SIZE + 4)
			Slot.Gradation:SetFrameLevel(CORE_FRAME_LEVEL + 2)
			Slot.Gradation:Point(Slot.Direction, Slot, Slot.Direction == 'LEFT' and -1 or 1, 0)
			Slot.Gradation.Texture = Slot.Gradation:CreateTexture(nil, 'OVERLAY')
			Slot.Gradation.Texture:SetInside()
			Slot.Gradation.Texture:SetTexture('Interface\\AddOns\\ElvUI_SLE\\modules\\Armory\\Media\\Textures\\Gradation')
			if Slot.Direction == 'LEFT' then
				Slot.Gradation.Texture:SetTexCoord(0, 1, 0, 1)
			else
				Slot.Gradation.Texture:SetTexCoord(1, 0, 0, 1)
			end
			
			if not E.db.sle.Armory.Inspect.Gradation.Display then
				Slot.Gradation.Texture:Hide()
			end
			
			if not (SlotName == 'ShirtSlot' or SlotName == 'TabardSlot') then
				-- Item Level
				KF:TextSetting(Slot.Gradation, nil, { Tag = 'ItemLevel',
					Font = E.db.sle.Armory.Inspect.Level.Font,
					FontSize = E.db.sle.Armory.Inspect.Level.FontSize,
					FontStyle = E.db.sle.Armory.Inspect.Level.FontStyle,
					directionH = Slot.Direction
				}, 'TOP'..Slot.Direction, Slot, 'TOP'..(Slot.Direction == 'LEFT' and 'RIGHT' or 'LEFT'), Slot.Direction == 'LEFT' and 2 or -2, -1)
				
				if E.db.sle.Armory.Inspect.Level.Display == 'Hide' then
					Slot.Gradation.ItemLevel:Hide()
				end
				
				-- Enchantment
				KF:TextSetting(Slot.Gradation, nil, { Tag = 'ItemEnchant',
					Font = E.db.sle.Armory.Inspect.Enchant.Font,
					FontSize = E.db.sle.Armory.Inspect.Enchant.FontSize,
					FontStyle = E.db.sle.Armory.Inspect.Enchant.FontStyle,
					directionH = Slot.Direction
				}, Slot.Direction, Slot, Slot.Direction == 'LEFT' and 'RIGHT' or 'LEFT', Slot.Direction == 'LEFT' and 2 or -2, 1)
				
				if E.db.sle.Armory.Inspect.Enchant.Display == 'Hide' then
					Slot.Gradation.ItemEnchant:Hide()
				end
				
				Slot.EnchantWarning = CreateFrame('Button', nil, Slot.Gradation)
				Slot.EnchantWarning:Size(E.db.sle.Armory.Inspect.Enchant.WarningSize)
				Slot.EnchantWarning.Texture = Slot.EnchantWarning:CreateTexture(nil, 'OVERLAY')
				Slot.EnchantWarning.Texture:SetInside()
				Slot.EnchantWarning.Texture:SetTexture('Interface\\AddOns\\ElvUI_SLE\\modules\\Armory\\Media\\Textures\\Warning-Small')
				Slot.EnchantWarning:Point(Slot.Direction, Slot.Gradation.ItemEnchant, Slot.Direction == 'LEFT' and 'RIGHT' or 'LEFT', Slot.Direction == 'LEFT' and 3 or -3, 0)
				Slot.EnchantWarning:SetScript('OnEnter', self.OnEnter)
				Slot.EnchantWarning:SetScript('OnLeave', self.OnLeave)
				
				-- Gem Socket
				for i = 1, MAX_NUM_SOCKETS do
					Slot['Socket'..i] = CreateFrame('Frame', nil, Slot.Gradation)
					Slot['Socket'..i]:Size(E.db.sle.Armory.Inspect.Gem.SocketSize)
					Slot['Socket'..i]:SetBackdrop({
						bgFile = E.media.blankTex,
						edgeFile = E.media.blankTex,
						tile = false, tileSize = 0, edgeSize = E.mult,
						insets = { left = 0, right = 0, top = 0, bottom = 0}
					})
					Slot['Socket'..i]:SetBackdropColor(0, 0, 0, 1)
					Slot['Socket'..i]:SetBackdropBorderColor(0, 0, 0)
					Slot['Socket'..i]:SetFrameLevel(CORE_FRAME_LEVEL + 3)
					
					Slot['Socket'..i].Socket = CreateFrame('Button', nil, Slot['Socket'..i])
					Slot['Socket'..i].Socket:SetBackdrop({
						bgFile = E.media.blankTex,
						edgeFile = E.media.blankTex,
						tile = false, tileSize = 0, edgeSize = E.mult,
						insets = { left = 0, right = 0, top = 0, bottom = 0}
					})
					Slot['Socket'..i].Socket:SetInside()
					Slot['Socket'..i].Socket:SetFrameLevel(CORE_FRAME_LEVEL + 4)
					Slot['Socket'..i].Socket:SetScript('OnEnter', self.GemSocket_OnEnter)
					Slot['Socket'..i].Socket:SetScript('OnLeave', self.OnLeave)
					Slot['Socket'..i].Socket:SetScript('OnClick', self.GemSocket_OnClick)
					
					Slot['Socket'..i].Texture = Slot['Socket'..i].Socket:CreateTexture(nil, 'OVERLAY')
					Slot['Socket'..i].Texture:SetTexCoord(.1, .9, .1, .9)
					Slot['Socket'..i].Texture:SetInside()
				end
				Slot.Socket1:Point('BOTTOM'..Slot.Direction, Slot, 'BOTTOM'..(Slot.Direction == 'LEFT' and 'RIGHT' or 'LEFT'), Slot.Direction == 'LEFT' and 3 or -3, 2)
				Slot.Socket2:Point(Slot.Direction, Slot.Socket1, Slot.Direction == 'LEFT' and 'RIGHT' or 'LEFT', Slot.Direction == 'LEFT' and 1 or -1, 0)
				Slot.Socket3:Point(Slot.Direction, Slot.Socket2, Slot.Direction == 'LEFT' and 'RIGHT' or 'LEFT', Slot.Direction == 'LEFT' and 1 or -1, 0)
				
				Slot.SocketWarning = CreateFrame('Button', nil, Slot.Gradation)
				Slot.SocketWarning:Size(E.db.sle.Armory.Inspect.Gem.WarningSize)
				Slot.SocketWarning.Texture = Slot.SocketWarning:CreateTexture(nil, 'OVERLAY')
				Slot.SocketWarning.Texture:SetInside()
				Slot.SocketWarning.Texture:SetTexture('Interface\\AddOns\\ElvUI_SLE\\modules\\Armory\\Media\\Textures\\Warning-Small')
				Slot.SocketWarning:SetScript('OnEnter', self.OnEnter)
				Slot.SocketWarning:SetScript('OnLeave', self.OnLeave)
				
				if Info.Armory_Constants.CanTransmogrifySlot[SlotName] then
					Slot.TransmogrifyAnchor = CreateFrame('Button', nil, Slot.Gradation)
					Slot.TransmogrifyAnchor:Size(12)
					Slot.TransmogrifyAnchor:SetFrameLevel(CORE_FRAME_LEVEL + 4)
					Slot.TransmogrifyAnchor:Point('BOTTOM'..Slot.Direction, Slot, Slot.Direction == 'LEFT' and -3 or 3, -3)
					Slot.TransmogrifyAnchor:SetScript('OnEnter', self.Transmogrify_OnEnter)
					Slot.TransmogrifyAnchor:SetScript('OnLeave', self.Transmogrify_OnLeave)
					Slot.TransmogrifyAnchor:SetScript('OnClick', self.Transmogrify_OnClick)
					
					Slot.TransmogrifyAnchor.Texture = Slot.TransmogrifyAnchor:CreateTexture(nil, 'OVERLAY')
					Slot.TransmogrifyAnchor.Texture:SetInside()
					Slot.TransmogrifyAnchor.Texture:SetTexture('Interface\\AddOns\\ElvUI_SLE\\modules\\Armory\\Media\\Textures\\Anchor')
					Slot.TransmogrifyAnchor.Texture:SetVertexColor(1, .5, 1)
					
					if Slot.Direction == 'LEFT' then
						Slot.TransmogrifyAnchor.Texture:SetTexCoord(0, 1, 0, 1)
					else
						Slot.TransmogrifyAnchor.Texture:SetTexCoord(1, 0, 0, 1)
					end
				end
			end
			
			self[SlotName] = Slot
		end
		
		-- Slot Location : Left
		self.HeadSlot:Point('BOTTOMLEFT', self.NeckSlot, 'TOPLEFT', 0, SPACING)
		self.NeckSlot:Point('BOTTOMLEFT', self.ShoulderSlot, 'TOPLEFT', 0, SPACING)
		self.ShoulderSlot:Point('BOTTOMLEFT', self.BackSlot, 'TOPLEFT', 0, SPACING)
		self.BackSlot:Point('BOTTOMLEFT', self.ChestSlot, 'TOPLEFT', 0, SPACING)
		self.ChestSlot:Point('BOTTOMLEFT', self.ShirtSlot, 'TOPLEFT', 0, SPACING)
		self.ShirtSlot:Point('BOTTOMLEFT', self.TabardSlot, 'TOPLEFT', 0, SPACING)
		self.TabardSlot:Point('BOTTOMLEFT', self.WristSlot, 'TOPLEFT', 0, SPACING)
		self.WristSlot:Point('LEFT', self.BP, 1, 0)
		self.WristSlot:Point('BOTTOM', self.MainHandSlot, 'TOP', 0, SPACING)
		
		-- Slot Location : Right
		self.HandsSlot:Point('BOTTOMRIGHT', self.WaistSlot, 'TOPRIGHT', 0, SPACING)
		self.WaistSlot:Point('BOTTOMRIGHT', self.LegsSlot, 'TOPRIGHT', 0, SPACING)
		self.LegsSlot:Point('BOTTOMRIGHT', self.FeetSlot, 'TOPRIGHT', 0, SPACING)
		self.FeetSlot:Point('BOTTOMRIGHT', self.Finger0Slot, 'TOPRIGHT', 0, SPACING)
		self.Finger0Slot:Point('BOTTOMRIGHT', self.Finger1Slot, 'TOPRIGHT', 0, SPACING)
		self.Finger1Slot:Point('BOTTOMRIGHT', self.Trinket0Slot, 'TOPRIGHT', 0, SPACING)
		self.Trinket0Slot:Point('BOTTOMRIGHT', self.Trinket1Slot, 'TOPRIGHT', 0, SPACING)
		self.Trinket1Slot:Point('RIGHT', self.BP, -1, 0)
		self.Trinket1Slot:Point('BOTTOM', self.SecondaryHandSlot, 'TOP', 0, SPACING)
		
		-- ItemLevel
		KF:TextSetting(self.Character, nil, { Tag = 'AverageItemLevel', FontSize = 12 }, 'TOP', self.Model)
	end
	
	self.Model:Point('TOPLEFT', self.HeadSlot)
	self.Model:Point('TOPRIGHT', self.HandsSlot)
	self.Model:Point('BOTTOM', self.BP, 'TOP', 0, SPACING)
	
	do --<< Information Page >>--
		self.Info = CreateFrame('ScrollFrame', nil, self)
		self.Info:SetFrameLevel(CORE_FRAME_LEVEL + 6)
		self.Info:EnableMouseWheel(1)
		self.Info:SetScript('OnMouseWheel', self.ScrollFrame_OnMouseWheel)
		
		self.Info.BG = CreateFrame('Frame', nil, self.Info)
		self.Info.BG:SetFrameLevel(CORE_FRAME_LEVEL + 2)
		self.Info.BG:Point('TOPLEFT', self.HeadSlot, 'TOPRIGHT', SPACING, 0)
		self.Info.BG:Point('RIGHT', self.Trinket1Slot, 'BOTTOMLEFT', -SPACING, 0)
		self.Info.BG:Point('BOTTOM', self.BP, 'TOP', 0, SPACING)
		self.Info.BG:SetBackdrop({
			bgFile = E.media.blankTex,
			edgeFile = E.media.blankTex,
			tile = false, tileSize = 0, edgeSize = E.mult,
			insets = { left = 0, right = 0, top = 0, bottom = 0}
		})
		self.Info.BG:SetBackdropColor(0, 0, 0, .7)
		
		self.Info:Point('TOPLEFT', self.Info.BG, 4, -4)
		self.Info:Point('BOTTOMRIGHT', self.Info.BG, -4, 7)
		
		self.Info.Page = CreateFrame('Frame', nil, self.Info)
		self.Info:SetScrollChild(self.Info.Page)
		self.Info.Page:SetFrameLevel(CORE_FRAME_LEVEL + 3)
		self.Info.Page:Point('TOPLEFT', self.Info, 0, 2)
		self.Info.Page:Point('TOPRIGHT', self.Info, 0, 2)
		
		for _, CategoryType in pairs(IA.InfoPageCategoryList) do
			self.Info[CategoryType] = CreateFrame('ScrollFrame', nil, self.Info.Page)
			self.Info[CategoryType]:SetBackdrop({
				bgFile = E.media.blankTex,
				edgeFile = E.media.blankTex,
				tile = false, tileSize = 0, edgeSize = E.mult,
				insets = { left = 0, right = 0, top = 0, bottom = 0}
			})
			self.Info[CategoryType]:SetBackdropColor(.08, .08, .08, .8)
			self.Info[CategoryType]:SetBackdropBorderColor(0, 0, 0)
			self.Info[CategoryType]:Point('LEFT', self.Info.Page)
			self.Info[CategoryType]:Point('RIGHT', self.Info.Page)
			self.Info[CategoryType]:Height(INFO_TAB_SIZE + SPACING * 2)
			
			self.Info[CategoryType].IconSlot = CreateFrame('Frame', nil, self.Info[CategoryType])
			self.Info[CategoryType].IconSlot:Size(INFO_TAB_SIZE)
			self.Info[CategoryType].IconSlot:SetBackdrop({
				bgFile = E.media.blankTex,
				edgeFile = E.media.blankTex,
				tile = false, tileSize = 0, edgeSize = E.mult,
				insets = { left = 0, right = 0, top = 0, bottom = 0}
			})
			self.Info[CategoryType].IconSlot:Point('TOPLEFT', self.Info[CategoryType], SPACING, -SPACING)
			self.Info[CategoryType].Icon = self.Info[CategoryType].IconSlot:CreateTexture(nil, 'OVERLAY')
			self.Info[CategoryType].Icon:SetTexCoord(unpack(E.TexCoords))
			self.Info[CategoryType].Icon:SetInside()
			
			self.Info[CategoryType].Tab = CreateFrame('Frame', nil, self.Info[CategoryType])
			self.Info[CategoryType].Tab:Point('TOPLEFT', self.Info[CategoryType].IconSlot, 'TOPRIGHT', 1, 0)
			self.Info[CategoryType].Tab:Point('BOTTOMRIGHT', self.Info[CategoryType], 'TOPRIGHT', -SPACING, -(SPACING + INFO_TAB_SIZE))
			self.Info[CategoryType].Tab:SetBackdrop({
				bgFile = E.media.normTex,
				edgeFile = E.media.blankTex,
				tile = false, tileSize = 0, edgeSize = E.mult,
				insets = { left = 0, right = 0, top = 0, bottom = 0}
			})
			
			self.Info[CategoryType].Tooltip = CreateFrame('Button', nil, self.Info[CategoryType])
			self.Info[CategoryType].Tooltip:Point('TOPLEFT', self.Info[CategoryType].Icon)
			self.Info[CategoryType].Tooltip:Point('BOTTOMRIGHT', self.Info[CategoryType].Tab)
			self.Info[CategoryType].Tooltip:SetFrameLevel(CORE_FRAME_LEVEL + 5)
			self.Info[CategoryType].Tooltip:SetScript('OnClick', IA.Category_OnClick)
			
			self.Info[CategoryType].Page = CreateFrame('Frame', nil, self.Info[CategoryType])
			self.Info[CategoryType]:SetScrollChild(self.Info[CategoryType].Page)
			self.Info[CategoryType].Page:SetFrameLevel(CORE_FRAME_LEVEL + 3)
			self.Info[CategoryType].Page:Point('TOPLEFT', self.Info[CategoryType].IconSlot, 'BOTTOMLEFT', 0, -SPACING)
			self.Info[CategoryType].Page:Point('BOTTOMRIGHT', self.Info[CategoryType], -SPACING, SPACING)
		end
		
		do -- Profession Part
			KF:TextSetting(self.Info.Profession.Tab, TRADE_SKILLS, { FontSize = 10 }, 'LEFT', 6, 1)
			self.Info.Profession.CategoryHeight = INFO_TAB_SIZE + 34 + SPACING * 3
			self.Info.Profession.Icon:SetTexture('Interface\\Icons\\Trade_BlackSmithing')
			
			for i = 1, 2 do
				self.Info.Profession['Prof'..i] = CreateFrame('Frame', nil, self.Info.Profession.Page)
				self.Info.Profession['Prof'..i]:Size(20)
				self.Info.Profession['Prof'..i]:SetBackdrop({
					bgFile = E.media.blankTex,
					edgeFile = E.media.blankTex,
					tile = false, tileSize = 0, edgeSize = E.mult,
					insets = { left = 0, right = 0, top = 0, bottom = 0}
				})
				self.Info.Profession['Prof'..i]:SetBackdropBorderColor(0, 0, 0)
				
				self.Info.Profession['Prof'..i].Icon = self.Info.Profession['Prof'..i]:CreateTexture(nil, 'OVERLAY')
				self.Info.Profession['Prof'..i].Icon:SetTexCoord(unpack(E.TexCoords))
				self.Info.Profession['Prof'..i].Icon:SetInside()
				
				self.Info.Profession['Prof'..i].BarFrame = CreateFrame('Frame', nil, self.Info.Profession['Prof'..i])
				self.Info.Profession['Prof'..i].BarFrame:Size(136, 5)
				self.Info.Profession['Prof'..i].BarFrame:SetBackdrop({
					bgFile = E.media.blankTex,
					edgeFile = E.media.blankTex,
					tile = false, tileSize = 0, edgeSize = E.mult,
					insets = { left = 0, right = 0, top = 0, bottom = 0}
				})
				self.Info.Profession['Prof'..i].BarFrame:SetBackdropColor(0, 0, 0)
				self.Info.Profession['Prof'..i].BarFrame:SetBackdropBorderColor(0, 0, 0)
				self.Info.Profession['Prof'..i].BarFrame:Point('BOTTOMLEFT', self.Info.Profession['Prof'..i], 'BOTTOMRIGHT', SPACING, 0)
				
				self.Info.Profession['Prof'..i].Bar = CreateFrame('StatusBar', nil, self.Info.Profession['Prof'..i].BarFrame)
				self.Info.Profession['Prof'..i].Bar:SetInside()
				self.Info.Profession['Prof'..i].Bar:SetStatusBarTexture(E.media.normTex)
				self.Info.Profession['Prof'..i].Bar:SetMinMaxValues(0, 600)
				
				KF:TextSetting(self.Info.Profession['Prof'..i], nil, { Tag = 'Level', FontSize = 10 }, 'TOP', self.Info.Profession['Prof'..i].Icon)
				self.Info.Profession['Prof'..i].Level:Point('RIGHT', self.Info.Profession['Prof'..i].Bar)
				
				KF:TextSetting(self.Info.Profession['Prof'..i], nil, { Tag = 'Name', FontSize = 10, directionH = 'LEFT' }, 'TOP', self.Info.Profession['Prof'..i].Icon)
				self.Info.Profession['Prof'..i].Name:Point('LEFT', self.Info.Profession['Prof'..i].Bar)
				self.Info.Profession['Prof'..i].Name:Point('RIGHT', self.Info.Profession['Prof'..i].Level, 'LEFT', -SPACING, 0)
			end
			
			self.Info.Profession.Prof1:Point('TOPLEFT', self.Info.Profession.Page, 6, -7)
			self.Info.Profession.Prof2:Point('TOPLEFT', self.Info.Profession.Page, 'TOP', 6, -7)
		end
		
		do -- PvP Category
			KF:TextSetting(self.Info.PvP.Tab, PVP, { FontSize = 10 }, 'LEFT', 6, 1)
			self.Info.PvP.CategoryHeight = 90
			self.Info.PvP.Icon:SetTexture('Interface\\Icons\\achievement_bg_killxenemies_generalsroom')
			
			self.Info.PvP.PageLeft = CreateFrame('Frame', nil, self.Info.PvP.Page)
			self.Info.PvP.PageLeft:Point('TOP', self.Info.PvP.Page)
			self.Info.PvP.PageLeft:Point('LEFT', self.Info.PvP.Page)
			self.Info.PvP.PageLeft:Point('BOTTOMRIGHT', self.Info.PvP.Page, 'BOTTOM')
			self.Info.PvP.PageLeft:SetFrameLevel(CORE_FRAME_LEVEL + 4)
			self.Info.PvP.PageRight = CreateFrame('Frame', nil, self.Info.PvP.Page)
			self.Info.PvP.PageRight:Point('TOP', self.Info.PvP.Page)
			self.Info.PvP.PageRight:Point('RIGHT', self.Info.PvP.Page)
			self.Info.PvP.PageRight:Point('BOTTOMLEFT', self.Info.PvP.Page, 'BOTTOM')
			self.Info.PvP.PageRight:SetFrameLevel(CORE_FRAME_LEVEL + 4)
			
			for i = 1, 3 do
				self.Info.PvP['Bar'..i] = self.Info.PvP.Page:CreateTexture(nil, 'OVERLAY')
				self.Info.PvP['Bar'..i]:SetTexture(0, 0, 0)
				self.Info.PvP['Bar'..i]:Width(2)
			end
			self.Info.PvP.Bar1:Point('TOP', self.Info.PvP.PageLeft, 0, -SPACING * 2)
			self.Info.PvP.Bar1:Point('BOTTOM', self.Info.PvP.PageLeft, 0, SPACING * 2)
			self.Info.PvP.Bar2:Point('TOP', self.Info.PvP.Page, 0, -SPACING * 2)
			self.Info.PvP.Bar2:Point('BOTTOM', self.Info.PvP.Page, 0, SPACING * 2)
			self.Info.PvP.Bar3:Point('TOP', self.Info.PvP.PageRight, 0, -SPACING * 2)
			self.Info.PvP.Bar3:Point('BOTTOM', self.Info.PvP.PageRight, 0, SPACING * 2)
			
			for _, Type in pairs({ '2vs2', '3vs3', '5vs5', 'RB' }) do
				self.Info.PvP[Type] = CreateFrame('Frame', nil, self.Info.PvP.Page)
				self.Info.PvP[Type]:SetFrameLevel(CORE_FRAME_LEVEL + 5)
				
				self.Info.PvP[Type].Rank = self.Info.PvP.Page:CreateTexture(nil, 'OVERLAY')
				self.Info.PvP[Type].Rank:SetTexture('Interface\\ACHIEVEMENTFRAME\\UI-ACHIEVEMENT-SHIELDS')
				self.Info.PvP[Type].Rank:SetTexCoord(0, .5, 0, .5)
				self.Info.PvP[Type].Rank:Size(83, 57)
				self.Info.PvP[Type].Rank:Point('TOP', self.Info.PvP[Type], 0, -10)
				self.Info.PvP[Type].Rank:Hide()
				self.Info.PvP[Type].RankGlow = self.Info.PvP.Page:CreateTexture(nil, 'OVERLAY')
				self.Info.PvP[Type].RankGlow:SetTexture('Interface\\ACHIEVEMENTFRAME\\UI-ACHIEVEMENT-SHIELDS')
				self.Info.PvP[Type].RankGlow:SetBlendMode('ADD')
				self.Info.PvP[Type].RankGlow:SetTexCoord(0, .5, 0, .5)
				self.Info.PvP[Type].RankGlow:Point('TOPLEFT', self.Info.PvP[Type].Rank)
				self.Info.PvP[Type].RankGlow:Point('BOTTOMRIGHT', self.Info.PvP[Type].Rank)
				self.Info.PvP[Type].RankGlow:Hide()
				self.Info.PvP[Type].RankNoLeaf = self.Info.PvP.Page:CreateTexture(nil, 'OVERLAY')
				self.Info.PvP[Type].RankNoLeaf:SetTexture('Interface\\ACHIEVEMENTFRAME\\UI-Achievement-Progressive-Shield')
				self.Info.PvP[Type].RankNoLeaf:SetTexCoord(0, .66, 0, .77)
				self.Info.PvP[Type].RankNoLeaf:Point('CENTER', self.Info.PvP[Type].Rank, 0, 2)
				self.Info.PvP[Type].RankNoLeaf:SetVertexColor(.2, .4, 1)
				self.Info.PvP[Type].RankNoLeaf:Size(80, 65)
				
				KF:TextSetting(self.Info.PvP[Type], nil, { Tag = 'Type', FontSize = 10, FontStyle = 'OUTLINE' }, 'TOPLEFT', self.Info.PvP[Type])
				self.Info.PvP[Type].Type:Point('TOPRIGHT', self.Info.PvP[Type])
				self.Info.PvP[Type].Type:SetHeight(22)
				KF:TextSetting(self.Info.PvP[Type], nil, { Tag = 'Rating', FontSize = 22, FontStyle = 'OUTLINE' }, 'CENTER', self.Info.PvP[Type].Rank, 0, 3)
				KF:TextSetting(self.Info.PvP[Type], nil, { Tag = 'Record', FontSize = 10, FontStyle = 'OUTLINE' }, 'TOP', self.Info.PvP[Type].Rank, 'BOTTOM', 0, 12)
			end
			self.Info.PvP['2vs2']:Point('TOP', self.Info.PvP.Bar1)
			self.Info.PvP['2vs2']:Point('LEFT', self.Info.PvP.Page)
			self.Info.PvP['2vs2']:Point('BOTTOMRIGHT', self.Info.PvP.Bar1, 'BOTTOMLEFT', -SPACING, 0)
			self.Info.PvP['2vs2'].Type:SetText(ARENA_2V2)
			
			self.Info.PvP['3vs3']:Point('TOPLEFT', self.Info.PvP.Bar1, 'TOPRIGHT', SPACING, 0)
			self.Info.PvP['3vs3']:Point('BOTTOMRIGHT', self.Info.PvP.Bar2, 'BOTTOMLEFT', -SPACING, 0)
			self.Info.PvP['3vs3'].Type:SetText(ARENA_3V3)
			
			self.Info.PvP['5vs5']:Point('TOPLEFT', self.Info.PvP.Bar2, 'TOPRIGHT', SPACING, 0)
			self.Info.PvP['5vs5']:Point('BOTTOMRIGHT', self.Info.PvP.Bar3, 'BOTTOMLEFT', -SPACING, 0)
			self.Info.PvP['5vs5'].Type:SetText(ARENA_5V5)
			
			self.Info.PvP.RB:Point('TOP', self.Info.PvP.Bar3)
			self.Info.PvP.RB:Point('RIGHT', self.Info.PvP.Page)
			self.Info.PvP.RB:Point('BOTTOMLEFT', self.Info.PvP.Bar3, 'BOTTOMRIGHT', SPACING, 0)
			self.Info.PvP.RB.Type:SetText(PVP_RATED_BATTLEGROUNDS)
		end
		
		do -- Guild Category
			KF:TextSetting(self.Info.Guild.Tab, GUILD, { FontSize = 10 }, 'LEFT', 6, 1)
			self.Info.Guild.CategoryHeight = INFO_TAB_SIZE + 66 + SPACING * 3
			self.Info.Guild.Icon:SetTexture('Interface\\Icons\\ACHIEVEMENT_GUILDPERK_MASSRESURRECTION')
			
			self.Info.Guild.Banner = CreateFrame('Frame', nil, self.Info.Guild.Page)
			self.Info.Guild.Banner:SetInside()
			self.Info.Guild.Banner:SetFrameLevel(CORE_FRAME_LEVEL + 4)
			
			self.Info.Guild.BG = self.Info.Guild.Banner:CreateTexture(nil, 'BACKGROUND')
			self.Info.Guild.BG:Size(33, 44)
			self.Info.Guild.BG:SetTexCoord(.00781250, .32812500, .01562500, .84375000)
			self.Info.Guild.BG:SetTexture('Interface\\GuildFrame\\GuildDifficulty')
			self.Info.Guild.BG:Point('TOP', self.Info.Guild.Page)
			
			self.Info.Guild.Border = self.Info.Guild.Banner:CreateTexture(nil, 'ARTWORK')
			self.Info.Guild.Border:Size(33, 44)
			self.Info.Guild.Border:SetTexCoord(.34375000, .66406250, .01562500, .84375000)
			self.Info.Guild.Border:SetTexture('Interface\\GuildFrame\\GuildDifficulty')
			self.Info.Guild.Border:Point('CENTER', self.Info.Guild.BG)
			
			self.Info.Guild.Emblem = self.Info.Guild.Banner:CreateTexture(nil, 'OVERLAY')
			self.Info.Guild.Emblem:Size(16)
			self.Info.Guild.Emblem:SetTexture('Interface\\GuildFrame\\GuildEmblems_01')
			self.Info.Guild.Emblem:Point('CENTER', self.Info.Guild.BG, 0, 2)
			
			KF:TextSetting(self.Info.Guild.Banner, nil, { Tag = 'Name', FontSize = 14 }, 'TOP', self.Info.Guild.BG, 'BOTTOM', 0, 7)
			KF:TextSetting(self.Info.Guild.Banner, nil, { Tag = 'LevelMembers', FontSize = 9 }, 'TOP', self.Info.Guild.Banner.Name, 'BOTTOM', 0, -2)
		end
	end
	
	do --<< Specialization Page >>--
		self.Spec = CreateFrame('ScrollFrame', nil, self)
		self.Spec:SetFrameLevel(CORE_FRAME_LEVEL + 6)
		self.Spec:EnableMouseWheel(1)
		self.Spec:SetScript('OnMouseWheel', self.ScrollFrame_OnMouseWheel)
		
		self.Spec.BGFrame = CreateFrame('Frame', nil, self.Spec)
		self.Spec.BGFrame:SetFrameLevel(CORE_FRAME_LEVEL + 2)
		self.Spec.BG = self.Spec.BGFrame:CreateTexture(nil, 'BACKGROUND')
		self.Spec.BG:Point('TOP', self.HeadSlot, 'TOPRIGHT', 0, -28)
		self.Spec.BG:Point('LEFT', self.WristSlot, 'TOPRIGHT', SPACING, 0)
		self.Spec.BG:Point('RIGHT', self.Trinket1Slot, 'BOTTOMLEFT', -SPACING, 0)
		self.Spec.BG:Point('BOTTOM', self.BP, 'TOP', 0, SPACING)
		self.Spec.BG:SetTexture(0, 0, 0, .7)
		
		self.Spec:Point('TOPLEFT', self.Spec.BG, 4, -4)
		self.Spec:Point('BOTTOMRIGHT', self.Spec.BG, -4, 7)
		
		self.Spec.Page = CreateFrame('Frame', nil, self.Spec)
		self.Spec:SetScrollChild(self.Spec.Page)
		self.Spec.Page:SetFrameLevel(CORE_FRAME_LEVEL + 3)
		self.Spec.Page:Point('TOPLEFT', self.Spec)
		self.Spec.Page:Point('TOPRIGHT', self.Spec)
		self.Spec.Page:Height((TALENT_SLOT_SIZE + SPACING * 3) * MAX_TALENT_TIERS + (SPACING + GLYPH_SLOT_HEIGHT) * 3 + 18)
		
		self.Spec.BottomBorder = self.Spec:CreateTexture(nil, 'OVERLAY')
		self.Spec.BottomBorder:Point('TOPLEFT', self.Spec.BG, 'BOTTOMLEFT', 0, E.mult)
		self.Spec.BottomBorder:Point('BOTTOMRIGHT', self.Spec.BG)
		self.Spec.LeftBorder = self.Spec:CreateTexture(nil, 'OVERLAY')
		self.Spec.LeftBorder:Point('TOPLEFT', self.Spec.BG)
		self.Spec.LeftBorder:Point('BOTTOMLEFT', self.Spec.BottomBorder, 'TOPLEFT')
		self.Spec.LeftBorder:Width(E.mult)
		self.Spec.RightBorder = self.Spec:CreateTexture(nil, 'OVERLAY')
		self.Spec.RightBorder:Point('TOPRIGHT', self.Spec.BG)
		self.Spec.RightBorder:Point('BOTTOMRIGHT', self.Spec.BottomBorder, 'TOPRIGHT')
		self.Spec.RightBorder:Width(E.mult)
		
		do -- Specialization Tab
			for i = 1, MAX_TALENT_GROUPS do
				self.Spec['Spec'..i] = CreateFrame('Button', nil, self.Spec)
				self.Spec['Spec'..i]:Size(150, 28)
				self.Spec['Spec'..i]:SetScript('OnClick', function() self:ToggleSpecializationTab(i, self.CurrentInspectData) end)
				
				self.Spec['Spec'..i].Tab = CreateFrame('Frame', nil, self.Spec['Spec'..i])
				self.Spec['Spec'..i].Tab:Size(120, 28)
				self.Spec['Spec'..i].Tab:SetBackdrop({
					bgFile = E.media.blankTex,
					edgeFile = E.media.blankTex,
					tile = false, tileSize = 0, edgeSize = 0,
					insets = { left = 0, right = 0, top = 0, bottom = 0}
				})
				self.Spec['Spec'..i].Tab:SetBackdropColor(0, 0, 0, .7)
				self.Spec['Spec'..i].Tab:SetBackdropBorderColor(0, 0, 0, 0)
				self.Spec['Spec'..i].Tab:Point('TOPRIGHT', self.Spec['Spec'..i])
				KF:TextSetting(self.Spec['Spec'..i].Tab, nil, { FontSize = 10, FontStyle = 'OUTLINE' }, 'TOPLEFT', 0, 0)
				self.Spec['Spec'..i].Tab.text:Point('BOTTOMRIGHT', 0, -4)
				
				self.Spec['Spec'..i].Icon = CreateFrame('Frame', nil, self.Spec['Spec'..i].Tab)
				self.Spec['Spec'..i].Icon:Size(27, 24)
				self.Spec['Spec'..i].Icon:SetBackdrop({
					bgFile = E.media.blankTex,
					edgeFile = E.media.blankTex,
					tile = false, tileSize = 0, edgeSize = E.mult,
					insets = { left = 0, right = 0, top = 0, bottom = 0}
				})
				self.Spec['Spec'..i].Icon:SetBackdropColor(0, 0, 0, .7)
				self.Spec['Spec'..i].Icon:Point('TOPLEFT', self.Spec['Spec'..i])
				
				self.Spec['Spec'..i].Texture = self.Spec['Spec'..i].Icon:CreateTexture(nil, 'OVERLAY')
				self.Spec['Spec'..i].Texture:SetTexCoord(.08, .92, .16, .84)
				self.Spec['Spec'..i].Texture:SetInside()
				
				self.Spec['Spec'..i].TopBorder = self.Spec['Spec'..i].Tab:CreateTexture(nil, 'OVERLAY')
				self.Spec['Spec'..i].TopBorder:Point('TOPLEFT', self.Spec['Spec'..i].Tab)
				self.Spec['Spec'..i].TopBorder:Point('BOTTOMRIGHT', self.Spec['Spec'..i].Tab, 'TOPRIGHT', 0, -E.mult)
				
				self.Spec['Spec'..i].LeftBorder = self.Spec['Spec'..i].Tab:CreateTexture(nil, 'OVERLAY')
				self.Spec['Spec'..i].LeftBorder:Point('TOPLEFT', self.Spec['Spec'..i].TopBorder, 'BOTTOMLEFT')
				self.Spec['Spec'..i].LeftBorder:Point('BOTTOMRIGHT', self.Spec['Spec'..i].Tab, 'BOTTOMLEFT', E.mult, 0)
				
				self.Spec['Spec'..i].RightBorder = self.Spec['Spec'..i].Tab:CreateTexture(nil, 'OVERLAY')
				self.Spec['Spec'..i].RightBorder:Point('TOPLEFT', self.Spec['Spec'..i].TopBorder, 'BOTTOMRIGHT', -E.mult, 0)
				self.Spec['Spec'..i].RightBorder:Point('BOTTOMRIGHT', self.Spec['Spec'..i].Tab)
				
				self.Spec['Spec'..i].BottomLeftBorder = self.Spec['Spec'..i].Tab:CreateTexture(nil, 'OVERLAY')
				self.Spec['Spec'..i].BottomLeftBorder:Point('TOPLEFT', self.Spec.BG, 0, E.mult)
				self.Spec['Spec'..i].BottomLeftBorder:Point('BOTTOMRIGHT', self.Spec['Spec'..i].LeftBorder, 'BOTTOMLEFT')
				
				self.Spec['Spec'..i].BottomRightBorder = self.Spec['Spec'..i].Tab:CreateTexture(nil, 'OVERLAY')
				self.Spec['Spec'..i].BottomRightBorder:Point('TOPRIGHT', self.Spec.BG, 0, E.mult)
				self.Spec['Spec'..i].BottomRightBorder:Point('BOTTOMLEFT', self.Spec['Spec'..i].RightBorder, 'BOTTOMRIGHT')
			end
			self.Spec.Spec1:Point('BOTTOMLEFT', self.Spec.BG, 'TOPLEFT', 20, 0)
			self.Spec.Spec2:Point('BOTTOMRIGHT', self.Spec.BG, 'TOPRIGHT', -20, 0)
		end
		
		for i = 1, MAX_TALENT_TIERS do
			self.Spec['TalentTier'..i] = CreateFrame('Frame', nil, self.Spec.Page)
			self.Spec['TalentTier'..i]:SetBackdrop({
				bgFile = E.media.blankTex,
				edgeFile = E.media.blankTex,
				tile = false, tileSize = 0, edgeSize = E.mult,
				insets = { left = 0, right = 0, top = 0, bottom = 0}
			})
			self.Spec['TalentTier'..i]:SetBackdropColor(.08, .08, .08)
			self.Spec['TalentTier'..i]:SetBackdropBorderColor(0, 0, 0)
			self.Spec['TalentTier'..i]:SetFrameLevel(CORE_FRAME_LEVEL + 3)
			self.Spec['TalentTier'..i]:Size(352, TALENT_SLOT_SIZE + SPACING * 2)
			
			for k = 1, NUM_TALENT_COLUMNS do
				self.Spec['Talent'..((i - 1) * NUM_TALENT_COLUMNS + k)] = CreateFrame('Frame', nil, self.Spec['TalentTier'..i])
				self.Spec['Talent'..((i - 1) * NUM_TALENT_COLUMNS + k)]:SetBackdrop({
					bgFile = E.media.blankTex,
					edgeFile = E.media.blankTex,
					tile = false, tileSize = 0, edgeSize = E.mult,
					insets = { left = 0, right = 0, top = 0, bottom = 0}
				})
				self.Spec['Talent'..((i - 1) * NUM_TALENT_COLUMNS + k)]:SetFrameLevel(CORE_FRAME_LEVEL + 4)
				self.Spec['Talent'..((i - 1) * NUM_TALENT_COLUMNS + k)]:Size(114, TALENT_SLOT_SIZE)
				self.Spec['Talent'..((i - 1) * NUM_TALENT_COLUMNS + k)].Icon = CreateFrame('Frame', nil, self.Spec['Talent'..((i - 1) * NUM_TALENT_COLUMNS + k)])
				self.Spec['Talent'..((i - 1) * NUM_TALENT_COLUMNS + k)].Icon:Size(20)
				self.Spec['Talent'..((i - 1) * NUM_TALENT_COLUMNS + k)].Icon:SetBackdrop({
					bgFile = E.media.blankTex,
					edgeFile = E.media.blankTex,
					tile = false, tileSize = 0, edgeSize = E.mult,
					insets = { left = 0, right = 0, top = 0, bottom = 0}
				})
				self.Spec['Talent'..((i - 1) * NUM_TALENT_COLUMNS + k)].Icon.Texture = self.Spec['Talent'..((i - 1) * NUM_TALENT_COLUMNS + k)].Icon:CreateTexture(nil, 'OVERLAY')
				self.Spec['Talent'..((i - 1) * NUM_TALENT_COLUMNS + k)].Icon.Texture:SetTexCoord(unpack(E.TexCoords))
				self.Spec['Talent'..((i - 1) * NUM_TALENT_COLUMNS + k)].Icon.Texture:SetInside()
				self.Spec['Talent'..((i - 1) * NUM_TALENT_COLUMNS + k)].Icon:Point('LEFT', self.Spec['Talent'..((i - 1) * NUM_TALENT_COLUMNS + k)], SPACING, 0)
				KF:TextSetting(self.Spec['Talent'..((i - 1) * NUM_TALENT_COLUMNS + k)], nil, { FontSize = 9, directionH = 'LEFT' }, 'TOPLEFT', self.Spec['Talent'..((i - 1) * NUM_TALENT_COLUMNS + k)].Icon, 'TOPRIGHT', SPACING, SPACING)
				self.Spec['Talent'..((i - 1) * NUM_TALENT_COLUMNS + k)].text:Point('BOTTOMLEFT', self.Spec['Talent'..((i - 1) * NUM_TALENT_COLUMNS + k)].Icon, 'BOTTOMRIGHT', SPACING, -SPACING)
				self.Spec['Talent'..((i - 1) * NUM_TALENT_COLUMNS + k)].text:Point('RIGHT', -SPACING, 0)
				
				self.Spec['Talent'..((i - 1) * NUM_TALENT_COLUMNS + k)].Tooltip = CreateFrame('Button', nil, self.Spec['Talent'..((i - 1) * NUM_TALENT_COLUMNS + k)])
				self.Spec['Talent'..((i - 1) * NUM_TALENT_COLUMNS + k)].Tooltip:SetFrameLevel(CORE_FRAME_LEVEL + 5)
				self.Spec['Talent'..((i - 1) * NUM_TALENT_COLUMNS + k)].Tooltip:SetInside()
				self.Spec['Talent'..((i - 1) * NUM_TALENT_COLUMNS + k)].Tooltip:SetScript('OnClick', self.OnClick)
				self.Spec['Talent'..((i - 1) * NUM_TALENT_COLUMNS + k)].Tooltip:SetScript('OnEnter', self.OnEnter)
				self.Spec['Talent'..((i - 1) * NUM_TALENT_COLUMNS + k)].Tooltip:SetScript('OnLeave', self.OnLeave)
			end
			
			self.Spec['Talent'..((i - 1) * NUM_TALENT_COLUMNS + 1)]:Point('RIGHT', self.Spec['Talent'..((i - 1) * NUM_TALENT_COLUMNS + 2)], 'LEFT', -2, 0)
			self.Spec['Talent'..((i - 1) * NUM_TALENT_COLUMNS + 2)]:Point('CENTER', self.Spec['TalentTier'..i])
			self.Spec['Talent'..((i - 1) * NUM_TALENT_COLUMNS + 3)]:Point('LEFT', self.Spec['Talent'..((i - 1) * NUM_TALENT_COLUMNS + 2)], 'RIGHT', 2, 0)
			
			if i > 1 then
				self.Spec['TalentTier'..i]:Point('TOP', self.Spec['TalentTier'..(i - 1)], 'BOTTOM', 0, -SPACING)
			end
		end
		
		self.Spec.TalentTier1:Point('TOP', self.Spec.Page)
		
		for _, groupName in pairs({ 'MAJOR_GLYPH', 'MINOR_GLYPH' }) do
			self.Spec['GLYPH_'..groupName] = CreateFrame('Frame', nil, self.Spec.Page)
			self.Spec['GLYPH_'..groupName]:SetBackdrop({
				bgFile = E.media.blankTex,
				edgeFile = E.media.blankTex,
				tile = false, tileSize = 0, edgeSize = E.mult,
				insets = { left = 0, right = 0, top = 0, bottom = 0}
			})
			self.Spec['GLYPH_'..groupName]:SetBackdropColor(.08, .08, .08)
			self.Spec['GLYPH_'..groupName]:SetBackdropBorderColor(0, 0, 0)
			self.Spec['GLYPH_'..groupName]:Height(GLYPH_SLOT_HEIGHT * 3 + SPACING * 3 + 18)
			KF:TextSetting(self.Spec['GLYPH_'..groupName], '|cffceff00<|r '.._G[groupName]..' |cffceff00>|r', { FontSize = 10 }, 'BOTTOM', self.Spec['GLYPH_'..groupName], 0, 4)
		end
		
		for i = 1, NUM_GLYPH_SLOTS do
			self.Spec['Glyph'..i] = CreateFrame('Button', nil, self.Spec.Page)
			self.Spec['Glyph'..i]:SetBackdrop({
				bgFile = E.media.blankTex,
				edgeFile = E.media.blankTex,
				tile = false, tileSize = 0, edgeSize = E.mult,
				insets = { left = 0, right = 0, top = 0, bottom = 0}
			})
			self.Spec['Glyph'..i]:SetFrameLevel(CORE_FRAME_LEVEL + 4)
			self.Spec['Glyph'..i]:Height(GLYPH_SLOT_HEIGHT)
			
			self.Spec['Glyph'..i].NeedLevel = (i == 1 or i == 2) and 25 or (i == 3 or i == 4) and 50 or 75
			
			self.Spec['Glyph'..i].Icon = CreateFrame('Frame', nil, self.Spec['Glyph'..i])
			self.Spec['Glyph'..i].Icon:Size(16)
			self.Spec['Glyph'..i].Icon:SetBackdrop({
				bgFile = E.media.blankTex,
				edgeFile = E.media.blankTex,
				tile = false, tileSize = 0, edgeSize = E.mult,
				insets = { left = 0, right = 0, top = 0, bottom = 0}
			})
			self.Spec['Glyph'..i].Icon:SetBackdropColor(.15, .15, .15)
			self.Spec['Glyph'..i].Icon:SetFrameLevel(CORE_FRAME_LEVEL + 5)
			self.Spec['Glyph'..i].Icon.Texture = self.Spec['Glyph'..i].Icon:CreateTexture(nil, 'OVERLAY')
			self.Spec['Glyph'..i].Icon.Texture:SetTexCoord(unpack(E.TexCoords))
			self.Spec['Glyph'..i].Icon.Texture:SetInside()
			self.Spec['Glyph'..i].Icon:Point('LEFT', self.Spec['Glyph'..i], SPACING, 0)
			
			self.Spec['Glyph'..i].Tooltip = CreateFrame('Button', nil, self.Spec['Glyph'..i])
			self.Spec['Glyph'..i].Tooltip:SetFrameLevel(CORE_FRAME_LEVEL + 6)
			self.Spec['Glyph'..i].Tooltip:SetInside()
			self.Spec['Glyph'..i].Tooltip:SetScript('OnClick', self.OnClick)
			self.Spec['Glyph'..i].Tooltip:SetScript('OnEnter', self.OnEnter)
			self.Spec['Glyph'..i].Tooltip:SetScript('OnLeave', self.OnLeave)
			self.Spec['Glyph'..i].Tooltip.EnableAuctionSearch = true
			
			KF:TextSetting(self.Spec['Glyph'..i], nil, { FontSize = 9, directionH = 'LEFT' }, 'LEFT', self.Spec['Glyph'..i].Icon, 'RIGHT', SPACING, 0)
			self.Spec['Glyph'..i].text:Point('RIGHT', self.Spec['Glyph'..i], -SPACING, 0)
		end
		
		self.Spec.Glyph2:Point('TOP', self.Spec.GLYPH_MAJOR_GLYPH, 0, -SPACING)
		self.Spec.Glyph2:Point('LEFT', self.Spec.GLYPH_MAJOR_GLYPH, SPACING, 0)
		self.Spec.Glyph2:Point('RIGHT', self.Spec.GLYPH_MAJOR_GLYPH, -SPACING, 0)
		self.Spec.Glyph4:Point('TOPLEFT', self.Spec.Glyph2, 'BOTTOMLEFT', 0, -SPACING)
		self.Spec.Glyph4:Point('TOPRIGHT', self.Spec.Glyph2, 'BOTTOMRIGHT', 0, -SPACING)
		self.Spec.Glyph6:Point('TOPLEFT', self.Spec.Glyph4, 'BOTTOMLEFT', 0, -SPACING)
		self.Spec.Glyph6:Point('TOPRIGHT', self.Spec.Glyph4, 'BOTTOMRIGHT', 0, -SPACING)
		
		self.Spec.Glyph1:Point('TOP', self.Spec.GLYPH_MINOR_GLYPH, 0, -SPACING)
		self.Spec.Glyph1:Point('LEFT', self.Spec.GLYPH_MINOR_GLYPH, SPACING, 0)
		self.Spec.Glyph1:Point('RIGHT', self.Spec.GLYPH_MINOR_GLYPH, -SPACING, 0)
		self.Spec.Glyph3:Point('TOPLEFT', self.Spec.Glyph1, 'BOTTOMLEFT', 0, -SPACING)
		self.Spec.Glyph3:Point('TOPRIGHT', self.Spec.Glyph1, 'BOTTOMRIGHT', 0, -SPACING)
		self.Spec.Glyph5:Point('TOPLEFT', self.Spec.Glyph3, 'BOTTOMLEFT', 0, -SPACING)
		self.Spec.Glyph5:Point('TOPRIGHT', self.Spec.Glyph3, 'BOTTOMRIGHT', 0, -SPACING)
		
		self.Spec.GLYPH_MAJOR_GLYPH:Point('TOPLEFT', self.Spec['TalentTier'..MAX_TALENT_TIERS], 'BOTTOMLEFT', 0, -SPACING)
		self.Spec.GLYPH_MAJOR_GLYPH:Point('TOPRIGHT', self.Spec['TalentTier'..MAX_TALENT_TIERS], 'BOTTOM', -2, -SPACING)
		self.Spec.GLYPH_MINOR_GLYPH:Point('TOPLEFT', self.Spec['TalentTier'..MAX_TALENT_TIERS], 'BOTTOM', 2, -SPACING)
		self.Spec.GLYPH_MINOR_GLYPH:Point('TOPRIGHT', self.Spec['TalentTier'..MAX_TALENT_TIERS], 'BOTTOMRIGHT', 0, -SPACING)
	end
	
	do --<< Scanning Tooltip >>--
		self.ScanTTForInspecting = CreateFrame('GameTooltip', 'InspectArmoryScanTT_I', nil, 'GameTooltipTemplate')
		self.ScanTTForInspecting:SetOwner(UIParent, 'ANCHOR_NONE')
		self.ScanTT = CreateFrame('GameTooltip', 'InspectArmoryScanTT', nil, 'GameTooltipTemplate')
		self.ScanTT:SetOwner(UIParent, 'ANCHOR_NONE')
	end
	
	do --<< UnitPopup Setting >>--
		InspectArmory_UnitPopup.Highlight = InspectArmory_UnitPopup:CreateTexture(nil, 'BACKGROUND')
		InspectArmory_UnitPopup.Highlight:SetTexture('Interface\\QuestFrame\\UI-QuestTitleHighlight')
		InspectArmory_UnitPopup.Highlight:SetBlendMode('ADD')
		InspectArmory_UnitPopup.Highlight:SetAllPoints()
		InspectArmory_UnitPopup:SetHighlightTexture(InspectArmory_UnitPopup.Highlight)
		
		InspectArmory_UnitPopup:SetScript('OnEnter', function()
			UIDropDownMenu_StopCounting(DropDownList1)
		end)
		InspectArmory_UnitPopup:SetScript('OnLeave', function()
			UIDropDownMenu_StartCounting(DropDownList1)
		end)
		InspectArmory_UnitPopup:SetScript('OnHide', function(self)
			if self.Anchored then
				self.Anchored = nil
				self.Data = nil
				self:SetParent(nil)
				self:ClearAllPoints()
				self:Hide()
			end
		end)
		InspectArmory_UnitPopup:SetScript('OnClick', function(self)
			local SendChannel, InspectWork
			if AISM and AISM.AISMUserList[self.Data.TableIndex] then
				if self.Data.Realm == Info.MyRealm then
					SendChannel = 'WHISPER'
				elseif AISM.AISMUserList[self.Data.TableIndex] == 'GUILD' then
					SendChannel = 'GUILD'
				elseif Info.CurrentGroupMode and Info.CurrentGroupMode ~= 'NoGroup' then
					SendChannel = IsInGroup(LE_PARTY_CATEGORY_INSTANCE) and 'INSTANCE_CHAT' or string.upper(Info.CurrentGroupMode)
				end
			end
			
			if self.Data.Unit then
				if ENI.HoldInspecting == 'OPENING_DROPDOWN' then
					ENI.HoldInspecting = nil
				end
				
				InspectWork = IA.InspectUnit(self.Data.Unit, { CancelInspectByManual = 'KnightInspect' })
			end
			
			if AISM and SendChannel then
				AISM.CurrentInspectData[self.Data.TableIndex] = {
					UnitID = self.Data.Unit
				}
				
				if not InspectWork then
					ENI.CancelInspect(self.Data.TableIndex)
					IA:UnregisterEvent('INSPECT_READY')
					
					IA.NeedModelSetting = true
					wipe(IA.CurrentInspectData)
					E:CopyTable(IA.CurrentInspectData, IA.Default_CurrentInspectData)
				end
				
				local TableIndex = self.Data.TableIndex
				
				AISM:RegisterInspectDataRequest(function(User, Prefix, UserData)
					if Prefix == 'AISM_Inspect' and User == TableIndex then
						E:CopyTable(IA.CurrentInspectData, UserData)
						
						if not InspectWork or IA:IsShown() and IA.LastDataSetting == TableIndex then
							IA:ShowFrame(IA.CurrentInspectData)
						end
						
						return true
					end
				end, 'InspectArmory', true)
				
				SendAddonMessage('AISM_Inspect', 'AISM_DataRequestForInspecting:'..self.Data.Name..'-'..self.Data.Realm..(InspectWork and '-true' or ''), SendChannel, self.Data.TableIndex)
			end
			
			DropDownList1:Hide()
		end)
		InspectArmory_UnitPopup:SetScript('OnUpdate', function(self)
			if not (self:GetPoint() and self:GetParent()) then
				self:Hide()
				return
			end
			
			if AISM and (type(AISM.GroupMemberData[self.Data.TableIndex]) == 'table' or AISM.AISMUserList[self.Data.TableIndex]) or self.Data.Unit and UnitIsVisible(self.Data.Unit) and UnitIsConnected(self.Data.Unit) and not UnitIsDeadOrGhost('player') then
				self:SetText(KF:Color_Value(ButtonName))
				self:Enable()
			else
				self:SetText(ButtonName)
				self:Disable()
			end
		end)
		
		InspectArmory_UnitPopup.CreateDropDownButton = function(Button, DataTable)
			if not Button then
				Button = UIDropDownMenu_CreateInfo()
				Button.notCheckable = 1
				UIDropDownMenu_AddButton(Button)
				
				Button = _G['DropDownList1Button'..DropDownList1.numButtons]
			end
			
			Button.value = 'InspectArmory'
			Button:SetText((' '):rep(strlen(ButtonName)))
			
			InspectArmory_UnitPopup:Show()
			InspectArmory_UnitPopup:SetParent('DropDownList1')
			InspectArmory_UnitPopup:SetFrameStrata(Button:GetFrameStrata())
			InspectArmory_UnitPopup:SetFrameLevel(Button:GetFrameLevel() + 1)
			InspectArmory_UnitPopup:ClearAllPoints()
			InspectArmory_UnitPopup:Point('TOPLEFT', Button)
			InspectArmory_UnitPopup:Point('BOTTOMRIGHT', Button)
			InspectArmory_UnitPopup.Anchored = true
			InspectArmory_UnitPopup.Data = DataTable
		end
		
		hooksecurefunc('UnitPopup_ShowMenu', function(Menu, Type, Unit, Name, ...)
			if Info.InspectArmory_Activate and IA.UnitPopupList[Type] and UIDROPDOWNMENU_MENU_LEVEL == 1 then
				local Button
				local DataTable = {
					Name = Menu.name or Name,
					Unit = UnitExists(Menu.name) and Menu.name or Unit,
					Realm = Menu.server ~= '' and Menu.server or Info.MyRealm
				}
				DataTable.TableIndex = DataTable.Unit and GetUnitName(DataTable.Unit, 1) or DataTable.Name..(DataTable.Realm and DataTable.Realm ~= '' and DataTable.Realm ~= Info.MyRealm and '-'..DataTable.Realm or '')
				
				if DataTable.Name == E.myname or DataTable.Unit and (UnitCanAttack('player', DataTable.Unit) or not UnitIsConnected(DataTable.Unit) or not UnitIsPlayer(DataTable.Unit)) then
					if AISM then
						AISM.AISMUserList[DataTable.TableIndex] = nil
						AISM.GroupMemberData[DataTable.TableIndex] = nil
					end
					
					return
				end
				
				for i = 1, DropDownList1.numButtons do
					if _G['DropDownList1Button'..i].value == 'INSPECT' then
						Button = _G['DropDownList1Button'..i]
						break
					end
				end
				
				if AISM and not (AISM.AISMUserList[DataTable.TableIndex] or AISM.GroupMemberData[DataTable.TableIndex]) then
					local isSending
					
					if DataTable.Unit and not (UnitCanAttack('player', DataTable.Unit) or not UnitIsConnected(DataTable.Unit) or not UnitIsPlayer(DataTable.Unit)) then
						if DataTable.Realm == Info.MyRealm or (Info.CurrentGroupMode and Info.CurrentGroupMode ~= 'NoGroup') then
							isSending = 'AISM_CheckResponse'
							SendAddonMessage('AISM', 'AISM_Check', DataTable.Realm == Info.MyRealm and 'WHISPER' or IsInGroup(LE_PARTY_CATEGORY_INSTANCE) and 'INSTANCE_CHAT' or string.upper(Info.CurrentGroupMode), DataTable.Name)
						end
					elseif Menu.which == 'GUILD' then
						isSending = 'AISM_GUILD_CheckResponse'
						SendAddonMessage('AISM', 'AISM_GUILD_Check', DataTable.Realm == Info.MyRealm and 'WHISPER' or 'GUILD', DataTable.Name)
					elseif DataTable.Realm == Info.MyRealm then
						isSending = 'AISM_CheckResponse'
						SendAddonMessage('AISM', 'AISM_Check', 'WHISPER', DataTable.Name)
					end
					
					if isSending then
						AISM:RegisterInspectDataRequest(function(User, _, Message)
							if User == DataTable.TableIndex and Message == isSending then
								InspectArmory_UnitPopup.CreateDropDownButton(Button, DataTable)
								
								return true
							end
						end, 'InspectArmory_Checking')
					end
				end
				
				if DataTable.Unit or Button or (AISM and (AISM.AISMUserList[DataTable.TableIndex] or AISM.GroupMemberData[DataTable.TableIndex]))then
					InspectArmory_UnitPopup.CreateDropDownButton(Button, DataTable)
				end
			end
		end)
	end
	
	do --<< Updater >>--
		self.Updater = CreateFrame('Frame')
		self.Updater:Hide()
	end
	
	HideUIPanel(self)
	
	self.CreateInspectFrame = nil
end



function IA:ClearTooltip(Tooltip)
	local TooltipName = Tooltip:GetName()
	
	Tooltip:ClearLines()
	for i = 1, 10 do
		_G[TooltipName..'Texture'..i]:SetTexture(nil)
		_G[TooltipName..'Texture'..i]:ClearAllPoints()
		_G[TooltipName..'Texture'..i]:Point('TOPLEFT', Tooltip)
	end
end


function IA:INSPECT_HONOR_UPDATE()
	if self == 'INSPECT_HONOR_UPDATE' or HasInspectHonorData() then
		for i, Type in pairs({ '2vs2', '3vs3', '5vs5' }) do
			IA.CurrentInspectData.PvP[Type] = { GetInspectArenaData(i) }
			for i = 4, #IA.CurrentInspectData.PvP[Type] do
				IA.CurrentInspectData.PvP[Type][i] = nil
			end
		end
		IA.CurrentInspectData.PvP.RB = { GetInspectRatedBGData() }
		IA.CurrentInspectData.PvP.Honor = select(5, GetInspectHonorData())
	end
	
	if not IA.ForbidUpdatePvPInformation then
		IA:InspectFrame_PvPSetting(IA.CurrentInspectData)
	end
end


function IA:INSPECT_READY(InspectedUnitGUID)
	local TableIndex = IA.CurrentInspectData.Name..(IA.CurrentInspectData.Realm and '-'..IA.CurrentInspectData.Realm or '')
	local UnitID = TableIndex
	local Name, Realm = UnitFullName(UnitID)
	
	if not Name then
		UnitID = IA.CurrentInspectData.UnitID
		Name, Realm = UnitFullName(UnitID)
	end
	
	if not Name then
		_, _, _, _, _, Name, Realm = GetPlayerInfoByGUID(InspectedUnitGUID)
	end
	
	if not (IA.CurrentInspectData.Name == Name and IA.CurrentInspectData.Realm == Realm) then
		return
	elseif HasInspectHonorData() then
		IA:INSPECT_HONOR_UPDATE()
	end
	
	_, _, IA.CurrentInspectData.Race, IA.CurrentInspectData.RaceID, IA.CurrentInspectData.GenderID = GetPlayerInfoByGUID(InspectedUnitGUID)
	
	local NeedReinspect
	local CurrentSetItem = {}
	local Slot, SlotTexture, SlotLink, CheckSpace, R, G, B, TooltipText, TransmogrifiedItem, SetName, SetItemCount, SetItemMax, SetOptionCount
	for _, SlotName in pairs(Info.Armory_Constants.GearList) do
		Slot = IA[SlotName]
		IA.CurrentInspectData.Gear[SlotName] = {}
		
		SlotTexture = GetInventoryItemTexture(UnitID, Slot.ID)
		
		if SlotTexture and SlotTexture..'.blp' ~= Slot.EmptyTexture then
			SlotLink = GetInventoryItemLink(UnitID, Slot.ID)
			
			if not SlotLink then
				NeedReinspect = true
			else
				IA.CurrentInspectData.Gear[SlotName].ItemLink = SlotLink
				
				IA:ClearTooltip(IA.ScanTTForInspecting)
				IA.ScanTTForInspecting:SetInventoryItem(UnitID, Slot.ID)
				
				TransmogrifiedItem = nil
				CheckSpace = 2
				SetOptionCount = 1
				
				for i = 1, IA.ScanTTForInspecting:NumLines() do
					TooltipText = _G['InspectArmoryScanTT_ITextLeft'..i]:GetText()
					
					if not TransmogrifiedItem and TooltipText:match(TRANSMOGRIFIED_HEADER) then -- TooltipText:match(Info.Armory_Constants.TransmogrifiedKey)
						if type(IA.CurrentInspectData.Gear[SlotName].Transmogrify) ~= 'number' then
							IA.CurrentInspectData.Gear[SlotName].Transmogrify = _G['InspectArmoryScanTT_ITextLeft'..(i + 1)]:GetText() --TooltipText:match(Info.Armory_Constants.TransmogrifiedKey)
						end
						
						TransmogrifiedItem = true
					end
					
					SetName, SetItemCount, SetItemMax = TooltipText:match('^(.+) %((%d)/(%d)%)$') -- find string likes 'SetName (0/5)'
					if SetName then
						SetItemCount = tonumber(SetItemCount)
						SetItemMax = tonumber(SetItemMax)
						
						if (SetItemCount > SetItemMax or SetItemMax == 1) then
							NeedReinspect = true
							
							break
						else
							if not (CurrentSetItem[SetName] or IA.CurrentInspectData.SetItem[SetName]) then
								NeedReinspect = true
							end
							
							CurrentSetItem[SetName] = CurrentSetItem[SetName] or {}
							
							for k = 1, IA.ScanTTForInspecting:NumLines() do
								TooltipText = _G['InspectArmoryScanTT_ITextLeft'..(i+k)]:GetText()
								
								if TooltipText == ' ' then
									CheckSpace = CheckSpace - 1
									
									if CheckSpace == 0 then break end
								elseif CheckSpace == 2 then
									R, G, B = _G['InspectArmoryScanTT_ITextLeft'..(i+k)]:GetTextColor()
									
									if R > LIGHTYELLOW_FONT_COLOR.r - .01 and R < LIGHTYELLOW_FONT_COLOR.r + .01 and G > LIGHTYELLOW_FONT_COLOR.g - .01 and G < LIGHTYELLOW_FONT_COLOR.g + .01 and B > LIGHTYELLOW_FONT_COLOR.b - .01 and B < LIGHTYELLOW_FONT_COLOR.b + .01 then
										TooltipText = LIGHTYELLOW_FONT_COLOR_CODE..TooltipText
									else
										TooltipText = GRAY_FONT_COLOR_CODE..TooltipText
									end
									
									if CurrentSetItem[SetName][k] and CurrentSetItem[SetName][k] ~= TooltipText then
										NeedReinspect = true
									end
									
									CurrentSetItem[SetName][k] = TooltipText
								elseif TooltipText:find(Info.Armory_Constants.ItemSetBonusKey) then
									TooltipText = (E:RGBToHex(_G['InspectArmoryScanTT_ITextLeft'..(i+k)]:GetTextColor()))..TooltipText..'|r'
									--TooltipText = TooltipText:match("^%((%d)%)%s.+:%s.+$") or true
									
									if CurrentSetItem[SetName]['SetOption'..SetOptionCount] and CurrentSetItem[SetName]['SetOption'..SetOptionCount] ~= TooltipText then
										NeedReinspect = true
									end
									
									CurrentSetItem[SetName]['SetOption'..SetOptionCount] = TooltipText
									SetOptionCount = SetOptionCount + 1
								end
							end
							IA.CurrentInspectData.SetItem[SetName] = CurrentSetItem[SetName]
							
							break
						end
					end
					
					if CheckSpace == 0 then break end
				end
			end
		end
	end
	
	if IA.CurrentInspectData.SetItem then
		for SetName in pairs(IA.CurrentInspectData.SetItem) do
			if not CurrentSetItem[SetName] then
				IA.CurrentInspectData.SetItem[SetName] = nil
			end
		end
	end
	
	-- Specialization
	IA.CurrentInspectData.Specialization[1].SpecializationID = GetInspectSpecialization(UnitID)
	local TalentID, isSelected
	for i = 1, MAX_TALENT_TIERS do
		for k = 1, NUM_TALENT_COLUMNS do
			TalentID, _, _, isSelected = GetTalentInfo(i, k, 1, true, UnitID)
			
			IA.CurrentInspectData.Specialization[1]['Talent'..((i - 1) * NUM_TALENT_COLUMNS + k)] = { TalentID, isSelected }
		end
	end
	
	-- Glyph
	local SpellID, GlyphID
	for i = 1, NUM_GLYPH_SLOTS do
		_, _, _, SpellID, _, GlyphID = GetGlyphSocketInfo(i, nil, true, UnitID)
		
		IA.CurrentInspectData.Glyph[1]['Glyph'..i..'SpellID'] = SpellID or 0
		IA.CurrentInspectData.Glyph[1]['Glyph'..i..'ID'] = GlyphID or 0
	end
	
	-- Guild
	IA.CurrentInspectData.guildPoint, IA.CurrentInspectData.guildNumMembers = GetInspectGuildInfo(UnitID)
	IA.CurrentInspectData.guildEmblem = { GetGuildLogoInfo(UnitID) }
	
	if NeedReinspect then
		return
	end
	
	IA.ForbidUpdatePvPInformation = nil
	IA:ShowFrame(IA.CurrentInspectData)
	
	if IA.ReinspectCount > 0 then
		IA.ReinspectCount = IA.ReinspectCount - 1
	else
		ENI.CancelInspect(TableIndex, 'KnightInspect')
		IA:UnregisterEvent('INSPECT_READY')
	end
end


IA.InspectUnit = function(UnitID, Properties)
	if UnitID == 'mouseover' and not UnitExists('mouseover') and UnitExists('target') then
		UnitID = 'target'
	end
	
	if not UnitIsPlayer(UnitID) then
		return
	elseif UnitIsDeadOrGhost('player') then
		print(L['KF']..' : '..L["You can't inspect while dead."])
		return
	elseif not UnitIsVisible(UnitID) then
		
		return
	else
		UnitID = NotifyInspect(UnitID, Properties) or UnitID
		
		wipe(IA.CurrentInspectData)
		E:CopyTable(IA.CurrentInspectData, IA.Default_CurrentInspectData)
		
		IA.CurrentInspectData.UnitID = UnitID
		IA.CurrentInspectData.Title = UnitPVPName(UnitID)
		IA.CurrentInspectData.Level = UnitLevel(UnitID)
		IA.CurrentInspectData.Name, IA.CurrentInspectData.Realm = UnitFullName(UnitID)
		_, IA.CurrentInspectData.Class, IA.CurrentInspectData.ClassID = UnitClass(UnitID)
		IA.CurrentInspectData.guildName, IA.CurrentInspectData.guildRankName = GetGuildInfo(UnitID)
		
		IA.CurrentInspectData.Realm = IA.CurrentInspectData.Realm ~= '' and IA.CurrentInspectData.Realm ~= Info.MyRealm and IA.CurrentInspectData.Realm or nil
		
		IA.ReinspectCount = 1
		IA.NeedModelSetting = true
		IA.ForbidUpdatePvPInformation = true
		IA:RegisterEvent('INSPECT_READY')
		IA:RegisterEvent('INSPECT_HONOR_UPDATE')
		
		return true
	end
end


function IA:ShowFrame(DataTable)
	self.GET_ITEM_INFO_RECEIVED = nil
	self:UnregisterEvent('GET_ITEM_INFO_RECEIVED')
	
	for _, SlotName in pairs(Info.Armory_Constants.GearList) do
		if DataTable.Gear[SlotName] and DataTable.Gear[SlotName].ItemLink and not GetItemInfo(DataTable.Gear[SlotName].ItemLink) then
			if not self.GET_ITEM_INFO_RECEIVED then
				self.GET_ITEM_INFO_RECEIVED = function() self:ShowFrame(DataTable) end
			end
		end
	end
	
	if self.GET_ITEM_INFO_RECEIVED then
		self:RegisterEvent('GET_ITEM_INFO_RECEIVED')
		return
	end
	
	self.Updater:Show()
	self.Updater:SetScript('OnUpdate', function()
		if not self:InspectFrame_DataSetting(DataTable) then
			self.Updater:SetScript('OnUpdate', nil)
			self.Updater:Hide()
			
			self:InspectFrame_PvPSetting(DataTable)
			ShowUIPanel(InspectArmory)
		end
	end)
end


function IA:InspectFrame_DataSetting(DataTable)
	local Slot, ErrorDetected, NeedUpdate, NeedUpdateList, R, G, B
	local ItemCount, ItemTotal = 0, 0
	
	do	--<< Equipment Slot and Enchant, Gem Setting >>--
		local ItemData, ItemRarity, BasicItemLevel, TrueItemLevel, ItemUpgradeID, ItemType, ItemTexture, CurrentLineText, GemCount_Default, GemCount_Enable, GemCount_Now, GemCount
		
		-- Setting except shirt and tabard
		for _, SlotName in pairs(type(self.GearUpdated) == 'table' and self.GearUpdated or Info.Armory_Constants.GearList) do
			Slot = self[SlotName]
			ErrorDetected, ItemRarity, ItemTexture, R, G, B = nil, nil, nil, 0, 0, 0
			
			if SlotName ~= 'ShirtSlot' and SlotName ~= 'TabardSlot' then
				do --<< Clear Setting >>--
					NeedUpdate, TrueItemLevel, ItemUpgradeID, ItemType = nil, nil, nil, nil
					
					Slot.Link = nil
					Slot.ILvL = nil
					Slot.IsEnchanted = nil
					Slot.ItemLevel:SetText(nil)
					Slot.Gradation.ItemLevel:SetText(nil)
					Slot.Gradation.ItemEnchant:SetText(nil)
					for i = 1, MAX_NUM_SOCKETS do
						Slot['Socket'..i].Texture:SetTexture(nil)
						Slot['Socket'..i].GemItemID = nil
						Slot['Socket'..i].GemType = nil
						Slot['Socket'..i]:Hide()
					end
					Slot.EnchantWarning:Hide()
					Slot.EnchantWarning.Message = nil
					Slot.SocketWarning:Point(Slot.Direction, Slot.Socket1)
					Slot.SocketWarning:Hide()
					Slot.SocketWarning.Link = nil
					Slot.SocketWarning.Message = nil
					if Slot.TransmogrifyAnchor then
						Slot.TransmogrifyAnchor.Link = nil
						Slot.TransmogrifyAnchor:Hide()
					end
				end
				
				if DataTable.Gear[SlotName].ItemLink then
					_, Slot.Link = GetItemInfo(DataTable.Gear[SlotName].ItemLink)
					
					if Slot.Link then
						do --<< Gem Parts >>--
							ItemData = { strsplit(':', Slot.Link) }
							ItemData[4], ItemData[5], ItemData[6], ItemData[7] = 0, 0, 0, 0
							
							for i = 1, #ItemData do
								ItemData.FixedLink = (ItemData.FixedLink and ItemData.FixedLink..':' or '')..ItemData[i]
							end
							
							self:ClearTooltip(self.ScanTT)
							self.ScanTT:SetHyperlink(ItemData.FixedLink)
							
							GemCount_Default, GemCount_Now, GemCount = 0, 0, 0
							
							-- First, Counting default gem sockets
							for i = 1, MAX_NUM_SOCKETS do
								ItemTexture = _G['InspectArmoryScanTTTexture'..i]:GetTexture()
								
								if ItemTexture and ItemTexture:find('Interface\\ItemSocketingFrame\\') then
									GemCount_Default = GemCount_Default + 1
									Slot['Socket'..GemCount_Default].GemType = strupper(gsub(ItemTexture, 'Interface\\ItemSocketingFrame\\UI--EmptySocket--', ''))
								end
							end
							
							-- Second, Check if slot's item enable to adding a socket
							GemCount_Enable = GemCount_Default
							--[[
							if (SlotName == 'WaistSlot' and DataTable.Level >= 70) or -- buckle
								((SlotName == 'WristSlot' or SlotName == 'HandsSlot') and (DataTable.Profession[1].Name == GetSpellInfo(110396) and DataTable.Profession[1].Level >= 550 or DataTable.Profession[2].Name == GetSpellInfo(110396) and DataTable.Profession[2].Level >= 550)) then -- BlackSmith
								
								GemCount_Enable = GemCount_Enable + 1
								Slot['Socket'..GemCount_Enable].GemType = 'PRISMATIC'
							end
							]]
							
							self:ClearTooltip(self.ScanTT)
							self.ScanTT:SetHyperlink(Slot.Link)
							
							-- Apply current item's gem setting
							for i = 1, MAX_NUM_SOCKETS do
								ItemTexture = _G['InspectArmoryScanTTTexture'..i]:GetTexture()
								
								if Slot['Socket'..i].GemType and Info.Armory_Constants.GemColor[Slot['Socket'..i].GemType] then
									R, G, B = unpack(Info.Armory_Constants.GemColor[Slot['Socket'..i].GemType])
									Slot['Socket'..i].Socket:SetBackdropColor(R, G, B, 0.5)
									Slot['Socket'..i].Socket:SetBackdropBorderColor(R, G, B)
								else
									Slot['Socket'..i].Socket:SetBackdropColor(1, 1, 1, 0.5)
									Slot['Socket'..i].Socket:SetBackdropBorderColor(1, 1, 1)
								end
								
								CurrentLineText = select(2, _G['InspectArmoryScanTTTexture'..i]:GetPoint())
								CurrentLineText = DataTable.Gear[SlotName]['Gem'..i] or CurrentLineText ~= self.ScanTT and CurrentLineText.GetText and CurrentLineText:GetText():gsub('|cff......', ''):gsub('|r', '') or nil
								
								if CurrentLineText then
									if E.db.sle.Armory.Inspect.Gem.Display == 'Always' or E.db.sle.Armory.Inspect.Gem.Display == 'MouseoverOnly' and Slot.Mouseovered or E.db.sle.Armory.Inspect.Gem.Display == 'MissingOnly' then
										Slot['Socket'..i]:Show()
										Slot.SocketWarning:Point(Slot.Direction, Slot['Socket'..i], (Slot.Direction == 'LEFT' and 'RIGHT' or 'LEFT'), Slot.Direction == 'LEFT' and 3 or -3, 0)
									end
									
									GemCount_Now = GemCount_Now + 1
									
									ItemTexture = ItemTexture or DataTable.Gear[SlotName]['Gem'..i] and select(10, GetItemInfo(DataTable.Gear[SlotName]['Gem'..i])) or nil
									
									if not ItemTexture then
										NeedUpdate = true
									elseif not Info.Armory_Constants.EmptySocketString[CurrentLineText] then
										GemCount = GemCount + 1
										Slot['Socket'..i].GemItemID = CurrentLineText
										Slot['Socket'..i].Texture:SetTexture(ItemTexture)
									end
								end
							end
							
							if GemCount_Now < GemCount_Default then -- ItemInfo not loaded
								NeedUpdate = true
							end
						end
						
						_, _, ItemRarity, BasicItemLevel, _, _, _, _, ItemType, ItemTexture = GetItemInfo(Slot.Link)
						R, G, B = GetItemQualityColor(ItemRarity)
						
						ItemUpgradeID = Slot.Link:match(':(%d+)\124h%[')
						
						--<< Enchant Parts >>--
						for i = 1, self.ScanTT:NumLines() do
							CurrentLineText = _G['InspectArmoryScanTTTextLeft'..i]:GetText()
							
							if CurrentLineText:find(Info.Armory_Constants.ItemLevelKey_Alt) then
								TrueItemLevel = tonumber(CurrentLineText:match(Info.Armory_Constants.ItemLevelKey_Alt))
							elseif CurrentLineText:find(Info.Armory_Constants.ItemLevelKey) then
								TrueItemLevel = tonumber(CurrentLineText:match(Info.Armory_Constants.ItemLevelKey))
							elseif CurrentLineText:find(Info.Armory_Constants.EnchantKey) then
								if E.db.sle.Armory.Inspect.Enchant.Display ~= 'Hide' then
									CurrentLineText = CurrentLineText:match(Info.Armory_Constants.EnchantKey) -- Get enchant string
									CurrentLineText = gsub(CurrentLineText, ITEM_MOD_AGILITY_SHORT, AGI)
									CurrentLineText = gsub(CurrentLineText, ITEM_MOD_SPIRIT_SHORT, SPI)
									CurrentLineText = gsub(CurrentLineText, ITEM_MOD_STAMINA_SHORT, STA)
									CurrentLineText = gsub(CurrentLineText, ITEM_MOD_STRENGTH_SHORT, STR)
									CurrentLineText = gsub(CurrentLineText, ITEM_MOD_INTELLECT_SHORT, INT)
									CurrentLineText = gsub(CurrentLineText, ITEM_MOD_CRIT_RATING_SHORT, CRIT_ABBR) -- Critical is too long
									CurrentLineText = gsub(CurrentLineText, ' + ', '+') -- Remove space
									
									if L.Armory_ReplaceEnchantString and type(L.Armory_ReplaceEnchantString) == 'table' then
										for Old, New in pairs(L.Armory_ReplaceEnchantString) do
											CurrentLineText = gsub(CurrentLineText, Old, New)
										end
									end
									
									for Name, _ in pairs(SLE_ArmoryDB.EnchantString) do
										if SLE_ArmoryDB.EnchantString[Name].original and SLE_ArmoryDB.EnchantString[Name].new then
											CurrentLineText = gsub(CurrentLineText, SLE_ArmoryDB.EnchantString[Name].original, SLE_ArmoryDB.EnchantString[Name].new)
										end
									end
									
									Slot.Gradation.ItemEnchant:SetText('|cffceff00'..CurrentLineText)
								end
								
								Slot.IsEnchanted = true
							end
						end
						
						--<< ItemLevel Parts >>--
						if BasicItemLevel then
							if ItemUpgradeID then
								if ItemUpgradeID == '0' or not E.db.sle.Armory.Inspect.Level.ShowUpgradeLevel and ItemRarity == 7 then
									ItemUpgradeID = nil
								else
									ItemUpgradeID = TrueItemLevel - BasicItemLevel
								end
							end
							
							Slot.ILvL = TrueItemLevel or BasicItemLevel
							
							Slot.ItemLevel:SetText((ItemUpgradeID and (Info.Armory_Constants.UpgradeColor[ItemUpgradeID] or '|cffffffff') or '')..(TrueItemLevel or BasicItemLevel))
							Slot.Gradation.ItemLevel:SetText(
								(not TrueItemLevel or BasicItemLevel == TrueItemLevel) and BasicItemLevel
								or
								E.db.sle.Armory.Inspect.Level.ShowUpgradeLevel and (Slot.Direction == 'LEFT' and TrueItemLevel..' ' or '')..(ItemUpgradeID and (Info.Armory_Constants.UpgradeColor[ItemUpgradeID] or '|cffaaaaaa')..'(+'..ItemUpgradeID..')|r' or '')..(Slot.Direction == 'RIGHT' and ' '..TrueItemLevel or '')
								or
								TrueItemLevel
							)
						end
						
						--print(SlotName..':', Slot.Link, BasicItemLevel, TrueItemLevel)
						
						--[[
						-- Check Error
						if (not Slot.IsEnchanted and Info.Armory_Constants.EnchantableSlots[SlotName]) or ((SlotName == 'Finger0Slot' or SlotName == 'Finger1Slot') and (DataTable.Profession[1].Name == GetSpellInfo(110400) and DataTable.Profession[1].Level >= 550 or DataTable.Profession[2].Name == GetSpellInfo(110400) and DataTable.Profession[2].Level >= 550) and not Slot.IsEnchanted) then
							ErrorDetected = true
							Slot.EnchantWarning:Show()
							Slot.Gradation.ItemEnchant:SetText('|cffff0000'..L['Not Enchanted'])
						elseif SlotName == 'ShoulderSlot' and KF.Table.ItemEnchant_Profession_Inscription and (DataTable.Profession[1].Name == GetSpellInfo(110417) and DataTable.Profession[1].Level >= KF.Table.ItemEnchant_Profession_Inscription.NeedLevel or DataTable.Profession[2].Name == GetSpellInfo(110417) and DataTable.Profession[2].Level >= KF.Table.ItemEnchant_Profession_Inscription.NeedLevel) and not KF.Table.ItemEnchant_Profession_Inscription[enchantID] then
							ErrorDetected = true
							Slot.EnchantWarning:Show()
							Slot.EnchantWarning.Message = '|cff71d5ff'..GetSpellInfo(110400)..'|r : '..L['This is not profession only.']
						elseif SlotName == 'WristSlot' and KF.Table.ItemEnchant_Profession_LeatherWorking and (DataTable.Profession[1].Name == GetSpellInfo(110423) and DataTable.Profession[1].Level >= KF.Table.ItemEnchant_Profession_LeatherWorking.NeedLevel or DataTable.Profession[2].Name == GetSpellInfo(110423) and DataTable.Profession[2].Level >= KF.Table.ItemEnchant_Profession_LeatherWorking.NeedLevel) and not KF.Table.ItemEnchant_Profession_LeatherWorking[enchantID] then
							ErrorDetected = true
							Slot.EnchantWarning:Show()
							Slot.EnchantWarning.Message = '|cff71d5ff'..GetSpellInfo(110423)..'|r : '..L['This is not profession only.']
						elseif SlotName == 'BackSlot' and KF.Table.ItemEnchant_Profession_Tailoring and (DataTable.Profession[1].Name == GetSpellInfo(110426) and DataTable.Profession[1].Level >= KF.Table.ItemEnchant_Profession_Tailoring.NeedLevel or DataTable.Profession[2].Name == GetSpellInfo(110426) and DataTable.Profession[2].Level >= KF.Table.ItemEnchant_Profession_Tailoring.NeedLevel) and not KF.Table.ItemEnchant_Profession_Tailoring[enchantID] then
							ErrorDetected = true
							Slot.EnchantWarning:Show()
							Slot.EnchantWarning.Message = '|cff71d5ff'..GetSpellInfo(110426)..'|r : '..L['This is not profession only.']
						end
						]]
						if E.db.sle.Armory.Inspect.NoticeMissing ~= false then
							if not Slot.IsEnchanted and Info.Armory_Constants.EnchantableSlots[SlotName] and Slot.ItemEnchant then 
								if (SlotName == 'SecondaryHandSlot' and ItemType ~= 'INVTYPE_SHIELD' and ItemType ~= 'INVTYPE_HOLDABLE' and ItemType ~= 'INVTYPE_WEAPONOFFHAND' and ItemType ~= 'INVTYPE_RANGEDRIGHT') or SlotName ~= 'SecondaryHandSlot' then
									ErrorDetected = true
									Slot.EnchantWarning:Show()
									
									if not E.db.sle.Armory.Character.Enchant.WarningIconOnly then
										Slot.ItemEnchant:SetText('|cffff0000'..L['Not Enchanted'])
									end
								end
							end
							
							if GemCount_Enable > GemCount_Now or GemCount_Enable > GemCount or GemCount_Now > GemCount then
								ErrorDetected = true
								
								Slot.SocketWarning:Show()
								Slot.SocketWarning.Message = '|cffff5678'..(GemCount_Now - GemCount)..'|r '..L['Empty Socket']
							end
							if E.db.sle.Armory.Inspect.MissingIcon then
								Slot.EnchantWarning.Texture:Show()
								Slot.SocketWarning.Texture:Show()
							else
								Slot.EnchantWarning.Texture:Hide()
								Slot.SocketWarning.Texture:Hide()
							end
						end
						
						if Slot.TransmogrifyAnchor then --<< Transmogrify Parts >>--
							Slot.TransmogrifyAnchor.Link = DataTable.Gear[SlotName].Transmogrify ~= 'NotDisplayed' and DataTable.Gear[SlotName].Transmogrify or nil
							
							if type(Slot.TransmogrifyAnchor.Link) == 'number' then
								Slot.TransmogrifyAnchor:Show()
							end
						end
					else
						NeedUpdate = true
					end
				end
				
				Slot.Texture:SetTexture(ItemTexture or Slot.EmptyTexture)
				
				if NeedUpdate then
					NeedUpdateList = NeedUpdateList or {}
					NeedUpdateList[#NeedUpdateList + 1] = SlotName
				end
			else
				Slot.Link = DataTable.Gear[SlotName].ItemLink
				
				if Slot.Link then
					_, _, ItemRarity, _, _, _, _, _, _, ItemTexture = GetItemInfo(Slot.Link)
					
					if ItemRarity then
						R, G, B = GetItemQualityColor(ItemRarity)
					else
						NeedUpdateList = NeedUpdateList or {}
						NeedUpdateList[#NeedUpdateList + 1] = SlotName
					end
				end
				
				Slot.Texture:SetTexture(ItemTexture or self[SlotName].EmptyTexture)
			end
			
			-- Change Gradation
			if Slot.Link and E.db.sle.Armory.Inspect.Gradation.Display then
				Slot.Gradation.Texture:Show()
			else
				Slot.Gradation.Texture:Hide()
			end
			
			if ErrorDetected and E.db.sle.Armory.Inspect.NoticeMissing then
				Slot.Gradation.Texture:SetVertexColor(1, 0, 0)
				Slot.Gradation.Texture:Show()
			else
				Slot.Gradation.Texture:SetVertexColor(unpack(E.db.sle.Armory.Inspect.Gradation.Color))
			end
			Slot:SetBackdropBorderColor(R, G, B)
		end
		
		self.SetItem = E:CopyTable({}, self.CurrentInspectData.SetItem)
	end
	
	if NeedUpdateList then
		self.GearUpdated = NeedUpdateList
		
		return true
	end
	self.GearUpdated = nil
	
	do	--<< Average ItemLevel >>--
		for _, SlotName in pairs(self.GearUpdated or Info.Armory_Constants.GearList) do
			if SlotName ~= 'ShirtSlot' and SlotName ~= 'TabardSlot' then
				Slot = self[SlotName]
				
				if Slot.ILvL then
					ItemCount = ItemCount + 1
					ItemTotal = ItemTotal + Slot.ILvL
				end
			end
		end
		self.Character.AverageItemLevel:SetText('|c'..RAID_CLASS_COLORS[DataTable.Class].colorStr..STAT_AVERAGE_ITEM_LEVEL..'|r : '..format('%.2f', ItemTotal / ItemCount))
	end
	
	R, G, B = RAID_CLASS_COLORS[DataTable.Class].r, RAID_CLASS_COLORS[DataTable.Class].g, RAID_CLASS_COLORS[DataTable.Class].b
	
	do	--<< Basic Information >>--
		local Realm = DataTable.Realm and DataTable.Realm ~= Info.MyRealm and DataTable.Realm or ''
		local Title = DataTable.Title and string.gsub(DataTable.Title, DataTable.Name, '') or ''
		
		self.Title:SetText(Realm..(Realm ~= '' and Title ~= '' and ' / ' or '')..(Title ~= '' and '|cff93daff'..Title or ''))
		self.Guild:SetText(DataTable.guildName and '<|cff2eb7e4'..DataTable.guildName..'|r>  [|cff2eb7e4'..DataTable.guildRankName..'|r]' or '')
	end
	
	do	--<< Information Page Setting >>--
		do	-- Profession
			for i = 1, 2 do
				if DataTable.Profession[i].Name then
					self.Info.Profession:Show()
					self.Info.Profession['Prof'..i].Bar:SetValue(DataTable.Profession[i].Level)
					
					if Info.Armory_Constants.ProfessionList[DataTable.Profession[i].Name] then
						self.Info.Profession['Prof'..i].Name:SetText('|cff77c0ff'..DataTable.Profession[i].Name)
						self.Info.Profession['Prof'..i].Icon:SetTexture(Info.Armory_Constants.ProfessionList[DataTable.Profession[i].Name].Texture)
						self.Info.Profession['Prof'..i].Level:SetText(DataTable.Profession[i].Level)
					else
						self.Info.Profession['Prof'..i].Name:SetText('|cff808080'..DataTable.Profession[i].Name)
						self.Info.Profession['Prof'..i].Icon:SetTexture('Interface\\ICONS\\INV_Misc_QuestionMark')
						self.Info.Profession['Prof'..i].Level:SetText(nil)
					end
				else
					self.Info.Profession:Hide()
					break
				end
			end
		end
		
		do	-- Guild
			if DataTable.guildName and DataTable.guildPoint and DataTable.guildNumMembers then
				self.Info.Guild:Show()
				self.Info.Guild.Banner.Name:SetText('|cff2eb7e4'..DataTable.guildName)
				self.Info.Guild.Banner.LevelMembers:SetText('|cff77c0ff'..DataTable.guildPoint..'|r Points'..(DataTable.guildNumMembers > 0 and ' / '..format(INSPECT_GUILD_NUM_MEMBERS:gsub('%%d', '%%s'), '|cff77c0ff'..DataTable.guildNumMembers..'|r ') or ''))
				SetSmallGuildTabardTextures('player', self.Info.Guild.Emblem, self.Info.Guild.BG, self.Info.Guild.Border, DataTable.guildEmblem)
			else
				self.Info.Guild:Hide()
			end
		end
		
		self:ReArrangeCategory()
	end
	
	do	--<< Specialization Page Setting >>--
		local SpecGroup, TalentID, Name, Color, Texture, SpecRole
		
		if DataTable.Specialization.ActiveSpec or next(DataTable.Specialization[2]) then
			SpecGroup = DataTable.Specialization.ActiveSpec or 1
			
			for i = 2, MAX_TALENT_GROUPS do
				self.Spec['Spec'..i]:Show()
			end
		else
			SpecGroup = 1
			
			for i = 2, MAX_TALENT_GROUPS do
				self.Spec['Spec'..i]:Hide()
			end
		end
		
		self.SpecIcon:SetTexture('Interface\\ICONS\\INV_Misc_QuestionMark')
		for groupNum = 1, MAX_TALENT_GROUPS do
			Color = '|cff808080'
			
			Name = nil
			
			if DataTable.Specialization[groupNum].SpecializationID and DataTable.Specialization[groupNum].SpecializationID ~= 0 then
				_, Name, _, Texture = GetSpecializationInfoByID(DataTable.Specialization[groupNum].SpecializationID)
				
				if Name then
					if Info.ClassRole[DataTable.Class][Name] then
						SpecRole = Info.ClassRole[DataTable.Class][Name].Role
						
						if groupNum == SpecGroup then
							Color = Info.ClassRole[DataTable.Class][Name].Color
							self.SpecIcon:SetTexture(Texture)
						end
						
						Name = (SpecRole == 'Tank' and '|TInterface\\AddOns\\ElvUI\\media\\textures\\tank.tga:16:16:-3:0|t' or SpecRole == 'Healer' and '|TInterface\\AddOns\\ElvUI\\media\\textures\\healer.tga:16:16:-3:-1|t' or '|TInterface\\AddOns\\ElvUI\\media\\textures\\dps.tga:16:16:-2:-1|t')..Name
					else
						self.Spec.Message = L['Specialization data seems to be crashed. Please inspect again.']
					end
				end
			end
			
			if not Name then
				Texture, SpecRole = 'Interface\\ICONS\\INV_Misc_QuestionMark.blp', nil
				Name = '|cff808080'..L['No Specialization']
			end
			
			self.Spec['Spec'..groupNum].Tab.text:SetText(Color..Name)
			self.Spec['Spec'..groupNum].Texture:SetTexture(Texture)
			self.Spec['Spec'..groupNum].Texture:SetDesaturated(groupNum ~= SpecGroup)
		end
	end
	
	do	--<< Model and Frame Setting When InspectUnit Changed >>--
		if DataTable.UnitID and UnitIsVisible(DataTable.UnitID) and self.NeedModelSetting then
			self.Model:SetUnit(DataTable.UnitID)
			
			self.Character.Message = nil
		elseif self.NeedModelSetting then
			self.Model:SetUnit('player')
			self.Model:SetCustomRace(self.ModelList[DataTable.RaceID].RaceID, DataTable.GenderID - 2)
			self.Model:TryOn(HeadSlotItem)
			self.Model:TryOn(BackSlotItem)
			self.Model:Undress()
			
			for _, SlotName in pairs(Info.Armory_Constants.GearList) do
				if type(DataTable.Gear[SlotName].Transmogrify) == 'number' then
					self.Model:TryOn(DataTable.Gear[SlotName].Transmogrify)
				elseif DataTable.Gear[SlotName].ItemLink and not (DataTable.Gear[SlotName].Transmogrify and DataTable.Gear[SlotName].Transmogrify == 'NotDisplayed') then
					self.Model:TryOn(DataTable.Gear[SlotName].ItemLink)
				else
					self.Model:UndressSlot(self[SlotName].ID)
				end
			end
			
			self.Character.Message = L['Character model may differ because it was constructed by the inspect data.']
		end
		self.NeedModelSetting = nil
		
		if not (self.LastDataSetting and self.LastDataSetting == DataTable.Name..(DataTable.Realm and '-'..DataTable.Realm or '')) and DataTable.Level and DataTable.Race then
			--<< Initialize Inspect Page >>--
			self.Name:SetText('|c'..RAID_CLASS_COLORS[DataTable.Class].colorStr..DataTable.Name)
			self.LevelRace:SetText(format('|cff%02x%02x%02x%s|r '..LEVEL..'|n%s', GetQuestDifficultyColor(DataTable.Level).r * 255, GetQuestDifficultyColor(DataTable.Level).g * 255, GetQuestDifficultyColor(DataTable.Level).b * 255, DataTable.Level, DataTable.Race))
			self.ClassIcon:SetTexture('Interface\\ICONS\\ClassIcon_'..DataTable.Class)
			
			self.Model:SetPosition(self.ModelList[DataTable.RaceID][DataTable.GenderID] and self.ModelList[DataTable.RaceID][DataTable.GenderID].z or 0, self.ModelList[DataTable.RaceID][DataTable.GenderID] and self.ModelList[DataTable.RaceID][DataTable.GenderID].x or 0, self.ModelList[DataTable.RaceID][DataTable.GenderID] and self.ModelList[DataTable.RaceID][DataTable.GenderID].y or 0)
			self.Model:SetFacing(-5.67)
			self.Model:SetPortraitZoom(1)
			self.Model:SetPortraitZoom(0)
			
			self:ChangePage('CharacterButton')
			
			do --<< Color Setting >>--
				self.ClassIconSlot:SetBackdropBorderColor(R, G, B)
				self.SpecIconSlot:SetBackdropBorderColor(R, G, B)
				
				self.Info.BG:SetBackdropBorderColor(R, G, B)
				
				self.Info.Profession.IconSlot:SetBackdropBorderColor(R, G, B)
				self.Info.Profession.Tab:SetBackdropColor(R, G, B, .3)
				self.Info.Profession.Tab:SetBackdropBorderColor(R, G, B)
				self.Info.Profession.Prof1.Bar:SetStatusBarColor(R, G, B)
				self.Info.Profession.Prof2.Bar:SetStatusBarColor(R, G, B)
				
				self.Info.Guild.IconSlot:SetBackdropBorderColor(R, G, B)
				self.Info.Guild.Tab:SetBackdropColor(R, G, B, .3)
				self.Info.Guild.Tab:SetBackdropBorderColor(R, G, B)
				
				self.Info.PvP.IconSlot:SetBackdropBorderColor(R, G, B)
				self.Info.PvP.Tab:SetBackdropColor(R, G, B, .3)
				self.Info.PvP.Tab:SetBackdropBorderColor(R, G, B)
			end
			
			self:ToggleSpecializationTab(DataTable.Specialization.ActiveSpec or 1, DataTable)
		elseif not (self.LastActiveSpec and self.LastActiveSpec == (DataTable.Specialization.ActiveSpec or 1)) then
			self:ToggleSpecializationTab(DataTable.Specialization.ActiveSpec or 1, DataTable)
		end
	end
	
	self.LastDataSetting = DataTable.Name..(DataTable.Realm and '-'..DataTable.Realm or '')
	
	self:Update_Display(true)
end


function IA:InspectFrame_PvPSetting(DataTable)
	local Rating, Played, Won
	local NeedExpand = 0
	
	for _, Type in pairs({ '2vs2', '3vs3', '5vs5', 'RB' }) do
		if DataTable.PvP[Type] and DataTable.PvP[Type][2] > 0 then
			Rating = DataTable.PvP[Type][1] or 0
			Played = DataTable.PvP[Type][2] or 0
			Won = DataTable.PvP[Type][3] or 0
			
			if Rating >= 2000 then
				Rating = '|cffffe65a'..Rating
				self.Info.PvP[Type].Rank:Show()
				self.Info.PvP[Type].Rank:SetTexCoord(0, .5, 0, .5)
				self.Info.PvP[Type].Rank:SetBlendMode('ADD')
				self.Info.PvP[Type].Rank:SetVertexColor(1, 1, 1)
				self.Info.PvP[Type].RankGlow:Show()
				self.Info.PvP[Type].RankGlow:SetTexCoord(0, .5, 0, .5)
				self.Info.PvP[Type].RankNoLeaf:Hide()
			elseif Rating >= 1750 then
				self.Info.PvP[Type].Rank:Show()
				self.Info.PvP[Type].Rank:SetTexCoord(.5, 1, 0, .5)
				self.Info.PvP[Type].Rank:SetBlendMode('ADD')
				self.Info.PvP[Type].Rank:SetVertexColor(1, 1, 1)
				self.Info.PvP[Type].RankGlow:Show()
				self.Info.PvP[Type].RankGlow:SetTexCoord(.5, 1, 0, .5)
				self.Info.PvP[Type].RankNoLeaf:Hide()
			elseif Rating >= 1550 then
				Rating = '|cffc17611'..Rating
				self.Info.PvP[Type].Rank:Show()
				self.Info.PvP[Type].Rank:SetTexCoord(0, .5, 0, .5)
				self.Info.PvP[Type].Rank:SetBlendMode('BLEND')
				self.Info.PvP[Type].Rank:SetVertexColor(.6, .5, 0)
				self.Info.PvP[Type].RankGlow:Hide()
				self.Info.PvP[Type].RankNoLeaf:Hide()
			else
				Rating = '|cff2eb7e4'..Rating
				self.Info.PvP[Type].Rank:Hide()
				self.Info.PvP[Type].RankGlow:Hide()
				self.Info.PvP[Type].RankNoLeaf:Show()
			end
			NeedExpand = NeedExpand < 106 and 106 or NeedExpand
			
			self.Info.PvP[Type].Rating:SetText(Rating)
			self.Info.PvP[Type].Record:SetText('|cff77c0ff'..Won..'|r / |cffB24C4C'..(Played - Won))
		else
			NeedExpand = NeedExpand < 88 and 88 or NeedExpand
			
			self.Info.PvP[Type].Rank:Hide()
			self.Info.PvP[Type].RankGlow:Hide()
			self.Info.PvP[Type].RankNoLeaf:Hide()
			
			self.Info.PvP[Type].Rating:SetText('|cff8080800')
			self.Info.PvP[Type].Record:SetText(nil)
		end
	end
	
	self.Info.PvP.CategoryHeight = NeedExpand > 0 and NeedExpand or INFO_TAB_SIZE + SPACING * 2
	self:ReArrangeCategory()
end


function IA:ReArrangeCategory()
	local InfoPage_Height = 0
	local PrevCategory
	
	for _, CategoryType in pairs(self.InfoPageCategoryList) do
		if self.Info[CategoryType]:IsShown() then
			if self.Info[CategoryType].Closed then
				self.Info[CategoryType].Page:Hide()
				InfoPage_Height = InfoPage_Height + INFO_TAB_SIZE + SPACING * 2
				self.Info[CategoryType]:Height(INFO_TAB_SIZE + SPACING * 2)
			else
				self.Info[CategoryType].Page:Show()
				InfoPage_Height = InfoPage_Height + self.Info[CategoryType].CategoryHeight
				self.Info[CategoryType]:Height(self.Info[CategoryType].CategoryHeight)
			end
			
			if PrevCategory then
				InfoPage_Height = InfoPage_Height + SPACING * 2
				self.Info[CategoryType]:Point('TOP', PrevCategory, 'BOTTOM', 0, -SPACING * 2)
			else
				self.Info[CategoryType]:Point('TOP', self.Info.Page)
			end
			
			PrevCategory = self.Info[CategoryType]
		end
	end
	
	self.Info.Page:Height(InfoPage_Height)
	self.ScrollFrame_OnMouseWheel(self.Info, 0)
end


function IA:ToggleSpecializationTab(Group, DataTable)
	if not DataTable.Specialization[Group].SpecializationID then return end
	
	local R, G, B
	self.LastActiveSpec = DataTable.Specialization.ActiveSpec or 1
	
	for i = 1, MAX_TALENT_GROUPS do
		if i == Group then
			self.Spec['Spec'..i].BottomLeftBorder:Show()
			self.Spec['Spec'..i].BottomRightBorder:Show()
			self.Spec['Spec'..i].Tab:SetFrameLevel(CORE_FRAME_LEVEL + 3)
			self.Spec['Spec'..i].Tab.text:Point('BOTTOMRIGHT', 0, -10)
		else
			self.Spec['Spec'..i].BottomLeftBorder:Hide()
			self.Spec['Spec'..i].BottomRightBorder:Hide()
			self.Spec['Spec'..i].Tab:SetFrameLevel(CORE_FRAME_LEVEL + 2)
			self.Spec['Spec'..i].Tab.text:Point('BOTTOMRIGHT', 0, 0)
		end
	end
	
	if Group == self.LastActiveSpec then
		R, G, B = RAID_CLASS_COLORS[DataTable.Class].r, RAID_CLASS_COLORS[DataTable.Class].g, RAID_CLASS_COLORS[DataTable.Class].b
	else
		R, G, B = .4, .4, .4	
	end
	
	self.Spec.BottomBorder:SetTexture(R, G, B)
	self.Spec.LeftBorder:SetTexture(R, G, B)
	self.Spec.RightBorder:SetTexture(R, G, B)
	
	local LevelTable = CLASS_TALENT_LEVELS[DataTable.Class] or CLASS_TALENT_LEVELS.DEFAULT
	
	for i = 1, MAX_TALENT_TIERS do
		for k = 1, NUM_TALENT_COLUMNS do
			if DataTable.Specialization then
				if DataTable.Specialization[Group]['Talent'..((i - 1) * NUM_TALENT_COLUMNS + k)][1] then
					TalentID, Name, Texture = GetTalentInfoByID(DataTable.Specialization[Group]['Talent'..((i - 1) * NUM_TALENT_COLUMNS + k)][1], 1)
				end
				if TalentID and Name and Texture then
					self.Spec['Talent'..((i - 1) * NUM_TALENT_COLUMNS + k)].Icon.Texture:SetTexture(Texture)
					self.Spec['Talent'..((i - 1) * NUM_TALENT_COLUMNS + k)].text:SetText(Name)
					self.Spec['Talent'..((i - 1) * NUM_TALENT_COLUMNS + k)].Tooltip.Link = GetTalentLink(TalentID)
					
					if DataTable.Specialization[Group]['Talent'..((i - 1) * NUM_TALENT_COLUMNS + k)][2] == true then
						self.Spec['Talent'..((i - 1) * NUM_TALENT_COLUMNS + k)]:SetBackdropColor(R, G, B, .3)
						self.Spec['Talent'..((i - 1) * NUM_TALENT_COLUMNS + k)]:SetBackdropBorderColor(R, G, B)
						self.Spec['Talent'..((i - 1) * NUM_TALENT_COLUMNS + k)].Icon:SetBackdropBorderColor(R, G, B)
						self.Spec['Talent'..((i - 1) * NUM_TALENT_COLUMNS + k)].Icon.Texture:SetDesaturated(false)
						self.Spec['Talent'..((i - 1) * NUM_TALENT_COLUMNS + k)].text:SetTextColor(1, 1, 1)
					else
						self.Spec['Talent'..((i - 1) * NUM_TALENT_COLUMNS + k)]:SetBackdropColor(.1, .1, .1)
						self.Spec['Talent'..((i - 1) * NUM_TALENT_COLUMNS + k)]:SetBackdropBorderColor(0, 0, 0)
						self.Spec['Talent'..((i - 1) * NUM_TALENT_COLUMNS + k)].Icon:SetBackdropBorderColor(0, 0, 0)
						self.Spec['Talent'..((i - 1) * NUM_TALENT_COLUMNS + k)].Icon.Texture:SetDesaturated(true)
						
						if DataTable.Level < LevelTable[i] then
							self.Spec['Talent'..((i - 1) * NUM_TALENT_COLUMNS + k)].text:SetTextColor(.7, .3, .3)
						else
							self.Spec['Talent'..((i - 1) * NUM_TALENT_COLUMNS + k)].text:SetTextColor(.5, .5, .5)
						end
					end
				end
			end
		end
	end
	
	local Name, Texture
	for i = 1, NUM_GLYPH_SLOTS do
		Name, _, Texture = GetSpellInfo(DataTable.Glyph[Group]['Glyph'..i..'SpellID'])
		
		self.Spec['Glyph'..i].text:SetJustifyH('LEFT')
		self.Spec['Glyph'..i].text:SetText(Name)
		self.Spec['Glyph'..i].Icon.Texture:SetTexture(Texture)
		self.Spec['Glyph'..i].Tooltip.Link = DataTable.Glyph[Group]['Glyph'..i..'ID'] ~= 0 and GetGlyphLinkByID(DataTable.Glyph[Group]['Glyph'..i..'ID'])
		
		if DataTable.Glyph[Group]['Glyph'..i..'SpellID'] ~= 0 then
			self.Spec['Glyph'..i]:SetBackdropColor(R, G, B, .3)
			self.Spec['Glyph'..i]:SetBackdropBorderColor(R, G, B)
			self.Spec['Glyph'..i].Icon:SetBackdropBorderColor(R, G, B)
		else
			self.Spec['Glyph'..i]:SetBackdropColor(.1, .1, .1)
			self.Spec['Glyph'..i]:SetBackdropBorderColor(0, 0, 0)
			self.Spec['Glyph'..i].Icon:SetBackdropBorderColor(0, 0, 0)
			
			if self.Spec['Glyph'..i].NeedLevel > DataTable.Level then
				self.Spec['Glyph'..i].text:SetJustifyH('CENTER')
				self.Spec['Glyph'..i].text:SetText(E:RGBToHex(.7, .3, .3)..self.Spec['Glyph'..i].NeedLevel..' '..LEVEL)
			end
		end
	end
	
	for i = 1, MAX_TALENT_GROUPS do
		if i == self.LastActiveSpec then
			R, G, B = RAID_CLASS_COLORS[DataTable.Class].r, RAID_CLASS_COLORS[DataTable.Class].g, RAID_CLASS_COLORS[DataTable.Class].b
		else
			R, G, B = .3, .3, .3
		end
		
		self.Spec['Spec'..i].TopBorder:SetTexture(R, G, B)
		self.Spec['Spec'..i].LeftBorder:SetTexture(R, G, B)
		self.Spec['Spec'..i].RightBorder:SetTexture(R, G, B)
		self.Spec['Spec'..i].BottomLeftBorder:SetTexture(R, G, B)
		self.Spec['Spec'..i].BottomRightBorder:SetTexture(R, G, B)
		self.Spec['Spec'..i].Icon:SetBackdropBorderColor(R, G, B)
	end
end


function IA:Update_BG()
	if E.db.sle.Armory.Inspect.Backdrop.SelectedBG == 'HIDE' then
		self.BG:SetTexture(nil)
	elseif E.db.sle.Armory.Inspect.Backdrop.SelectedBG == 'CUSTOM' then
		self.BG:SetTexture(E.db.sle.Armory.Inspect.Backdrop.CustomAddress)
	else
		self.BG:SetTexture(Info.Armory_Constants.BlizzardBackdropList[E.db.sle.Armory.Inspect.Backdrop.SelectedBG] or 'Interface\\AddOns\\ElvUI_SLE\\modules\\Armory\\Media\\Textures\\'..E.db.sle.Armory.Inspect.Backdrop.SelectedBG)
	end
end


function IA:Update_Display(Force)
	local Slot, Mouseover, SocketVisible
	
	if (self:IsMouseOver() and (E.db.sle.Armory.Inspect.Level.Display == 'MouseoverOnly' or E.db.sle.Armory.Inspect.Enchant.Display == 'MouseoverOnly' or E.db.sle.Armory.Inspect.Gem.Display == 'MouseoverOnly')) or Force then
		for _, SlotName in pairs(Info.Armory_Constants.GearList) do
			Slot = self[SlotName]
			Mouseover = Slot.Gradation:IsMouseOver()
			
			if Slot.Gradation.ItemLevel then
				if E.db.sle.Armory.Inspect.Level.Display == 'Always' or Mouseover and E.db.sle.Armory.Inspect.Level.Display == 'MouseoverOnly' then
					Slot.Gradation.ItemLevel:Show()
				else
					Slot.Gradation.ItemLevel:Hide()
				end
			end
			
			if Slot.Gradation.ItemEnchant then
				if E.db.sle.Armory.Inspect.Enchant.Display == 'Always' or Mouseover and E.db.sle.Armory.Inspect.Enchant.Display == 'MouseoverOnly' then
					Slot.Gradation.ItemEnchant:Show()
				elseif E.db.sle.Armory.Inspect.Enchant.Display ~= 'Always' and not (E.db.sle.Armory.Inspect.NoticeMissing and not Slot.IsEnchanted) then
					Slot.Gradation.ItemEnchant:Hide()
				end
			end
			
			SocketVisible = nil
			
			if Slot.Socket1 then
				for i = 1, MAX_NUM_SOCKETS do
					if E.db.sle.Armory.Inspect.Gem.Display == 'Always' or Mouseover and E.db.sle.Armory.Inspect.Gem.Display == 'MouseoverOnly' then
						if Slot['Socket'..i].GemType then
							Slot['Socket'..i]:Show()
						end
					else
						if SocketVisible == nil then
							SocketVisible = false
						end
						
						if Slot['Socket'..i].GemType and E.db.sle.Armory.Inspect.NoticeMissing and not Slot['Socket'..i].GemItemID then
							SocketVisible = true
						end
					end
				end
				
				if SocketVisible then
					for i = 1, MAX_NUM_SOCKETS do
						if Slot['Socket'..i].GemType then
							Slot['Socket'..i]:Show()
							Slot.SocketWarning:Point(Slot.Direction, Slot['Socket'..i], (Slot.Direction == 'LEFT' and 'RIGHT' or 'LEFT'), Slot.Direction == 'LEFT' and 3 or -3, 0)
						end
					end
				elseif SocketVisible == false then
					for i = 1, MAX_NUM_SOCKETS do
						Slot['Socket'..i]:Hide()
					end
					
					Slot.SocketWarning:Point(Slot.Direction, Slot.Socket1)
				end
			end
			
			
			if Force == SlotName then
				break
			end
		end
	end
end


KF.Modules[#KF.Modules + 1] = 'InspectArmory'
KF.Modules.InspectArmory = function()
	if E.db.sle.Armory.Inspect.Enable ~= false and not Info.InspectArmory_Activate then
		Default_NotifyInspect = NotifyInspect
		Default_InspectUnit = InspectUnit
		
		if IA.CreateInspectFrame then
			IA:CreateInspectFrame()
		end
		IA:Update_BG()
		
		NotifyInspect = ENI.NotifyInspect or NotifyInspect
		InspectUnit = IA.InspectUnit
		
		Info.InspectArmory_Activate = true
	elseif Info.InspectArmory_Activate then
		NotifyInspect = Default_NotifyInspect
		InspectUnit = Default_InspectUnit
		Default_NotifyInspect = nil
		Default_InspectUnit = nil
		
		Info.InspectArmory_Activate = nil
	end
end