UIPanelWindows["AchievementFrame"] = { area = "doublewide", pushable = 0, width = 840, xoffset = 80, whileDead = 1 };
 
 ACHIEVEMENTUI_CATEGORIES = {};
 
 ACHIEVEMENTUI_GOLDBORDER_R = 1;
 ACHIEVEMENTUI_GOLDBORDER_G = 0.675;
 ACHIEVEMENTUI_GOLDBORDER_B = 0.125;
 ACHIEVEMENTUI_GOLDBORDER_A = 1;
 
 ACHIEVEMENTUI_REDBORDER_R = 0.7;
 ACHIEVEMENTUI_REDBORDER_G = 0.15;
 ACHIEVEMENTUI_REDBORDER_B = 0.05;
 ACHIEVEMENTUI_REDBORDER_A = 1;
 
 ACHIEVEMENTUI_CATEGORIESWIDTH = 175;
 
 ACHIEVEMENTUI_PROGRESSIVEHEIGHT = 50;
 ACHIEVEMENTUI_PROGRESSIVEWIDTH = 42;
 
 ACHIEVEMENTUI_MAX_SUMMARY_ACHIEVEMENTS = 4;
 
 ACHIEVEMENTUI_MAXCONTENTWIDTH = 330;
+local ACHIEVEMENTUI_FONTHEIGHT;						-- set in AchievementButton_OnLoad
+local ACHIEVEMENTUI_MAX_LINES_COLLAPSED = 3;		-- can show 3 lines of text when achievement is collapsed
 
 ACHIEVEMENTUI_DEFAULTSUMMARYACHIEVEMENTS = {6, 503, 116, 545, 1017};
 
 ACHIEVEMENT_CATEGORY_NORMAL_R = 0;
 ACHIEVEMENT_CATEGORY_NORMAL_G = 0;
 ACHIEVEMENT_CATEGORY_NORMAL_B = 0;
 ACHIEVEMENT_CATEGORY_NORMAL_A = .9;
 
 ACHIEVEMENT_CATEGORY_HIGHLIGHT_R = 0;
 ACHIEVEMENT_CATEGORY_HIGHLIGHT_G = .6;
 ACHIEVEMENT_CATEGORY_HIGHLIGHT_B = 0;
 ACHIEVEMENT_CATEGORY_HIGHLIGHT_A = .65;
 
 ACHIEVEMENTBUTTON_LABELWIDTH = 320;
 
 ACHIEVEMENT_COMPARISON_SUMMARY_ID = -1
 ACHIEVEMENT_COMPARISON_STATS_SUMMARY_ID = -2
 
 ACHIEVEMENT_FILTER_ALL = 1;
 ACHIEVEMENT_FILTER_COMPLETE = 2;
 ACHIEVEMENT_FILTER_INCOMPLETE = 3;
 
 local FEAT_OF_STRENGTH_ID = 81;
 
 local trackedAchievements = {};
 local function updateTrackedAchievements (...) 
 	local count = select("#", ...);
 	
 	for i = 1, count do
 		trackedAchievements[select(i, ...)] = true;
 	end
 end
 
 
 -- [[ AchievementFrame ]] --
 
 function AchievementFrame_ToggleAchievementFrame(toggleStatFrame)
 	AchievementFrameComparison:Hide();
 	AchievementFrameTab_OnClick = AchievementFrameBaseTab_OnClick;
 	if ( not toggleStatFrame ) then
 		if ( AchievementFrame:IsShown() and AchievementFrame.selectedTab == 1 ) then
 			HideUIPanel(AchievementFrame);
 		else
 			ShowUIPanel(AchievementFrame);
 			AchievementFrameTab_OnClick(1);
 		end
 		return;
 	end
 	if ( AchievementFrame:IsShown() and AchievementFrame.selectedTab == 2 ) then
 		HideUIPanel(AchievementFrame);
 	else
 		ShowUIPanel(AchievementFrame);
 		AchievementFrameTab_OnClick(2);
 	end
 end
 
 function AchievementFrame_DisplayComparison (unit)
 	AchievementFrame.wasShown = nil;
 	AchievementFrameTab_OnClick = AchievementFrameComparisonTab_OnClick;
 	AchievementFrameTab_OnClick(1);
 	ShowUIPanel(AchievementFrame);
 	--AchievementFrame_ShowSubFrame(AchievementFrameComparison, AchievementFrameSummary);
 	AchievementFrameComparison_SetUnit(unit);
 	AchievementFrameComparison_ForceUpdate();
 end
 
 function AchievementFrame_OnLoad (self)
 	PanelTemplates_SetNumTabs(self, 2);
 	self.selectedTab = 1;
 	PanelTemplates_UpdateTabs(self);
 end
 
 function AchievementFrame_OnShow (self)
 	PlaySound("AchievementMenuOpen");
 	AchievementFrameHeaderPoints:SetText(GetTotalAchievementPoints());
 	if ( not AchievementFrame.wasShown ) then
 		AchievementFrame.wasShown = true;
 		AchievementCategoryButton_OnClick(AchievementFrameCategoriesContainerButton1);
 	end
 	UpdateMicroButtons();
 	AchievementFrame_LoadTextures();
 end
 
 function AchievementFrame_OnHide (self)
 	PlaySound("AchievementMenuClose");
 	UpdateMicroButtons();
 	AchievementFrame_ClearTextures();
 end
 
 function AchievementFrame_ForceUpdate ()
 	if ( AchievementFrameAchievements:IsShown() ) then
 		AchievementFrameAchievements_ForceUpdate();
 	elseif ( AchievementFrameStats:IsShown() ) then
 		AchievementFrameStats_Update();
 	elseif ( AchievementFrameComparison:IsShown() ) then
 		AchievementFrameComparison_ForceUpdate();
 	end
 end
 
 function AchievementFrameBaseTab_OnClick (id)
 	PanelTemplates_Tab_OnClick(_G["AchievementFrameTab"..id], AchievementFrame);
 	
 	local isSummary = false
 	if ( id == 1 ) then
 		achievementFunctions = ACHIEVEMENT_FUNCTIONS;
 		AchievementFrameCategories_GetCategoryList(ACHIEVEMENTUI_CATEGORIES); -- This needs to happen before AchievementFrame_ShowSubFrame (fix for bug 157885)
 		if ( achievementFunctions.selectedCategory == "summary" ) then
 			isSummary = true;
 			AchievementFrame_ShowSubFrame(AchievementFrameSummary);
 		else
 			AchievementFrame_ShowSubFrame(AchievementFrameAchievements);
 		end
 		AchievementFrameWaterMark:SetTexture("Interface\\AchievementFrame\\UI-Achievement-AchievementWatermark");
 	else
 		achievementFunctions = STAT_FUNCTIONS;
 		AchievementFrameCategories_GetCategoryList(ACHIEVEMENTUI_CATEGORIES);
 		if ( achievementFunctions.selectedCategory == "summary" ) then
 			AchievementFrame_ShowSubFrame(AchievementFrameStats);
 			achievementFunctions.selectedCategory = ACHIEVEMENT_COMPARISON_STATS_SUMMARY_ID;
 			AchievementFrameStatsContainerScrollBar:SetValue(0);
 		else
 			AchievementFrame_ShowSubFrame(AchievementFrameStats);
 		end
 		AchievementFrameWaterMark:SetTexture("Interface\\AchievementFrame\\UI-Achievement-StatWatermark");
 	end
 	
 	AchievementFrameCategories_Update();
 	
 	if ( not isSummary ) then
 		achievementFunctions.updateFunc();
 	end
 end
 
 AchievementFrameTab_OnClick = AchievementFrameBaseTab_OnClick;
 
 function AchievementFrameComparisonTab_OnClick (id)
 	if ( id == 1 ) then
 		achievementFunctions = COMPARISON_ACHIEVEMENT_FUNCTIONS;
 		AchievementFrame_ShowSubFrame(AchievementFrameComparison, AchievementFrameComparisonContainer);
 		AchievementFrameWaterMark:SetTexture("Interface\\AchievementFrame\\UI-Achievement-AchievementWatermark");
 	else
 		achievementFunctions = COMPARISON_STAT_FUNCTIONS;
 		AchievementFrame_ShowSubFrame(AchievementFrameComparison, AchievementFrameComparisonStatsContainer);
 		AchievementFrameWaterMark:SetTexture("Interface\\AchievementFrame\\UI-Achievement-StatWatermark");
 	end
 	
 	AchievementFrameCategories_GetCategoryList(ACHIEVEMENTUI_CATEGORIES);
 	AchievementFrameCategories_Update();
 	PanelTemplates_Tab_OnClick(_G["AchievementFrameTab"..id], AchievementFrame);
 	
 	achievementFunctions.updateFunc();
 end
 
 ACHIEVEMENTFRAME_SUBFRAMES = {
 	"AchievementFrameSummary",
 	"AchievementFrameAchievements",
 	"AchievementFrameStats",
 	"AchievementFrameComparison",
 	"AchievementFrameComparisonContainer",
 	"AchievementFrameComparisonStatsContainer"
 };
 
 function AchievementFrame_ShowSubFrame(...)
 	local subFrame, show;
 	for _, name in next, ACHIEVEMENTFRAME_SUBFRAMES  do
 		subFrame = _G[name];
 		show = false;
 		for i=1, select("#", ...) do
 			if ( subFrame ==  select(i, ...)) then
 				show = true
 			end
 		end
 		if ( show ) then
 			subFrame:Show();
 		else
 			subFrame:Hide();
 		end
 	end
 end
 
 -- [[ AchievementFrameCategories ]] --
 
 function AchievementFrameCategories_OnLoad (self)
 	self:SetBackdropBorderColor(ACHIEVEMENTUI_GOLDBORDER_R, ACHIEVEMENTUI_GOLDBORDER_G, ACHIEVEMENTUI_GOLDBORDER_B, ACHIEVEMENTUI_GOLDBORDER_A);
 	self.buttons = {};
 	self:RegisterEvent("ADDON_LOADED");
 	self:SetScript("OnEvent", AchievementFrameCategories_OnEvent);
 end
 
 function AchievementFrameCategories_OnEvent (self, event, ...)
 	if ( event == "ADDON_LOADED" ) then
 		local addonName = ...;
 		if ( addonName and addonName ~= "Blizzard_AchievementUI" ) then
 			return;
 		end
 		
 		AchievementFrameCategories_GetCategoryList(ACHIEVEMENTUI_CATEGORIES);
 		
 		AchievementFrameCategoriesContainerScrollBar.Show = 
 			function (self)
 				ACHIEVEMENTUI_CATEGORIESWIDTH = 175;
 				AchievementFrameCategories:SetWidth(175);
 				AchievementFrameCategoriesContainer:GetScrollChild():SetWidth(175);
 				AchievementFrameAchievements:SetPoint("TOPLEFT", "$parentCategories", "TOPRIGHT", 22, 0);
 				AchievementFrameStats:SetPoint("TOPLEFT", "$parentCategories", "TOPRIGHT", 22, 0);
 				AchievementFrameComparison:SetPoint("TOPLEFT", "$parentCategories", "TOPRIGHT", 22, 0)
 				AchievementFrameWaterMark:SetWidth(145);
 				AchievementFrameWaterMark:SetTexCoord(0, 145/256, 0, 1);
 				for _, button in next, AchievementFrameCategoriesContainer.buttons do
 					AchievementFrameCategories_DisplayButton(button, button.element)
 				end
 				getmetatable(self).__index.Show(self);
 			end
 			
 		AchievementFrameCategoriesContainerScrollBar.Hide = 
 			function (self)
 				ACHIEVEMENTUI_CATEGORIESWIDTH = 197;
 				AchievementFrameCategories:SetWidth(197);
 				AchievementFrameCategoriesContainer:GetScrollChild():SetWidth(197);
 				AchievementFrameAchievements:SetPoint("TOPLEFT", "$parentCategories", "TOPRIGHT", 0, 0);
 				AchievementFrameStats:SetPoint("TOPLEFT", "$parentCategories", "TOPRIGHT", 0, 0);
 				AchievementFrameComparison:SetPoint("TOPLEFT", "$parentCategories", "TOPRIGHT", 0, 0)
 				AchievementFrameWaterMark:SetWidth(167);
 				AchievementFrameWaterMark:SetTexCoord(0, 167/256, 0, 1);
 				for _, button in next, AchievementFrameCategoriesContainer.buttons do
 					AchievementFrameCategories_DisplayButton(button, button.element);
 				end
 				getmetatable(self).__index.Hide(self);
 			end
 			
 		AchievementFrameCategoriesContainerScrollBarBG:Show();
 		AchievementFrameCategoriesContainer.update = AchievementFrameCategories_Update;
 		HybridScrollFrame_CreateButtons(AchievementFrameCategoriesContainer, "AchievementCategoryTemplate", 0, 0, "TOP", "TOP", 0, 0, "TOP", "BOTTOM");
 		AchievementFrameCategories_Update();
 		self:UnregisterEvent(event)		
 	end
 end
 
 function AchievementFrameCategories_OnShow (self)
 	AchievementFrameCategories_Update();
 end
 
 function AchievementFrameCategories_GetCategoryList (categories)
 	local cats = achievementFunctions.categoryAccessor();
 	
 	for i in next, categories do
 		categories[i] = nil;
 	end
 	-- Insert the fake Summary category
 	tinsert(categories, { ["id"] = "summary" });
 
 	for i, id in next, cats do
 		local _, parent = GetCategoryInfo(id);
 		if ( parent == -1 ) then
 			tinsert(categories, { ["id"] = id });
 		end
 	end
 	
 	local _, parent;
 	for i = #cats, 1, -1 do 
 		_, parent = GetCategoryInfo(cats[i]);
 		for j, category in next, categories do
 			if ( category.id == parent ) then
 				category.parent = true;
 				category.collapsed = true;
 				tinsert(categories, j+1, { ["id"] = cats[i], ["parent"] = category.id, ["hidden"] = true});
 			end
 		end
 	end
 end
 
 local displayCategories = {};
 function AchievementFrameCategories_Update ()
 	local scrollFrame = AchievementFrameCategoriesContainer
 	
 	local categories = ACHIEVEMENTUI_CATEGORIES;
 	local offset = HybridScrollFrame_GetOffset(scrollFrame);
 	local buttons = scrollFrame.buttons;	
 	
 	local displayCategories = displayCategories;
 	
 	for i in next, displayCategories do
 		displayCategories[i] = nil;
 	end
 	
 	local selection = achievementFunctions.selectedCategory;
 	if ( selection == ACHIEVEMENT_COMPARISON_SUMMARY_ID or selection == ACHIEVEMENT_COMPARISON_STATS_SUMMARY_ID ) then
 		selection = "summary";
 	end
 	
 	local parent;
 	if ( selection ) then
 		for i, category in next, categories do
 			if ( category.id == selection ) then
 				parent = category.parent;
 			end
 		end
 	end
 	
 	for i, category in next, categories do
 		if ( not category.hidden ) then
 			tinsert(displayCategories, category);
 		elseif ( parent and category.id == parent ) then
 			category.collapsed = false;
 			tinsert(displayCategories, category);
 		elseif ( parent and category.parent and category.parent == parent ) then
 			category.hidden = false;
 			tinsert(displayCategories, category);
 		end
 	end
 	
 	local numCategories = #displayCategories;
 	local numButtons = #buttons;
 	
 	local totalHeight = numCategories * buttons[1]:GetHeight();
 	local displayedHeight = 0;
 	
 	local element
 	for i = 1, numButtons do
 		element = displayCategories[i + offset];
 		displayedHeight = displayedHeight + buttons[i]:GetHeight();
 		if ( element ) then
 			AchievementFrameCategories_DisplayButton(buttons[i], element);
 			if ( selection and element.id == selection ) then
 				buttons[i]:LockHighlight();
 			else
 				buttons[i]:UnlockHighlight();
 			end
 			buttons[i]:Show();
 		else
 			buttons[i].element = nil;
 			buttons[i]:Hide();
 		end
 	end
 	
 	HybridScrollFrame_Update(scrollFrame, totalHeight, displayedHeight);
 	
 	return displayCategories;
 end
 
 function AchievementFrameCategories_DisplayButton (button, element)
 	if ( not element ) then
 		button.element = nil;
 		button:Hide();
 		return;
 	end
 	
 	button:Show();
 	if ( type(element.parent) == "number" ) then
 		button:SetWidth(ACHIEVEMENTUI_CATEGORIESWIDTH - 25);
 		button.label:SetFontObject("GameFontHighlight");
 		button.parentID = element.parent;
 		button.background:SetVertexColor(0.6, 0.6, 0.6);
 	else
 		button:SetWidth(ACHIEVEMENTUI_CATEGORIESWIDTH - 10);
 		button.label:SetFontObject("GameFontNormal");
 		button.parentID = element.parent;
 		button.background:SetVertexColor(1, 1, 1);
 	end
 	
 	local categoryName, parentID, flags;
 	local numAchievements, numCompleted;
 	
 	local id = element.id;
 	
 	-- kind of janky
 	if ( id == "summary" ) then
 		categoryName = ACHIEVEMENT_SUMMARY_CATEGORY;
 		numAchievements, numCompleted = GetNumCompletedAchievements();
 	else
 		categoryName, parentID, flags = GetCategoryInfo(id);
 		numAchievements, numCompleted = AchievementFrame_GetCategoryTotalNumAchievements(id, true);
 	end
 	button.label:SetText(categoryName);
 	button.categoryID = id;
 	button.flags = flags;
 	button.element = element;
 
 	-- For the tooltip
 	button.name = categoryName;
 	if ( id == FEAT_OF_STRENGTH_ID ) then
 		-- This is the feat of strength category since it's sorted to the end of the list
 		button.text = FEAT_OF_STRENGTH_DESCRIPTION;
 		button.showTooltipFunc = AchievementFrameCategory_FeatOfStrengthTooltip;
 	elseif ( AchievementFrame.selectedTab == 1 ) then
 		button.text = nil;
 		button.numAchievements = numAchievements;
 		button.numCompleted = numCompleted;
 		button.numCompletedText = numCompleted.."/"..numAchievements;
 		button.showTooltipFunc = AchievementFrameCategory_StatusBarTooltip;
 	else
 		button.showTooltipFunc = nil;
 	end
 end
 
 function AchievementFrameCategory_StatusBarTooltip(self)
 	GameTooltip_SetDefaultAnchor(GameTooltip, self);
 	GameTooltip:SetMinimumWidth(128, 1);
 	GameTooltip:SetText(self.name, 1, 1, 1, nil, 1);
 	GameTooltip_ShowStatusBar(GameTooltip, 0, self.numAchievements, self.numCompleted, self.numCompletedText);
 	GameTooltip:Show();
 end
 
 function AchievementFrameCategory_FeatOfStrengthTooltip(self)
 	GameTooltip_SetDefaultAnchor(GameTooltip, self);
 	GameTooltip:SetText(self.name, 1, 1, 1);
 	GameTooltip:AddLine(self.text, nil, nil, nil, 1);
 	GameTooltip:Show();
 end
 
 function AchievementFrameCategories_UpdateTooltip()
 	local container = AchievementFrameCategoriesContainer;
 	if ( not container:IsVisible() or not container.buttons ) then
 		return;
 	end
 	
 	for _, button in next, AchievementFrameCategoriesContainer.buttons do
-		if ( MouseIsOver(button) and button.showTooltipFunc ) then
+		if ( button:IsMouseOver() and button.showTooltipFunc ) then
 			button:showTooltipFunc();
 			break;
 		end
 	end
 end
 
 function AchievementFrameCategories_SelectButton (button)
 	local id = button.element.id;
 	
 	if ( type(button.element.parent) ~= "number" ) then
 		-- Is top level category (can expand/contract)
 		if ( button.isSelected and button.element.collapsed == false ) then
 			button.element.collapsed = true;
 			for i, category in next, ACHIEVEMENTUI_CATEGORIES do
 				if ( category.parent == id ) then
 					category.hidden = true;
 				end
 			end
 		else
 			for i, category in next, ACHIEVEMENTUI_CATEGORIES do
 				if ( category.parent == id ) then
 					category.hidden = false;
 				elseif ( category.parent == true ) then
 					category.collapsed = true;
 				elseif ( category.parent ) then
 					category.hidden = true;
 				end
 			end
 			button.element.collapsed = false;
 		end
 	end
 	
 	local buttons = AchievementFrameCategoriesContainer.buttons;
 	for _, button in next, buttons do
 		button.isSelected = nil;
 	end
 	
 	button.isSelected = true;
 	
 	if ( id == achievementFunctions.selectedCategory ) then
 		-- If this category was selected already, bail after changing collapsed states
 		return
 	end
 	
 	--Intercept "summary" category
 	if ( id == "summary" ) then
 		if ( achievementFunctions == ACHIEVEMENT_FUNCTIONS ) then
 			AchievementFrame_ShowSubFrame(AchievementFrameSummary);
 			achievementFunctions.selectedCategory = id;
 			return;
 		elseif (  achievementFunctions == STAT_FUNCTIONS ) then
 			AchievementFrame_ShowSubFrame(AchievementFrameStats);
 			achievementFunctions.selectedCategory = ACHIEVEMENT_COMPARISON_STATS_SUMMARY_ID;
 			AchievementFrameStatsContainerScrollBar:SetValue(0);
 		elseif ( achievementFunctions == COMPARISON_ACHIEVEMENT_FUNCTIONS ) then
 			-- Put the summary stuff for comparison here, Derek!
 			AchievementFrame_ShowSubFrame(AchievementFrameComparison, AchievementFrameComparisonContainer);
 			achievementFunctions.selectedCategory = ACHIEVEMENT_COMPARISON_SUMMARY_ID;
 			AchievementFrameComparisonContainerScrollBar:SetValue(0);
 			AchievementFrameComparison_UpdateStatusBars(ACHIEVEMENT_COMPARISON_SUMMARY_ID);
 		elseif ( achievementFunctions == COMPARISON_STAT_FUNCTIONS ) then
 			AchievementFrame_ShowSubFrame(AchievementFrameComparison, AchievementFrameComparisonStatsContainer);
 			achievementFunctions.selectedCategory = ACHIEVEMENT_COMPARISON_STATS_SUMMARY_ID;
 			AchievementFrameComparisonStatsContainerScrollBar:SetValue(0);
 		end
 		
 	else
 		if ( achievementFunctions == STAT_FUNCTIONS ) then
 			AchievementFrame_ShowSubFrame(AchievementFrameStats);
 			AchievementFrameStatsContainerScrollBar:SetValue(0);
 		elseif ( achievementFunctions == ACHIEVEMENT_FUNCTIONS ) then
 			AchievementFrame_ShowSubFrame(AchievementFrameAchievements);
 			AchievementFrameAchievementsContainerScrollBar:SetValue(0);
 			if ( id == FEAT_OF_STRENGTH_ID ) then
 				AchievementFrameFilterDropDown:Hide();
 				AchievementFrameHeaderRightDDLInset:Hide();
 			else
 				AchievementFrameFilterDropDown:Show();
 				AchievementFrameHeaderRightDDLInset:Show();
 			end
 		elseif ( achievementFunctions == COMPARISON_ACHIEVEMENT_FUNCTIONS ) then
 			AchievementFrame_ShowSubFrame(AchievementFrameComparison, AchievementFrameComparisonContainer);
 			AchievementFrameComparisonContainerScrollBar:SetValue(0);
 			AchievementFrameComparison_UpdateStatusBars(id);
 		else
 			AchievementFrame_ShowSubFrame(AchievementFrameComparison, AchievementFrameComparisonStatsContainer);
 			AchievementFrameComparisonStatsContainerScrollBar:SetValue(0);
 		end
 		achievementFunctions.selectedCategory = id;
 	end
 	
 	if ( achievementFunctions.clearFunc ) then
 		achievementFunctions.clearFunc();
 	end
 	
 	achievementFunctions.updateFunc();
 end
 
 function AchievementFrameAchievements_OnShow()
 	if ( achievementFunctions.selectedCategory == FEAT_OF_STRENGTH_ID ) then
 		AchievementFrameFilterDropDown:Hide();
 		AchievementFrameHeaderRightDDLInset:Hide();
 	else
 		AchievementFrameFilterDropDown:Show();
 		AchievementFrameHeaderRightDDLInset:Show();	
 	end
 end
 
 function AchievementFrameCategories_ClearSelection ()
 	local buttons = AchievementFrameCategoriesContainer.buttons;
 	for _, button in next, buttons do
 		button.isSelected = nil;
 		button:UnlockHighlight();
 	end
 	
 	for i, category in next, ACHIEVEMENTUI_CATEGORIES do	
 		if ( category.parent == true ) then
 			category.collapsed = true;
 		elseif ( category.parent ) then
 			category.hidden = true;
 		end
 	end
 end
 
 function AchievementFrameComparison_UpdateStatusBars (id)
 	local numAchievements, numCompleted = GetCategoryNumAchievements(id);
 	local name = GetCategoryInfo(id);
 	
 	if ( id == ACHIEVEMENT_COMPARISON_SUMMARY_ID ) then
 		name = ACHIEVEMENT_SUMMARY_CATEGORY;
 	end
 	
 	local statusBar = AchievementFrameComparisonSummaryPlayerStatusBar;
 	statusBar:SetMinMaxValues(0, numAchievements);
 	statusBar:SetValue(numCompleted);
 	statusBar.title:SetText(string.format(ACHIEVEMENTS_COMPLETED_CATEGORY, name));
 	statusBar.text:SetText(numCompleted.."/"..numAchievements);
 
 	local friendCompleted = GetComparisonCategoryNumAchievements(id);
 
 	statusBar = AchievementFrameComparisonSummaryFriendStatusBar;
 	statusBar:SetMinMaxValues(0, numAchievements);
 	statusBar:SetValue(friendCompleted);
 	statusBar.text:SetText(friendCompleted.."/"..numAchievements);
 end
 
 -- [[ AchievementCategoryButton ]] --
 
 function AchievementCategoryButton_OnLoad (button)
 	button:EnableMouse(true);
 	button:EnableMouseWheel(true);
 	
 	local buttonName = button:GetName();
 	
 	button.label = _G[buttonName .. "Label"];
 	button.background = _G[buttonName.."Background"];
 end
 
 function AchievementCategoryButton_OnClick (button)
 	AchievementFrameCategories_SelectButton(button);
 	AchievementFrameCategories_Update();
 end
 
 -- [[ AchievementFrameAchievements ]] --
 
 function AchievementFrameAchievements_OnLoad (self)
 	AchievementFrameAchievementsContainerScrollBar.Show = 
 		function (self)
 			AchievementFrameAchievements:SetWidth(504);
 			for _, button in next, AchievementFrameAchievements.buttons do
 				button:SetWidth(496);
 			end
 			getmetatable(self).__index.Show(self);
 		end
 		
 	AchievementFrameAchievementsContainerScrollBar.Hide = 
 		function (self)
 			AchievementFrameAchievements:SetWidth(530);
 			for _, button in next, AchievementFrameAchievements.buttons do
 				button:SetWidth(522);
 			end
 			getmetatable(self).__index.Hide(self);
 		end
 		
 	self:RegisterEvent("ADDON_LOADED");
 	AchievementFrameAchievementsContainerScrollBarBG:Show();
 	AchievementFrameAchievementsContainer.update = AchievementFrameAchievements_Update;
 	HybridScrollFrame_CreateButtons(AchievementFrameAchievementsContainer, "AchievementTemplate", 0, -2);
 end
 
 function AchievementFrameAchievements_OnEvent (self, event, ...)
 	if ( event == "ADDON_LOADED" ) then
 		self:RegisterEvent("ACHIEVEMENT_EARNED");
 		self:RegisterEvent("CRITERIA_UPDATE");
 		self:RegisterEvent("TRACKED_ACHIEVEMENT_UPDATE");
 		
 		updateTrackedAchievements(GetTrackedAchievements());
 	elseif ( event == "ACHIEVEMENT_EARNED" ) then
 		local achievementID = ...;
 		AchievementFrameCategories_Update();
 		AchievementFrameCategories_UpdateTooltip();
 		-- This has to happen before AchievementFrameAchievements_ForceUpdate() in order to achieve the behavior we want, since it clears the selection for progressive achievements.
 		local selection = AchievementFrameAchievements.selection;
 		AchievementFrameAchievements_ForceUpdate();
 		if ( AchievementFrameAchievementsContainer:IsShown() and selection == achievementID ) then
 			AchievementFrame_SelectAchievement(selection, true);
 		end
 		AchievementFrameHeaderPoints:SetText(GetTotalAchievementPoints());
 
 	elseif ( event == "CRITERIA_UPDATE" ) then
 		if ( AchievementFrameAchievements.selection ) then
 			local id = AchievementFrameAchievementsObjectives.id;
 			local button = AchievementFrameAchievementsObjectives:GetParent();
 			AchievementFrameAchievementsObjectives.id = nil;
 			AchievementButton_DisplayObjectives(button, id, button.completed);
+			AchievementFrameAchievements_Update();
 		else
 			AchievementFrameAchievementsObjectives.id = nil; -- Force redraw
 		end
 	elseif ( event == "TRACKED_ACHIEVEMENT_UPDATE" ) then
 		for k, v in next, trackedAchievements do
 			trackedAchievements[k] = nil;
 		end
 		
 		updateTrackedAchievements(GetTrackedAchievements());
 	end
 	
 	if ( not AchievementMicroButton:IsShown() ) then
 		AchievementMicroButton_Update();
 	end
 end
 
 function AchievementFrameAchievementsBackdrop_OnLoad (self)
 	self:SetBackdropBorderColor(ACHIEVEMENTUI_GOLDBORDER_R, ACHIEVEMENTUI_GOLDBORDER_G, ACHIEVEMENTUI_GOLDBORDER_B, ACHIEVEMENTUI_GOLDBORDER_A);
 	self:SetFrameLevel(self:GetFrameLevel()+1);
 end
 
 function AchievementFrameAchievements_Update ()
 	local category = achievementFunctions.selectedCategory;
 	if ( category == "summary" ) then
 		return;
 	end
 	local scrollFrame = AchievementFrameAchievementsContainer
 	
 	local offset = HybridScrollFrame_GetOffset(scrollFrame);
 	local buttons = scrollFrame.buttons;
 	local numAchievements, numCompleted, completedOffset = ACHIEVEMENTUI_SELECTEDFILTER(category);
 	local numButtons = #buttons;
 	
 	-- If the current category is feats of strength and there are no entries then show the explanation text
 	if ( AchievementFrame_IsFeatOfStrength() and numAchievements == 0 ) then
 		AchievementFrameAchievementsFeatOfStrengthText:Show();
 	else
 		AchievementFrameAchievementsFeatOfStrengthText:Hide();
 	end
 	
 	local selection = AchievementFrameAchievements.selection;
 	if ( selection ) then
 		AchievementButton_ResetObjectives();
 	end
 	
 	local extraHeight = scrollFrame.largeButtonHeight or ACHIEVEMENTBUTTON_COLLAPSEDHEIGHT
 
 	local achievementIndex;
 	local displayedHeight = 0;
 	for i = 1, numButtons do
 		achievementIndex = i + offset + completedOffset;
 		if ( achievementIndex > numAchievements + completedOffset ) then
 			buttons[i]:Hide();
 		else
 			AchievementButton_DisplayAchievement(buttons[i], category, achievementIndex, selection);
 			displayedHeight = displayedHeight + buttons[i]:GetHeight();
 		end
 	end
 	
 	local totalHeight = numAchievements * ACHIEVEMENTBUTTON_COLLAPSEDHEIGHT;
 	totalHeight = totalHeight + (extraHeight - ACHIEVEMENTBUTTON_COLLAPSEDHEIGHT);
 	
 	HybridScrollFrame_Update(scrollFrame, totalHeight, displayedHeight);
 
 	if ( selection ) then
 		AchievementFrameAchievements.selection = selection;
 	else
 		HybridScrollFrame_CollapseButton(scrollFrame);
 	end
 end
 
 function AchievementFrameAchievements_ForceUpdate ()
 	if ( AchievementFrameAchievements.selection ) then
 		local nextID = GetNextAchievement(AchievementFrameAchievements.selection);
 		local id, _, _, completed = GetAchievementInfo(AchievementFrameAchievements.selection);
 		if ( nextID and completed ) then
 			AchievementFrameAchievements.selection = nil;
 		end
 	end
 	AchievementFrameAchievementsObjectives:Hide();
 	AchievementFrameAchievementsObjectives.id = nil;
 
 	local buttons = AchievementFrameAchievementsContainer.buttons;
 	for i, button in next, buttons do
 		button.id = nil;
 	end
 	
 	AchievementFrameAchievements_Update();
 end
 
 function AchievementFrameAchievements_ClearSelection ()
 	AchievementButton_ResetObjectives();
 	for _, button in next, AchievementFrameAchievements.buttons do
 		button:Collapse();
-		if ( not MouseIsOver(button) ) then
+		if ( not button:IsMouseOver() ) then
 			button.highlight:Hide();
 		end
 		button.selected = nil;
 		if ( not button.tracked:GetChecked() ) then
 			button.tracked:Hide();
 		end
+		button.description:Show();
+		button.hiddenDescription:Hide();
 	end
 	
 	AchievementFrameAchievements.selection = nil;
 end
 
 -- [[ Achievement Icon ]] --
 
 function AchievementIcon_Desaturate (self)
 	self.bling:SetVertexColor(.6, .6, .6, 1);
 	self.frame:SetVertexColor(.75, .75, .75, 1);
 	self.texture:SetVertexColor(.55, .55, .55, 1);
 end
 
 function AchievementIcon_Saturate (self)
 	self.bling:SetVertexColor(1, 1, 1, 1);
 	self.frame:SetVertexColor(1, 1, 1, 1);
 	self.texture:SetVertexColor(1, 1, 1, 1);
 end
 
 function AchievementIcon_OnLoad (self)
 	local name = self:GetName();
 	self.bling = _G[name .. "Bling"];
 	self.texture = _G[name .. "Texture"];
 	self.frame = _G[name .. "Overlay"];
 	
 	self.Desaturate = AchievementIcon_Desaturate;
 	self.Saturate = AchievementIcon_Saturate;
 end
 
 -- [[ Achievement Shield ]] --
 
 function AchievementShield_Desaturate (self)
 	self.icon:SetTexCoord(.5, 1, 0, 1);
 end
 
 function AchievementShield_Saturate (self)
 	self.icon:SetTexCoord(0, .5, 0, 1);
 end
 
 function AchievementShield_OnLoad (self)
 	local name = self:GetName();
 	self.icon = _G[name .. "Icon"];
 	self.points = _G[name .. "Points"];
 	
 	self.Desaturate = AchievementShield_Desaturate;
 	self.Saturate = AchievementShield_Saturate;
 end
 
 -- [[ AchievementButton ]] --
 
 ACHIEVEMENTBUTTON_DESCRIPTIONHEIGHT = 20;
 ACHIEVEMENTBUTTON_COLLAPSEDHEIGHT = 84;
 ACHIEVEMENTBUTTON_CRITERIAROWHEIGHT = 15;
 ACHIEVEMENTBUTTON_METAROWHEIGHT = 14;
 ACHIEVEMENTBUTTON_MAXHEIGHT = 232;
 ACHIEVEMENTBUTTON_TEXTUREHEIGHT = 128;
 
 function AchievementButton_UpdatePlusMinusTexture (button)
 	local id = button.id;
 	if ( not id ) then
 		return; -- This happens when we create buttons
 	end
 
 	local display = false;
 	if ( GetAchievementNumCriteria(id) ~= 0 ) then
 		display = true;
 	elseif ( GetPreviousAchievement(id) and button.completed ) then
 		display = true;
 	end
 	
 	if ( display ) then
 		button.plusMinus:Show();			
 		if ( button.collapsed and button.saturated ) then
 			button.plusMinus:SetTexCoord(0, .5, 0, .5);
 		elseif ( button.collapsed ) then
 			button.plusMinus:SetTexCoord(.5, 1, 0, .5);
 		elseif ( button.saturated ) then
 			button.plusMinus:SetTexCoord(0, .5, .5, 1);
 		else
 			button.plusMinus:SetTexCoord(.5, 1, .5, 1);
 		end
 	else
 		button.plusMinus:Hide();
 	end
 end
 
 function AchievementButton_Collapse (self)
 	if ( self.collapsed ) then
 		return;
 	end
 	
 	self.collapsed = true;
 	AchievementButton_UpdatePlusMinusTexture(self);
 	self:SetHeight(ACHIEVEMENTBUTTON_COLLAPSEDHEIGHT);	
 	_G[self:GetName() .. "Background"]:SetTexCoord(0, 1, 1-(ACHIEVEMENTBUTTON_COLLAPSEDHEIGHT / 256), 1);
 	_G[self:GetName() .. "Glow"]:SetTexCoord(0, 1, 0, ACHIEVEMENTBUTTON_COLLAPSEDHEIGHT / 128);
 	
 	if ( not self.tracked:GetChecked() ) then
 		self.tracked:Hide();
 	end
 end
 
 function AchievementButton_Expand (self, height)
 	if ( not self.collapsed ) then
 		return;
 	end
 	
 	self.collapsed = nil;
 	AchievementButton_UpdatePlusMinusTexture(self);
 	self:SetHeight(height);
 	_G[self:GetName() .. "Background"]:SetTexCoord(0, 1, max(0, 1-(height / 256)), 1);
 	_G[self:GetName() .. "Glow"]:SetTexCoord(0, 1, 0, (height+5) / 128);
 end
 
 function AchievementButton_Saturate (self)
 	local name = self:GetName();
 	self.saturated = true;	
 	_G[name .. "TitleBackground"]:SetTexCoord(0, 0.9765625, 0, 0.3125);
 	_G[name .. "Background"]:SetTexture("Interface\\AchievementFrame\\UI-Achievement-Parchment-Horizontal");
 	_G[name .. "Glow"]:SetVertexColor(1.0, 1.0, 1.0);
 	self.icon:Saturate();
 	self.shield:Saturate();
 	self.shield.points:SetVertexColor(1, 1, 1);
 	self.reward:SetVertexColor(1, .82, 0);
 	self.label:SetVertexColor(1, 1, 1);
 	self.description:SetTextColor(0, 0, 0, 1);
 	self.description:SetShadowOffset(0, 0);
 	AchievementButton_UpdatePlusMinusTexture(self);
 	self:SetBackdropBorderColor(ACHIEVEMENTUI_REDBORDER_R, ACHIEVEMENTUI_REDBORDER_G, ACHIEVEMENTUI_REDBORDER_B, ACHIEVEMENTUI_REDBORDER_A);
 end
 
 function AchievementButton_Desaturate (self)
 	local name = self:GetName();
 	self.saturated = nil;
 	_G[name .. "TitleBackground"]:SetTexCoord(0, 0.9765625, 0.34375, 0.65625);
 	_G[name .. "Background"]:SetTexture("Interface\\AchievementFrame\\UI-Achievement-Parchment-Horizontal-Desaturated");
 	_G[name .. "Glow"]:SetVertexColor(.22, .17, .13);
 	self.icon:Desaturate();
 	self.shield:Desaturate();
 	self.shield.points:SetVertexColor(.65, .65, .65);
 	self.reward:SetVertexColor(.8, .8, .8);
 	self.label:SetVertexColor(.65, .65, .65);
 	self.description:SetTextColor(1, 1, 1, 1); 
 	self.description:SetShadowOffset(1, -1);
 	AchievementButton_UpdatePlusMinusTexture(self);
 	self:SetBackdropBorderColor(.5, .5, .5);
 end
 
 function AchievementButton_OnLoad (self)
 	local name = self:GetName();
-	
 	self.label = _G[name .. "Label"];
 	self.description = _G[name .. "Description"];
 	self.hiddenDescription = _G[name .. "HiddenDescription"];
 	self.reward = _G[name .. "Reward"];
 	self.rewardBackground = _G[name.."RewardBackground"];
 	self.icon = _G[name .. "Icon"];
 	self.shield = _G[name .. "Shield"];
 	self.objectives = _G[name .. "Objectives"];
 	self.highlight = _G[name .. "Highlight"];
 	self.dateCompleted = _G[name .. "DateCompleted"]
 	self.tracked = _G[name .. "Tracked"];
 	self.check = _G[name .. "Check"];
 	self.plusMinus = _G[name .. "PlusMinus"];
 	
 	self.dateCompleted:ClearAllPoints();
 	self.dateCompleted:SetPoint("TOP", self.shield, "BOTTOM", -3, 6);
+	if ( not ACHIEVEMENTUI_FONTHEIGHT ) then
+		local _, fontHeight = self.description:GetFont();
+		ACHIEVEMENTUI_FONTHEIGHT = fontHeight;
+	end
+	self.description:SetHeight(ACHIEVEMENTUI_FONTHEIGHT * ACHIEVEMENTUI_MAX_LINES_COLLAPSED);
+	self.description:SetWidth(ACHIEVEMENTUI_MAXCONTENTWIDTH);			
+	self.hiddenDescription:SetWidth(ACHIEVEMENTUI_MAXCONTENTWIDTH);
 	
 	self:SetBackdropBorderColor(ACHIEVEMENTUI_REDBORDER_R, ACHIEVEMENTUI_REDBORDER_G, ACHIEVEMENTUI_REDBORDER_B, ACHIEVEMENTUI_REDBORDER_A);
 	self.Collapse = AchievementButton_Collapse;
 	self.Expand = AchievementButton_Expand;
 	self.Saturate = AchievementButton_Saturate;
 	self.Desaturate = AchievementButton_Desaturate;
 	
 	self:Collapse();
 	self:Desaturate();
 	
 	AchievementFrameAchievements.buttons = AchievementFrameAchievements.buttons or {};
 	tinsert(AchievementFrameAchievements.buttons, self);
 end
 
 function AchievementButton_OnClick (self, ignoreModifiers)
 	if(IsModifiedClick() and not ignoreModifiers) then
 		if ( IsModifiedClick("CHATLINK") and ChatFrameEditBox:IsVisible() ) then
 			local achievementLink = GetAchievementLink(self.id);
 			if ( achievementLink ) then
 				ChatEdit_InsertLink(achievementLink);
 			end
 		elseif ( IsModifiedClick("QUESTWATCHTOGGLE") ) then
 			AchievementButton_ToggleTracking(self.id);
 		end
 		
 		return;
 	end
 
 	if ( self.selected ) then
-		if ( not MouseIsOver(self) ) then
+		if ( not self:IsMouseOver() ) then
 			self.highlight:Hide();
 		end
 		AchievementFrameAchievements_ClearSelection()
 		HybridScrollFrame_CollapseButton(AchievementFrameAchievementsContainer);
 		AchievementFrameAchievements_Update();
 		return;
 	end
 	AchievementFrameAchievements_ClearSelection()
 	AchievementFrameAchievements_SelectButton(self);
 	AchievementButton_DisplayAchievement(self, achievementFunctions.selectedCategory, self.index, self.id);
 	HybridScrollFrame_ExpandButton(AchievementFrameAchievementsContainer, ((self.index - 1) * ACHIEVEMENTBUTTON_COLLAPSEDHEIGHT), self:GetHeight());
 	AchievementFrameAchievements_Update();
 	if ( not ignoreModifiers ) then
 		AchievementFrameAchievements_AdjustSelection();
 	end
 end
 
 function AchievementButton_ToggleTracking (id)
 	if ( trackedAchievements[id] ) then
 		RemoveTrackedAchievement(id);
 		AchievementFrameAchievements_ForceUpdate();
 		WatchFrame_Update();
 		return;
 	end
 	
 	local count = GetNumTrackedAchievements();
 	
-	if ( WatchFrame_GetRemainingSpace() < WatchFrame_GetHeightNeededForAchievement(id) ) then
-		UIErrorsFrame:AddMessage(OBJECTIVES_WATCH_TOO_MANY, 1.0, 0.1, 0.1, 1.0);
-		return
-	elseif ( count >= WATCHFRAME_MAXACHIEVEMENTS ) then
+	if ( count >= WATCHFRAME_MAXACHIEVEMENTS ) then
 		UIErrorsFrame:AddMessage(format(ACHIEVEMENT_WATCH_TOO_MANY, WATCHFRAME_MAXACHIEVEMENTS), 1.0, 0.1, 0.1, 1.0);
 		return;
 	end
 	
 	local _, _, _, completed = GetAchievementInfo(id)
 	if ( completed ) then
 		UIErrorsFrame:AddMessage(ERR_ACHIEVEMENT_WATCH_COMPLETED, 1.0, 0.1, 0.1, 1.0);
 		return;
 	end
 	
 	AddTrackedAchievement(id);
 	AchievementFrameAchievements_ForceUpdate();
 	WatchFrame_Update();
 	
 	return true;
 end
 	
 function AchievementButton_DisplayAchievement (button, category, achievement, selectionID)
 	local id, name, points, completed, month, day, year, description, flags, icon, rewardText = GetAchievementInfo(category, achievement);
 	if ( not id ) then
 		button:Hide();
 		return;
 	else
 		button:Show();
 	end
 
 	button.index = achievement;
 	button.element = true;
 	
 	if ( button.id ~= id ) then
 		button.id = id;
 		button.label:SetWidth(ACHIEVEMENTBUTTON_LABELWIDTH);
 		button.label:SetText(name)
 	
 		if ( GetPreviousAchievement(id) ) then
 			-- If this is a progressive achievement, show the total score.
 			AchievementShield_SetPoints(AchievementButton_GetProgressivePoints(id), button.shield.points, AchievementPointsFont, AchievementPointsFontSmall);
 		else
 			AchievementShield_SetPoints(points, button.shield.points, AchievementPointsFont, AchievementPointsFontSmall);
 		end
 			
 		if ( points > 0 ) then
 			button.shield.icon:SetTexture([[Interface\AchievementFrame\UI-Achievement-Shields]]);
 		else
 			button.shield.icon:SetTexture([[Interface\AchievementFrame\UI-Achievement-Shields-NoPoints]]);
 		end
-	
 		button.description:SetText(description);
 		button.hiddenDescription:SetText(description);
-		if ( button.hiddenDescription:GetWidth() > ACHIEVEMENTUI_MAXCONTENTWIDTH ) then
-			button.description:SetWidth(ACHIEVEMENTUI_MAXCONTENTWIDTH);
-		else
-			button.description:SetWidth(0);
-		end
-	
+		button.numLines = ceil(button.hiddenDescription:GetHeight() / ACHIEVEMENTUI_FONTHEIGHT);
 		button.icon.texture:SetTexture(icon);
 		if ( completed and not button.completed ) then
 			button.completed = true;
 			button.dateCompleted:SetText(string.format(SHORTDATE, day, month, year));
 			button.dateCompleted:Show();
 			button:Saturate();
 		elseif ( completed ) then
 			button.dateCompleted:SetText(string.format(SHORTDATE, day, month, year));
 		else
 			button.completed = nil;
 			button.dateCompleted:Hide();
 			button:Desaturate();
 		end
 		
 		if ( rewardText == "" ) then
 			button.reward:Hide();
 			button.rewardBackground:Hide();
 		else
 			button.reward:SetText(rewardText);
 			button.reward:Show();
 			button.rewardBackground:Show();
 			if ( button.completed ) then
 				button.rewardBackground:SetVertexColor(1, 1, 1);
 			else
 				button.rewardBackground:SetVertexColor(0.35, 0.35, 0.35);
 			end
 		end		
 		
 		if ( IsTrackedAchievement(id) ) then
 			button.check:Show();
 			button.label:SetWidth(button.label:GetStringWidth() + 4); -- This +4 here is to fudge around any string width issues that arize from resizing a string set to its string width. See bug 144418 for an example.
 			button.tracked:SetChecked(true);
 			button.tracked:Show();
 		else
 			button.check:Hide();
 			button.tracked:SetChecked(false);
 			button.tracked:Hide();
 		end
 		
 		AchievementButton_UpdatePlusMinusTexture(button);
 	end
 	
 	if ( id == selectionID ) then
 		local achievements = AchievementFrameAchievements;
 		
 		achievements.selection = button.id;
 		achievements.selectionIndex = button.index;
 		button.selected = true;
 		button.highlight:Show();		
 		local height = AchievementButton_DisplayObjectives(button, button.id, button.completed);
 		if ( height == ACHIEVEMENTBUTTON_COLLAPSEDHEIGHT ) then
 			button:Collapse();
 		else
 			button:Expand(height);
 		end
 		if ( not completed ) then
 			button.tracked:Show();
 		end
 	elseif ( button.selected ) then
 		button.selected = nil;
-		if ( not MouseIsOver(button) ) then
+		if ( not button:IsMouseOver() ) then
 			button.highlight:Hide();
 		end
 		button:Collapse();
+		button.description:Show();
+		button.hiddenDescription:Hide();
 	end
 	
 	return id;
 end
 
 function AchievementFrameAchievements_SelectButton (button)
 	local achievements = AchievementFrameAchievements;
 	
 	achievements.selection = button.id;
 	achievements.selectionIndex = button.index;
 	button.selected = true;
 end
 
 function AchievementButton_ResetObjectives ()
 	AchievementFrameAchievementsObjectives:Hide();
 end
 
 function AchievementButton_DisplayObjectives (button, id, completed)
 	local objectives = AchievementFrameAchievementsObjectives;
 	
 	objectives:ClearAllPoints();
 	objectives:SetParent(button);
 	objectives:Show();
 	objectives.completed = completed;
 	local height = 0;
 	if ( objectives.id == id ) then
 		local ACHIEVEMENTMODE_CRITERIA = 1;
 		if ( objectives.mode == ACHIEVEMENTMODE_CRITERIA ) then
 			if ( objectives:GetHeight() > 0 ) then
-				objectives:SetPoint("TOP", "$parentDescription", "BOTTOM", 0, -8);
+				objectives:SetPoint("TOP", "$parentHiddenDescription", "BOTTOM", 0, -8);
 				objectives:SetPoint("LEFT", "$parentIcon", "RIGHT", -5, 0);
 				objectives:SetPoint("RIGHT", "$parentShield", "LEFT", -10, 0);
 			end
 			height = ACHIEVEMENTBUTTON_COLLAPSEDHEIGHT + objectives:GetHeight();
 		else
-			objectives:SetPoint("TOP", "$parentDescription", "BOTTOM", 0, -8);
+			objectives:SetPoint("TOP", "$parentHiddenDescription", "BOTTOM", 0, -8);
 			height = ACHIEVEMENTBUTTON_COLLAPSEDHEIGHT + objectives:GetHeight();
 		end
 	elseif ( completed and GetPreviousAchievement(id) ) then
 		objectives:SetHeight(0);
 		AchievementButton_ResetCriteria();
 		AchievementButton_ResetProgressBars();
 		AchievementButton_ResetMiniAchievements();
 		AchievementButton_ResetMetas();
 		AchievementObjectives_DisplayProgressiveAchievement(objectives, id);
-		objectives:SetPoint("TOP", "$parentDescription", "BOTTOM", 0, -8);
+		objectives:SetPoint("TOP", "$parentHiddenDescription", "BOTTOM", 0, -8);
 		height = ACHIEVEMENTBUTTON_COLLAPSEDHEIGHT + objectives:GetHeight();
 	else
 		objectives:SetHeight(0);	
 		AchievementButton_ResetCriteria();
 		AchievementButton_ResetProgressBars();
 		AchievementButton_ResetMiniAchievements();
 		AchievementButton_ResetMetas();
 		AchievementObjectives_DisplayCriteria(objectives, id);
 		if ( objectives:GetHeight() > 0 ) then
-			objectives:SetPoint("TOP", "$parentDescription", "BOTTOM", 0, -8);
+			objectives:SetPoint("TOP", "$parentHiddenDescription", "BOTTOM", 0, -8);
 			objectives:SetPoint("LEFT", "$parentIcon", "RIGHT", -5, -25);
 			objectives:SetPoint("RIGHT", "$parentShield", "LEFT", -10, 0);
 		end
 		height = ACHIEVEMENTBUTTON_COLLAPSEDHEIGHT + objectives:GetHeight();
 	end
 
-	if ( height ~= ACHIEVEMENTBUTTON_COLLAPSEDHEIGHT ) then		
-		local descriptionHeight = button.description:GetHeight();
+	if ( height ~= ACHIEVEMENTBUTTON_COLLAPSEDHEIGHT or button.numLines > ACHIEVEMENTUI_MAX_LINES_COLLAPSED ) then		
+		button.hiddenDescription:Show();
+		button.description:Hide();
+		local descriptionHeight = button.hiddenDescription:GetHeight();
 		height = height + descriptionHeight - ACHIEVEMENTBUTTON_DESCRIPTIONHEIGHT;
 		if ( button.reward:IsShown() ) then
 			height = height + 4;
-		end		
+		end
 	end
 	
 	objectives.id = id;
 	return height;
 end
 
 function AchievementShield_SetPoints(points, pointString, normalFont, smallFont)
 	if ( points == 0 ) then
 		pointString:SetText("");
 		return;
 	end
 	if ( points <= 100 ) then
 		pointString:SetFontObject(normalFont);
 	else
 		pointString:SetFontObject(smallFont);
 	end
 	pointString:SetText(points);
 end
 
 function AchievementButton_ResetTable (t)
 	for k, v in next, t do
 		v:Hide();
 	end
 end
 
 local criteriaTable = {}
 
 function AchievementButton_ResetCriteria ()
 	AchievementButton_ResetTable(criteriaTable);
 end
 
 function AchievementButton_GetCriteria (index)
 	local criteriaTable = criteriaTable;
 	
 	if ( criteriaTable[index] ) then
 		return criteriaTable[index];
 	end
 	
 	local frame = CreateFrame("FRAME", "AchievementFrameCriteria" .. index, AchievementFrameAchievements, "AchievementCriteriaTemplate");
 	AchievementFrame_LocalizeCriteria(frame);
 	criteriaTable[index] = frame;
 	
 	return frame;
 end
 
 -- The smallest table in WoW.
 local miniTable = {}
 
 function AchievementButton_ResetMiniAchievements ()
 	AchievementButton_ResetTable(miniTable);
 end
 
 function AchievementButton_GetMiniAchievement (index)
 	local miniTable = miniTable;
 	if ( miniTable[index] ) then
 		return miniTable[index];
 	end
 	
 	local frame = CreateFrame("FRAME", "AchievementFrameMiniAchievement" .. index, AchievementFrameAchievements, "MiniAchievementTemplate");
 	AchievementButton_LocalizeMiniAchievement(frame);
 	miniTable[index] = frame;
 	
 	return frame;
 end
 
 local progressBarTable = {};
 
 function AchievementButton_ResetProgressBars ()
 	AchievementButton_ResetTable(progressBarTable);
 end
 
 function AchievementButton_GetProgressBar (index)
 	local progressBarTable = progressBarTable;
 	if ( progressBarTable[index] ) then
 		return progressBarTable[index];
 	end
 	
 	local frame = CreateFrame("STATUSBAR", "AchievementFrameProgressBar" .. index, AchievementFrameAchievements, "AchievementProgressBarTemplate");
 	AchievementButton_LocalizeProgressBar(frame);
 	progressBarTable[index] = frame;
 	
 	return frame;
 end
 
 local metaCriteriaTable = {};
 
 function AchievementButton_ResetMetas ()
 	AchievementButton_ResetTable(metaCriteriaTable);
 end
 
 function AchievementButton_GetMeta (index)
 	local metaCriteriaTable = metaCriteriaTable;
 	if ( metaCriteriaTable[index] ) then
 		return metaCriteriaTable[index];
 	end
 	
 	local frame = CreateFrame("BUTTON", "AchievementFrameMeta" .. index, AchievementFrameAchievements, "MetaCriteriaTemplate");
 	AchievementButton_LocalizeMetaAchievement(frame);
 	metaCriteriaTable[index] = frame;
 	
 	return frame;
 end
 
 function AchievementButton_GetProgressivePoints(achievementID)
 	local points;
 	local _, _, progressivePoints, completed = GetAchievementInfo(achievementID);
 
 	while GetPreviousAchievement(achievementID) do
 		achievementID = GetPreviousAchievement(achievementID);
 		_, _, points, completed = GetAchievementInfo(achievementID);
 		progressivePoints = progressivePoints+points;
 	end
 	
 	if ( progressivePoints ) then
 		return progressivePoints;
 	else
 		return 0;
 	end
 end
 
 local achievementList = {};
 
 function AchievementObjectives_DisplayProgressiveAchievement (objectivesFrame, id)
 	local ACHIEVEMENTMODE_PROGRESSIVE = 2;
 	local achievementID = id;
 
 	local achievementList = achievementList;
 	for i in next, achievementList do
 		achievementList[i] = nil;
 	end
 	
 	tinsert(achievementList, 1, achievementID);
 	while GetPreviousAchievement(achievementID) do
 		tinsert(achievementList, 1, GetPreviousAchievement(achievementID));
 		achievementID = GetPreviousAchievement(achievementID);
 	end
 	
 	local i = 0;
 	for index, achievementID in ipairs(achievementList) do
 		local _, achievementName, points, completed, month, day, year, description, flags, iconpath = GetAchievementInfo(achievementID);
 		
 		local miniAchievement = AchievementButton_GetMiniAchievement(index);
 		
 		miniAchievement:Show();
 		miniAchievement:SetParent(objectivesFrame);
 		_G[miniAchievement:GetName() .. "Icon"]:SetTexture(iconpath);
 		if ( index == 1 ) then
 			miniAchievement:SetPoint("TOPLEFT", objectivesFrame, "TOPLEFT", -4, -4);
 		elseif ( index == 7 ) then
 			miniAchievement:SetPoint("TOPLEFT", miniTable[1], "BOTTOMLEFT", 0, -8);
 		else
 			miniAchievement:SetPoint("TOPLEFT", miniTable[index-1], "TOPRIGHT", 4, 0);
 		end
 		
 		miniAchievement.points:SetText(points);
 		
 		miniAchievement.numCriteria = 0;
 		if ( not ( bit.band(flags, ACHIEVEMENT_FLAGS_HAS_PROGRESS_BAR) == ACHIEVEMENT_FLAGS_HAS_PROGRESS_BAR ) ) then
 			for i = 1, GetAchievementNumCriteria(achievementID) do
 				local criteriaString, criteriaType, completed = GetAchievementCriteriaInfo(achievementID, i);
 				if ( completed == false ) then
 					criteriaString = "|CFF808080 - " .. criteriaString;
 				else
 					criteriaString = "|CFF00FF00 - " .. criteriaString;
 				end
 				miniAchievement["criteria" .. i] = criteriaString;
 				miniAchievement.numCriteria = i;
 			end
 		end
 		miniAchievement.name = achievementName;
 		miniAchievement.desc = description;
 		if ( month ) then
 			miniAchievement.date = string.format(SHORTDATE, day, month, year);
 		end
 		i = index;
 	end
 	
 	objectivesFrame:SetHeight(math.ceil(i/6) * ACHIEVEMENTUI_PROGRESSIVEHEIGHT);
 	objectivesFrame:SetWidth(min(i, 6) * ACHIEVEMENTUI_PROGRESSIVEWIDTH);
 	objectivesFrame.mode = ACHIEVEMENTMODE_PROGRESSIVE;
 end
 
 function AchievementFrame_GetCategoryNumAchievements_All (categoryID)
 	local numAchievements, numCompleted = GetCategoryNumAchievements(categoryID);
 	
 	return numAchievements, numCompleted, 0;
 end
 
 function AchievementFrame_GetCategoryNumAchievements_Complete (categoryID)
 	local numAchievements, numCompleted = GetCategoryNumAchievements(categoryID);
 	
 	return numCompleted, numCompleted, 0;
 end
 
 function AchievementFrame_GetCategoryNumAchievements_Incomplete (categoryID)
 	local numAchievements, numCompleted = GetCategoryNumAchievements(categoryID);
 	
 	return numAchievements - numCompleted, 0, numCompleted
 end
 
 ACHIEVEMENTUI_SELECTEDFILTER = AchievementFrame_GetCategoryNumAchievements_All;
 
 AchievementFrameFilters = { {text=ACHIEVEMENTFRAME_FILTER_ALL, func= AchievementFrame_GetCategoryNumAchievements_All},
  {text=ACHIEVEMENTFRAME_FILTER_COMPLETED, func=AchievementFrame_GetCategoryNumAchievements_Complete},
 {text=ACHIEVEMENTFRAME_FILTER_INCOMPLETE, func=AchievementFrame_GetCategoryNumAchievements_Incomplete} };
 
 function AchievementFrameFilterDropDown_OnLoad (self)
 	self.relativeTo = "AchievementFrameFilterDropDown"
 	self.xOffset = -14;
 	self.yOffset = 10;
 	UIDropDownMenu_Initialize(self, AchievementFrameFilterDropDown_Initialize);
 end
 
 function AchievementFrameFilterDropDown_Initialize (self)
 	local info = UIDropDownMenu_CreateInfo();
 	for i, filter in ipairs(AchievementFrameFilters) do
 		info.text = filter.text;
 		info.value = i;
 		info.func = AchievementFrameFilterDropDownButton_OnClick;
 		if ( filter.func == ACHIEVEMENTUI_SELECTEDFILTER ) then
 			info.checked = 1;
 			UIDropDownMenu_SetText(self, filter.text);
 		else
 			info.checked = nil;
 		end
 		UIDropDownMenu_AddButton(info);
 	end
 end
 
 function AchievementFrameFilterDropDownButton_OnClick (self)
 	AchievementFrame_SetFilter(self.value);
 end
 
 function AchievementFrame_SetFilter(value)
 	local func = AchievementFrameFilters[value].func;
 	if ( func ~= ACHIEVEMENTUI_SELECTEDFILTER ) then
 		ACHIEVEMENTUI_SELECTEDFILTER = func;
 		UIDropDownMenu_SetText(AchievementFrameFilterDropDown, AchievementFrameFilters[value].text)
 		AchievementFrameAchievementsContainerScrollBar:SetValue(0);
 		AchievementFrameAchievements_ForceUpdate();
 	end
 end
 
 function AchievementObjectives_DisplayCriteria (objectivesFrame, id)
 	if ( not id ) then
 		return;
 	end
 
 	local ACHIEVEMENTMODE_CRITERIA = 1;
 	local numCriteria = GetAchievementNumCriteria(id);
 	
 	if ( numCriteria == 0 ) then
 		objectivesFrame.mode = ACHIEVEMENTMODE_CRITERIA;
 		objectivesFrame:SetHeight(0);
 		return;
 	end
 	
 	local frameLevel = objectivesFrame:GetFrameLevel() + 1;
 	
 	-- Why textStrings? You try naming anything just "string" and see how happy you are.
 	local textStrings, progressBars, metas = 0, 0, 0;
 	
 	local numRows = 0;
 	local maxCriteriaWidth = 0;
 	local yPos;
 	for i = 1, numCriteria do	
 		local criteriaString, criteriaType, completed, quantity, reqQuantity, charName, flags, assetID, quantityString = GetAchievementCriteriaInfo(id, i);
 		
 		if ( criteriaType == CRITERIA_TYPE_ACHIEVEMENT and assetID ) then
 			metas = metas + 1;
 			local metaCriteria = AchievementButton_GetMeta(metas);
 			
 			if ( metas == 1 ) then
 				metaCriteria:SetPoint("TOP", objectivesFrame, "TOP", 0, -4);
 				numRows = numRows + 2;
 			elseif ( math.fmod(metas, 2) == 0 ) then
 				yPos = -((metas/2 - 1) * 28) - 8;
 				metaCriteriaTable[metas-1]:SetPoint("TOPLEFT", objectivesFrame, "TOPLEFT", 20, yPos);
 				metaCriteria:SetPoint("TOPLEFT", objectivesFrame, "TOPLEFT", 210, yPos);
 			else
 				metaCriteria:SetPoint("TOPLEFT", objectivesFrame, "TOPLEFT", 20, -(math.ceil(metas/2 - 1) * 28) - 8);
 				numRows = numRows + 2;
 			end
 			
 			local id, achievementName, points, completed, month, day, year, description, flags, iconpath = GetAchievementInfo(assetID);
 			
 			if ( month ) then
 				metaCriteria.date = string.format(SHORTDATE, day, month, year);
 			else
 				metaCriteria.date = nil;
 			end
 			
 			metaCriteria.id = id;
 			metaCriteria.label:SetText(achievementName);
 			metaCriteria.icon:SetTexture(iconpath);
 
 			if ( objectivesFrame.completed and completed ) then
 				metaCriteria.check:Show();
 				metaCriteria.border:SetVertexColor(1, 1, 1, 1);
 				metaCriteria.icon:SetVertexColor(1, 1, 1, 1);
 				metaCriteria.label:SetShadowOffset(0, 0)
 				metaCriteria.label:SetTextColor(0, 0, 0, 1);
 			elseif ( completed ) then
 				metaCriteria.check:Show();
 				metaCriteria.border:SetVertexColor(1, 1, 1, 1);
 				metaCriteria.icon:SetVertexColor(1, 1, 1, 1);
 				metaCriteria.label:SetShadowOffset(1, -1)
 				metaCriteria.label:SetTextColor(0, 1, 0, 1);
 			else
 				metaCriteria.check:Hide();
 				metaCriteria.border:SetVertexColor(.75, .75, .75, 1);
 				metaCriteria.icon:SetVertexColor(.55, .55, .55, 1);
 				metaCriteria.label:SetShadowOffset(1, -1)
 				metaCriteria.label:SetTextColor(.6, .6, .6, 1);
 			end
 			
 			metaCriteria:SetParent(objectivesFrame);
 			metaCriteria:Show();
 		elseif ( bit.band(flags, ACHIEVEMENT_CRITERIA_PROGRESS_BAR) == ACHIEVEMENT_CRITERIA_PROGRESS_BAR ) then
 			-- Display this criteria as a progress bar!
 			progressBars = progressBars + 1;
 			local progressBar = AchievementButton_GetProgressBar(progressBars);
 			
 			if ( progressBars == 1 ) then
 				progressBar:SetPoint("TOP", objectivesFrame, "TOP", 4, -4);
 			else
 				progressBar:SetPoint("TOP", progressBarTable[progressBars-1], "BOTTOM", 0, 0);
 			end
 			
 			progressBar.text:SetText(string.format("%s", quantityString));
 			progressBar:SetMinMaxValues(0, reqQuantity);
 			progressBar:SetValue(quantity);
 			
 			progressBar:SetParent(objectivesFrame);
 			progressBar:Show();
 			
 			numRows = numRows + 1;
 		else
 			textStrings = textStrings + 1;
 			local criteria = AchievementButton_GetCriteria(textStrings);
 			criteria:ClearAllPoints();
 			if ( textStrings == 1 ) then
 				if ( numCriteria == 1 ) then
 					criteria:SetPoint("TOP", objectivesFrame, "TOP", -14, 0);
 				else
 					criteria:SetPoint("TOPLEFT", objectivesFrame, "TOPLEFT", 0, 0);
 				end
 				
 			else
 				criteria:SetPoint("TOPLEFT", criteriaTable[textStrings-1], "BOTTOMLEFT", 0, 0);
 			end
 			
 			if ( objectivesFrame.completed and completed ) then
 				criteria.name:SetTextColor(0, 0, 0, 1);
 				criteria.name:SetShadowOffset(0, 0);
 			elseif ( completed ) then
 				criteria.name:SetTextColor(0, 1, 0, 1);
 				criteria.name:SetShadowOffset(1, -1);
 			else
 				criteria.name:SetTextColor(.6, .6, .6, 1);
 				criteria.name:SetShadowOffset(1, -1);
 			end
 			
 			if ( completed ) then
 				criteria.check:SetPoint("LEFT", 18, -3);
 				criteria.name:SetPoint("LEFT", criteria.check, "RIGHT", 0, 2);
 				criteria.check:Show();
 				criteria.name:SetText(criteriaString);
 			else
 				criteria.check:SetPoint("LEFT", 0, -3);
 				criteria.name:SetPoint("LEFT", criteria.check, "RIGHT", 5, 2);
 				criteria.check:Hide();
 				criteria.name:SetText("- "..criteriaString);
 			end
 				
 			criteria:SetParent(objectivesFrame);
 			criteria:Show();
 			local stringWidth = criteria.name:GetStringWidth()
 			criteria:SetWidth(stringWidth + criteria.check:GetWidth());
 			maxCriteriaWidth = max(maxCriteriaWidth, stringWidth + criteria.check:GetWidth());
 
 			numRows = numRows + 1;
 		end
 	end
 
 	if ( textStrings > 0 and progressBars > 0 ) then
 		-- If we have text criteria and progressBar criteria, display the progressBar criteria first and position the textStrings under them.
 		criteriaTable[1]:ClearAllPoints();
 		if ( textStrings == 1 ) then
 			criteriaTable[1]:SetPoint("TOP", progressBarTable[progressBars], "BOTTOM", -14, -4);
 		else
 			criteriaTable[1]:SetPoint("TOP", progressBarTable[progressBars], "BOTTOM", 0, -4);
 			criteriaTable[1]:SetPoint("LEFT", objectivesFrame, "LEFT", 0, 0);
 		end		
 	elseif ( textStrings > 1 ) then
 		-- Figure out if we can make multiple columns worth of criteria instead of one long one
 		local numColumns = floor(ACHIEVEMENTUI_MAXCONTENTWIDTH/maxCriteriaWidth);
 		if ( numColumns > 1 ) then
 			local step;
 			local rows = 1;
 			local position = 0;
 			for i=1, #criteriaTable do
 				position = position + 1;
 				if ( position > numColumns ) then
 					position = position - numColumns;
 					rows = rows + 1;
 				end
 				
 				if ( rows == 1 ) then
 					criteriaTable[i]:ClearAllPoints();
 					criteriaTable[i]:SetPoint("TOPLEFT", objectivesFrame, "TOPLEFT", (position - 1)*(ACHIEVEMENTUI_MAXCONTENTWIDTH/numColumns), 0);
 				else
 					criteriaTable[i]:ClearAllPoints();
 					criteriaTable[i]:SetPoint("TOPLEFT", criteriaTable[position + ((rows - 2) * numColumns)], "BOTTOMLEFT", 0, 0);
 				end
 			end
 			numRows = ceil(numRows/numColumns);
 		end
 	end
 
 	if ( metas > 0 ) then
 		objectivesFrame:SetHeight(numRows * ACHIEVEMENTBUTTON_METAROWHEIGHT + 10);
 	else
 		objectivesFrame:SetHeight(numRows * ACHIEVEMENTBUTTON_CRITERIAROWHEIGHT);
 	end
 	objectivesFrame.mode = ACHIEVEMENTMODE_CRITERIA;
 end
 
 -- [[ StatsFrames ]]--
 
 function AchievementFrameStats_OnEvent (self, event, ...)
 	if ( event == "CRITERIA_UPDATE" and self:IsShown() ) then
 		AchievementFrameStats_Update();
 	end
 end
 
 function AchievementFrameStats_OnLoad (self)
 	AchievementFrameStatsContainerScrollBar.Show = 
 		function (self)
 			AchievementFrameStats:SetWidth(504);
 			for _, button in next, AchievementFrameStats.buttons do
 				button:SetWidth(496);
 			end
 			getmetatable(self).__index.Show(self);
 		end
 		
 	AchievementFrameStatsContainerScrollBar.Hide = 
 		function (self)
 			AchievementFrameStats:SetWidth(530);
 			for _, button in next, AchievementFrameStats.buttons do
 				button:SetWidth(522);
 			end
 			getmetatable(self).__index.Hide(self);
 		end
 		
 	self:RegisterEvent("CRITERIA_UPDATE");
 	AchievementFrameStatsContainerScrollBarBG:Show();
 	AchievementFrameStatsContainer.update = AchievementFrameStats_Update;
 	HybridScrollFrame_CreateButtons(AchievementFrameStatsContainer, "StatTemplate");
 end
 
 local displayStatCategories = {};
 
 function AchievementFrameStats_Update ()
 	local category = achievementFunctions.selectedCategory;
 	local scrollFrame = AchievementFrameStatsContainer;
 	local offset = HybridScrollFrame_GetOffset(scrollFrame);
 	local buttons = scrollFrame.buttons;
 	local numButtons = #buttons;
 	local statHeight = 24;
 	
 	local numStats, numCompleted = GetCategoryNumAchievements(category);
 	
 	local categories = ACHIEVEMENTUI_CATEGORIES;
 	-- clear out table
 	if ( achievementFunctions.lastCategory ~= category ) then
 		local statCat;
 		for i in next, displayStatCategories do
 			displayStatCategories[i] = nil;
 		end
 		-- build a list of shown category and stat id's
 		
 		tinsert(displayStatCategories, {id = category, header = true});
 		for i=1, numStats do
 			tinsert(displayStatCategories, {id = GetAchievementInfo(category, i)});
 		end
 		-- add all the subcategories and their stat id's
 		for i, cat in next, categories do
 			if ( cat.parent == category ) then
 				tinsert(displayStatCategories, {id = cat.id, header = true});
 				numStats = GetCategoryNumAchievements(cat.id);
 				for k=1, numStats do
 					tinsert(displayStatCategories, {id = GetAchievementInfo(cat.id, k)});
 				end
 			end
 		end
 		achievementFunctions.lastCategory = category;
 	end
 
 	-- iterate through the displayStatCategories and display them
 	local selection = AchievementFrameStats.selection;
 	local statCount = #displayStatCategories;
 	local statIndex, id, button;
 	local stat;
 	
 	local totalHeight = statCount * statHeight;
 	local displayedHeight = numButtons * statHeight;
 	for i = 1, numButtons do
 		button = buttons[i];
 		statIndex = offset + i;
 		if ( statIndex <= statCount ) then
 			stat = displayStatCategories[statIndex];
 			if ( stat.header ) then
 				AchievementFrameStats_SetHeader(button, stat.id);
 			else
 				AchievementFrameStats_SetStat(button, stat.id, nil, statIndex);
 			end
 			button:Show();
 		else
 			button:Hide();
 		end
 	end
 	HybridScrollFrame_Update(scrollFrame, totalHeight, displayedHeight);
 end
 
 function AchievementFrameStats_SetStat(button, category, index, colorIndex, isSummary)
 	--Remove these variables when we know for sure we don't need them
 	local id, name, points, completed, month, day, year, description, flags, icon;
 	if ( not isSummary ) then
 		if ( not index ) then
 			id, name, points, completed, month, day, year, description, flags, icon = GetAchievementInfo(category);
 		else
 			id, name, points, completed, month, day, year, description, flags, icon = GetAchievementInfo(category, index);
 		end
 		
 	else
 		-- This is on the summary page
 		id, name, points, completed, month, day, year, description, flags, icon = GetAchievementInfoFromCriteria(category);
 	end
 
 	button.id = id;
 	
 	if ( not colorIndex ) then
 		if ( not index ) then
 			message("Error, need a color index or index");
 		end
 		colorIndex = index;
 	end
 	button:SetText(name);
 	button.background:Show();
 	-- Color every other line yellow
 	if ( mod(colorIndex, 2) == 1 ) then
 		button.background:SetTexCoord(0, 1, 0.1875, 0.3671875);
 		button.background:SetBlendMode("BLEND");
 		button.background:SetAlpha(1.0);
 		button:SetHeight(24);
 	else
 		button.background:SetTexCoord(0, 1, 0.375, 0.5390625);
 		button.background:SetBlendMode("ADD");
 		button.background:SetAlpha(0.5);
 		button:SetHeight(24);
 	end
 	
 	-- Figure out the criteria
 	local numCriteria = GetAchievementNumCriteria(id);
 	if ( numCriteria == 0 ) then
 		-- This is no good!
 	end
 	-- Just show the first criteria for now
 	local criteriaString, criteriaType, completed, quantityNumber, reqQuantity, charName, flags, assetID, quantity;
 	if ( not isSummary ) then
 		quantity = GetStatistic(id);
 	else
 		criteriaString, criteriaType, completed, quantityNumber, reqQuantity, charName, flags, assetID, quantity = GetAchievementCriteriaInfo(category);
 	end
 	if ( not quantity ) then
 		quantity = "--";
 	end
 	button.value:SetText(quantity);
 	
 	-- Hide the header images
 	button.title:Hide();
 	button.left:Hide();
 	button.middle:Hide();
 	button.right:Hide();
 	button.isHeader = false;
 end
 
 function AchievementFrameStats_SetHeader(button, id)
 	-- show header
 	button.left:Show();
 	button.middle:Show();
 	button.right:Show();
 	local text;
 	if ( id == ACHIEVEMENT_COMPARISON_STATS_SUMMARY_ID ) then
 		text = ACHIEVEMENT_SUMMARY_CATEGORY;
 	else
 		text = GetCategoryInfo(id);
 	end
 	button.title:SetText(text);
 	button.title:Show();
 	button.value:SetText("");
 	button:SetText("");
 	button:SetHeight(24);
 	button.background:Hide();
 	button.isHeader = true;
 	button.id = id;
 end
 
 function AchievementStatButton_OnLoad(self, parentFrame)
 	local name = self:GetName();
 	self.background = _G[name.."BG"];
 	self.left = _G[name.."HeaderLeft"];
 	self.middle = _G[name.."HeaderMiddle"];
 	self.right = _G[name.."HeaderRight"];
 	self.text = _G[name.."Text"];
 	self.title = _G[name.."Title"];
 	self.value = _G[name.."Value"];
 	self.value:SetVertexColor(1, 0.97, 0.6);
 	parentFrame.buttons = parentFrame.buttons or {};
 	tinsert(parentFrame.buttons, self);
 end
 
 function AchievementStatButton_OnClick(self)
 	if ( self.isHeader ) then
 		achievementFunctions.selectedCategory = self.id;
 		AchievementFrameCategories_Update();
 		AchievementFrameStats_Update();
 	elseif ( self.summary ) then
 		AchievementFrame_SelectSummaryStatistic(self.id);
 	end
 end
 
 -- [[ Summary Frame ]] --
 function AchievementFrameSummary_OnShow()
 	if ( achievementFunctions ~= COMPARISON_ACHIEVEMENT_FUNCTIONS and achievementFunctions ~= COMPARISON_STAT_FUNCTIONS ) then
 		AchievementFrameSummary:SetWidth(530);
 		AchievementFrameSummary_Update();
 	else
 		AchievementFrameComparisonDark:Hide();
 		AchievementFrameComparisonWatermark:Hide();
 		AchievementFrameComparison:SetWidth(650);
 		AchievementFrameSummary:SetWidth(650);
 		AchievementFrameSummary_Update(true);
 	end
 end
 
 function AchievementFrameSummary_Update(isCompare)
 	AchievementFrameSummaryCategoriesStatusBar_Update();
 	AchievementFrameSummary_UpdateAchievements(GetLatestCompletedAchievements());
 end
 
 function AchievementFrameSummary_UpdateAchievements(...)
 	local numAchievements = select("#", ...);
 	local id, name, points, completed, month, day, year, description, flags, icon;
 	local buttons = AchievementFrameSummaryAchievements.buttons;
 	local button, anchorTo, achievementID;
 	local defaultAchievementCount = 1;
 
 	for i=1, ACHIEVEMENTUI_MAX_SUMMARY_ACHIEVEMENTS do
 		if ( buttons ) then
 			button = buttons[i];
 		end
 		if ( not button ) then
 			button = CreateFrame("Button", "AchievementFrameSummaryAchievement"..i, AchievementFrameSummaryAchievements, "SummaryAchievementTemplate");
 			
 			if ( i == 1 ) then
 				button:SetPoint("TOPLEFT",AchievementFrameSummaryAchievementsHeader, "BOTTOMLEFT", 18, 2 );
 				button:SetPoint("TOPRIGHT",AchievementFrameSummaryAchievementsHeader, "BOTTOMRIGHT", -18, 2 );
 			else
 				anchorTo = _G["AchievementFrameSummaryAchievement"..i-1];
 				button:SetPoint("TOPLEFT",anchorTo, "BOTTOMLEFT", 0, 3 );
 				button:SetPoint("TOPRIGHT",anchorTo, "BOTTOMRIGHT", 0, 3 );
 			end
 			
 			if ( not buttons ) then
 				buttons = AchievementFrameSummaryAchievements.buttons;
 			end
 			AchievementFrameSummary_LocalizeButton(button);
 		end;
 		
 		if ( i <= numAchievements ) then
 			achievementID = select(i, ...);
 			id, name, points, completed, month, day, year, description, flags, icon = GetAchievementInfo(achievementID);
 			button.label:SetText(name);
 			button.description:SetText(description);
 			AchievementShield_SetPoints(points, button.shield.points, GameFontNormal, GameFontNormalSmall);
 			if ( points > 0 ) then
 				button.shield.icon:SetTexture([[Interface\AchievementFrame\UI-Achievement-Shields]]);
 			else
 				button.shield.icon:SetTexture([[Interface\AchievementFrame\UI-Achievement-Shields-NoPoints]]);
 			end
 			button.icon.texture:SetTexture(icon);
 			button.id = id;
 
 			if ( completed ) then
 				button.dateCompleted:SetText(string.format(SHORTDATE, day, month, year));
 			else
 				button.dateCompleted:SetText("");
 			end
 			
 			button:Saturate();
 			button.tooltipTitle = nil;
 			button:Show();
 		else
 			for i=defaultAchievementCount, ACHIEVEMENTUI_MAX_SUMMARY_ACHIEVEMENTS do
 				achievementID = ACHIEVEMENTUI_DEFAULTSUMMARYACHIEVEMENTS[defaultAchievementCount];
 				if ( not achievementID ) then
 					break;
 				end
 				id, name, points, completed, month, day, year, description, flags, icon = GetAchievementInfo(achievementID);
 				if ( completed ) then
 					defaultAchievementCount = defaultAchievementCount+1;
 				else
 					id, name, points, completed, month, day, year, description, flags, icon = GetAchievementInfo(achievementID);
 					button.label:SetText(name);
 					button.description:SetText(description);
 					AchievementShield_SetPoints(points, button.shield.points, GameFontNormal, GameFontNormalSmall);
 					if ( points > 0 ) then
 						button.shield.icon:SetTexture([[Interface\AchievementFrame\UI-Achievement-Shields]]);
 					else
 						button.shield.icon:SetTexture([[Interface\AchievementFrame\UI-Achievement-Shields-NoPoints]]);
 					end
 					button.icon.texture:SetTexture(icon);
 					button.id = id;
 					if ( month ) then
 						button.dateCompleted:SetText(string.format(SHORTDATE, day, month, year));
 					else
 						button.dateCompleted:SetText("");
 					end
 					button:Show();
 					defaultAchievementCount = defaultAchievementCount+1;
 					button:Desaturate();
 					button.tooltipTitle = SUMMARY_ACHIEVEMENT_INCOMPLETE;
 					button.tooltip = SUMMARY_ACHIEVEMENT_INCOMPLETE_TEXT;
 					break;
 				end
 			end
 		end
 	end
 	if ( numAchievements == 0 ) then
 		AchievementFrameSummaryAchievementsEmptyText:Show();
 	else
 		AchievementFrameSummaryAchievementsEmptyText:Hide();
 	end
 end
 
 function AchievementFrameSummaryCategoriesStatusBar_Update()
 	local total, completed = GetNumCompletedAchievements();
 	AchievementFrameSummaryCategoriesStatusBar:SetMinMaxValues(0, total);
 	AchievementFrameSummaryCategoriesStatusBar:SetValue(completed);
 	AchievementFrameSummaryCategoriesStatusBarText:SetText(completed.."/"..total);
 end
 
 function AchievementFrameSummaryAchievement_OnLoad(self)
 	AchievementComparisonPlayerButton_OnLoad(self);
 	self.highlight = _G[self:GetName().."Highlight"];
 	AchievementFrameSummaryAchievements.buttons = AchievementFrameSummaryAchievements.buttons or {};
 	tinsert(AchievementFrameSummaryAchievements.buttons, self);
 	self:Saturate();
 	self:SetBackdropBorderColor(ACHIEVEMENTUI_REDBORDER_R, ACHIEVEMENTUI_REDBORDER_G, ACHIEVEMENTUI_REDBORDER_B, 0.5);
 	self.titleBar:SetVertexColor(1,1,1,0.5);
 	self.dateCompleted:Show();
 end
 
 function AchievementFrameSummaryAchievement_OnClick(self)
 	local id = self.id
 	local nextID, completed = GetNextAchievement(id);
 	if ( nextID and completed ) then
 		local newID;
 		while ( nextID and completed ) do
 			newID, completed = GetNextAchievement(nextID);
 			if ( completed ) then
 				nextID = newID;
 			end
 		end
 		id = nextID;
 	end
 	
 	AchievementFrame_SelectAchievement(id);
 end
 
 function AchievementFrameSummaryAchievement_OnEnter(self)
 	self.highlight:Show();
 	if ( self.tooltipTitle ) then
 		GameTooltip:SetOwner(self, "ANCHOR_RIGHT");
 		GameTooltip:SetText(self.tooltipTitle,1,1,1);
 		GameTooltip:AddLine(self.tooltip, nil, nil, nil, 1);
 		GameTooltip:Show();
 	end
 end
 
 function AchievementFrameSummaryCategoryButton_OnClick (self)
 	local id = self:GetParent():GetID();
 	for _, button in next, AchievementFrameCategoriesContainer.buttons do
 		if ( button.categoryID == id ) then
 			button:Click();
 			return;
 		end
 	end
 end
 
 function AchievementFrameSummaryCategory_OnLoad (self)
 	self:SetMinMaxValues(0, 100);
 	self:SetValue(0);
 	local name = self:GetName();
 	self.text = _G[name .. "Text"];
 	
 	local categoryName = GetCategoryInfo(self:GetID());
 	_G[name .. "Label"]:SetText(categoryName);
 end
 
 function AchievementFrame_GetCategoryTotalNumAchievements (id, showAll)
 	-- Not recursive because we only have one deep and this saves time.
 	local totalAchievements, totalCompleted = 0, 0;
 	local numAchievements, numCompleted = GetCategoryNumAchievements(id, showAll);
 	totalAchievements = totalAchievements + numAchievements;
 	totalCompleted = totalCompleted + numCompleted;
 	
 	for _, category in next, ACHIEVEMENTUI_CATEGORIES do
 		if ( category.parent == id ) then
 			numAchievements, numCompleted = GetCategoryNumAchievements(category.id, showAll);
 			totalAchievements = totalAchievements + numAchievements;
 			totalCompleted = totalCompleted + numCompleted;
 		end
 	end
 	
 	return totalAchievements, totalCompleted;
 end
 
 function AchievementFrameSummaryCategory_OnEvent (self, event, ...)
 	AchievementFrameSummaryCategory_OnShow(self);
 end
 
 function AchievementFrameSummaryCategory_OnShow (self)
 	local totalAchievements, totalCompleted = AchievementFrame_GetCategoryTotalNumAchievements(self:GetID(), true);
 	
 	self.text:SetText(string.format("%d/%d", totalCompleted, totalAchievements));
 	self:SetMinMaxValues(0, totalAchievements);
 	self:SetValue(totalCompleted);
 	self:RegisterEvent("ACHIEVEMENT_EARNED");
 end
 
 function AchievementFrameSummaryCategory_OnHide (self)
 	self:UnregisterEvent("ACHIEVEMENT_EARNED");
 end
 
 function AchievementFrame_SelectAchievement(id, forceSelect)
 	if ( not AchievementFrame:IsShown() and not forceSelect ) then
 		return;
 	end
 	
 	local _, _, _, achCompleted = GetAchievementInfo(id);
 	if ( achCompleted and (ACHIEVEMENTUI_SELECTEDFILTER == AchievementFrameFilters[ACHIEVEMENT_FILTER_INCOMPLETE].func) ) then
 		AchievementFrame_SetFilter(ACHIEVEMENT_FILTER_ALL);
 	elseif ( (not achCompleted) and (ACHIEVEMENTUI_SELECTEDFILTER == AchievementFrameFilters[ACHIEVEMENT_FILTER_COMPLETE].func) ) then
 		AchievementFrame_SetFilter(ACHIEVEMENT_FILTER_ALL);
 	end
 	
 	AchievementFrameTab_OnClick = AchievementFrameBaseTab_OnClick;
 	AchievementFrameTab_OnClick(1);
 	AchievementFrameSummary:Hide();
 	AchievementFrameAchievements:Show();
 
 	-- Figure out if this is part of a progressive achievement; if it is and it's incomplete, make sure the previous level was completed. If not, find the first incomplete achievement in the chain and display that instead.
 	local _, _, _, completed = GetAchievementInfo(id);
 	if ( not completed and GetPreviousAchievement(id) ) then
 		local prevID = GetPreviousAchievement(id);
 		_, _, _, completed = GetAchievementInfo(prevID);
 		while ( prevID and not completed ) do
 			id = prevID;
 			prevID = GetPreviousAchievement(id);
 			if ( prevID ) then
 				_, _, _, completed = GetAchievementInfo(prevID);
 			end
 		end
 	elseif ( completed ) then 
 		local nextID, completed = GetNextAchievement(id);
 		if ( nextID and completed ) then
 			local newID
 			while ( nextID and completed ) do
 				newID, completed = GetNextAchievement(nextID);
 				if ( completed ) then
 					nextID = newID;
 				end
 			end
 			id = nextID;
 		end
 	end
 	
 	AchievementFrameCategories_ClearSelection();
 	local category = GetAchievementCategory(id);
 	
 	local categoryIndex, parent, hidden = 0;
 	for i, entry in next, ACHIEVEMENTUI_CATEGORIES do
 		if ( entry.id == category ) then
 			parent = entry.parent;
 		end
 	end
 	
 	for i, entry in next, ACHIEVEMENTUI_CATEGORIES do
 		if ( entry.id == parent ) then
 			entry.collapsed = false;
 		elseif ( entry.parent == parent ) then
 			entry.hidden = false;
 		elseif ( entry.parent == true ) then
 			entry.collapsed = true;
 		elseif ( entry.parent ) then
 			entry.hidden = true;
 		end
 	end
 		
 	achievementFunctions.selectedCategory = category;
 	AchievementFrameCategoriesContainerScrollBar:SetValue(0);
 	AchievementFrameCategories_Update();
 	
 	local shown, i = false, 1;
 	while ( not shown ) do
 		for _, button in next, AchievementFrameCategoriesContainer.buttons do
 			if ( button.categoryID == category and math.ceil(button:GetBottom()) >= math.ceil(AchievementFrameAchievementsContainer:GetBottom())) then
 				shown = true;
 			end
 		end
 		
 		if ( not shown ) then
 			local _, maxVal = AchievementFrameCategoriesContainerScrollBar:GetMinMaxValues();
 			if ( AchievementFrameCategoriesContainerScrollBar:GetValue() == maxVal ) then
-				assert(false)
+				--assert(false)
+				return;
 			else
 				HybridScrollFrame_OnMouseWheel(AchievementFrameCategoriesContainer, -1);
 			end			
 		end
 		
 		-- Remove me if everything's working fine
 		i = i + 1;
 		if ( i > 100 ) then
-			assert(false);
+			--assert(false);
+			return;
 		end
 	end		
 	
 	AchievementFrameAchievements_ClearSelection();	
 	AchievementFrameAchievementsContainerScrollBar:SetValue(0);
 	AchievementFrameAchievements_Update();
 	
 	local shown = false;
 	while ( not shown ) do
 		for _, button in next, AchievementFrameAchievementsContainer.buttons do
 			if ( button.id == id and math.ceil(button:GetTop()) >= math.ceil(AchievementFrameAchievementsContainer:GetBottom())) then
 				-- The "True" here ignores modifiers, so you don't accidentally track or link this achievement. :P
 				AchievementButton_OnClick(button, true);
 				
 				-- We found the button!
 				shown = button;
 				break;
 			end
 		end			
 		
 		local _, maxVal = AchievementFrameAchievementsContainerScrollBar:GetMinMaxValues();
 		if ( shown ) then
 			-- If we can, move the achievement we're scrolling to to the top of the screen.
 			local newHeight = AchievementFrameAchievementsContainerScrollBar:GetValue() + AchievementFrameAchievementsContainer:GetTop() - shown:GetTop();
 			newHeight = min(newHeight, maxVal);
 			AchievementFrameAchievementsContainerScrollBar:SetValue(newHeight);
 		else
 			if ( AchievementFrameAchievementsContainerScrollBar:GetValue() == maxVal ) then
-				assert(false, "Failed to find achievement " .. id .. " while jumping!")
+				--assert(false, "Failed to find achievement " .. id .. " while jumping!")
+				return;
 			else
 				HybridScrollFrame_OnMouseWheel(AchievementFrameAchievementsContainer, -1);
 			end			
 		end
 	end
 end
 
 function AchievementFrameAchievements_FindSelection()
 	local _, maxVal = AchievementFrameAchievementsContainerScrollBar:GetMinMaxValues();
 	local scrollHeight = AchievementFrameAchievementsContainer:GetHeight();
 	local newHeight = 0;
 	AchievementFrameAchievementsContainerScrollBar:SetValue(0);	
 	while ( not shown ) do
 		for _, button in next, AchievementFrameAchievementsContainer.buttons do
 			if ( button.selected ) then
 				newHeight = AchievementFrameAchievementsContainerScrollBar:GetValue() + AchievementFrameAchievementsContainer:GetTop() - button:GetTop();
 				newHeight = min(newHeight, maxVal);
 				AchievementFrameAchievementsContainerScrollBar:SetValue(newHeight);					
 				return;
 			end
 		end		
 		if ( AchievementFrameAchievementsContainerScrollBar:GetValue() == maxVal ) then		
 			return;
 		else
 			newHeight = newHeight + scrollHeight;
 			newHeight = min(newHeight, maxVal);
 			AchievementFrameAchievementsContainerScrollBar:SetValue(newHeight);
 		end
 	end
 end
 
 function AchievementFrameAchievements_AdjustSelection()
 	local selectedButton;	
 	-- check if selection is visible
 	for _, button in next, AchievementFrameAchievementsContainer.buttons do
 		if ( button.selected ) then
 			selectedButton = button;
 			break;
 		end
 	end	
 	
 	if ( not selectedButton ) then
 		AchievementFrameAchievements_FindSelection();
 	else
 		local newHeight;
 		if ( selectedButton:GetTop() > AchievementFrameAchievementsContainer:GetTop() ) then
 			newHeight = AchievementFrameAchievementsContainerScrollBar:GetValue() + AchievementFrameAchievementsContainer:GetTop() - selectedButton:GetTop();
 		elseif ( selectedButton:GetBottom() < AchievementFrameAchievementsContainer:GetBottom() ) then
 			if ( selectedButton:GetHeight() > AchievementFrameAchievementsContainer:GetHeight() ) then
 				newHeight = AchievementFrameAchievementsContainerScrollBar:GetValue() + AchievementFrameAchievementsContainer:GetTop() - selectedButton:GetTop();
 			else
 				newHeight = AchievementFrameAchievementsContainerScrollBar:GetValue() + AchievementFrameAchievementsContainer:GetBottom() - selectedButton:GetBottom();
 			end
 		end
 		if ( newHeight ) then
 			local _, maxVal = AchievementFrameAchievementsContainerScrollBar:GetMinMaxValues();
 			newHeight = min(newHeight, maxVal);
 			AchievementFrameAchievementsContainerScrollBar:SetValue(newHeight);					
 		end
 	end
 end
 
 function AchievementFrame_SelectSummaryStatistic (criteriaId)
 	AchievementFrameTab_OnClick = AchievementFrameBaseTab_OnClick;
 	AchievementFrameTab_OnClick(2);
 	AchievementFrameStats:Show();
 	AchievementFrameSummary:Hide();
 	
 	AchievementFrameCategories_ClearSelection();
 	
 	local id = GetAchievementInfoFromCriteria(criteriaId);
 	local category = GetAchievementCategory(id);
 	
 	local categoryIndex, parent, hidden = 0;
 	
 	local categoryIndex, parent, hidden = 0;
 	for i, entry in next, ACHIEVEMENTUI_CATEGORIES do
 		if ( entry.id == category ) then
 			parent = entry.parent;
 		end
 	end
 	
 	for i, entry in next, ACHIEVEMENTUI_CATEGORIES do
 		if ( entry.id == parent ) then
 			entry.collapsed = false;
 		elseif ( entry.parent == parent ) then
 			entry.hidden = false;
 		elseif ( entry.parent == true ) then
 			entry.collapsed = true;
 		elseif ( entry.parent ) then
 			entry.hidden = true;
 		end
 	end
 	
 	achievementFunctions.selectedCategory = category;
 	AchievementFrameCategories_Update();
 	AchievementFrameCategoriesContainerScrollBar:SetValue(0);
 	
 	local shown, i = false, 1;
 	while ( not shown ) do
 		for _, button in next, AchievementFrameCategoriesContainer.buttons do
 			if ( button.categoryID == category and math.ceil(button:GetBottom()) >= math.ceil(AchievementFrameAchievementsContainer:GetBottom())) then
 				shown = true;
 			end
 		end
 		
 		if ( not shown ) then
 			local _, maxVal = AchievementFrameCategoriesContainerScrollBar:GetMinMaxValues();
 			if ( AchievementFrameCategoriesContainerScrollBar:GetValue() == maxVal ) then
 				assert(false)
 			else
 				HybridScrollFrame_OnMouseWheel(AchievementFrameCategoriesContainer, -1);
 			end			
 		end
 		
 		-- Remove me if everything's working fine
 		i = i + 1;
 		if ( i > 100 ) then
 			assert(false);
 		end
 	end		
 	
 	AchievementFrameStats_Update();
 	AchievementFrameStatsContainerScrollBar:SetValue(0);
 	
 	local shown, i = false, 1;
 	while ( not shown ) do
 		for _, button in next, AchievementFrameStatsContainer.buttons do
 			if ( button.id == id and math.ceil(button:GetBottom()) >= math.ceil(AchievementFrameStatsContainer:GetBottom())) then
 				AchievementStatButton_OnClick(button);
 				
 				-- We found the button! MAKE IT SHOWN ZOMG!
 				shown = button;
 			end
 		end			
 		
 		if ( shown and AchievementFrameStatsContainerScrollBar:IsShown() ) then
 			-- If we can, move the achievement we're scrolling to to the top of the screen.
 			AchievementFrameStatsContainerScrollBar:SetValue(AchievementFrameStatsContainerScrollBar:GetValue() + AchievementFrameStatsContainer:GetTop() - shown:GetTop());
 		elseif ( not shown ) then
 			local _, maxVal = AchievementFrameStatsContainerScrollBar:GetMinMaxValues();
 			if ( AchievementFrameStatsContainerScrollBar:GetValue() == maxVal ) then
 				assert(false)
 			else
 				HybridScrollFrame_OnMouseWheel(AchievementFrameStatsContainer, -1);
 			end			
 		end
 		
 		-- Remove me if everything's working fine.
 		i = i + 1;
 		if ( i > 100 ) then
 			assert(false);
 		end
 	end
 end
 
 function AchievementFrameComparison_OnLoad (self)
 	AchievementFrameComparisonContainer_OnLoad(self);
 	AchievementFrameComparisonStatsContainer_OnLoad(self);
 	self:RegisterEvent("ACHIEVEMENT_EARNED");
 	self:RegisterEvent("INSPECT_ACHIEVEMENT_READY");
 end
 
 function AchievementFrameComparisonContainer_OnLoad (parent)
 	AchievementFrameComparisonContainerScrollBar.Show = 
 		function (self)
 			AchievementFrameComparison:SetWidth(626);
 			AchievementFrameComparisonSummaryPlayer:SetWidth(498);
 			for _, button in next, AchievementFrameComparisonContainer.buttons do
 				button:SetWidth(616);
 				button.player:SetWidth(498);
 			end
 			getmetatable(self).__index.Show(self);
 		end
 		
 	AchievementFrameComparisonContainerScrollBar.Hide = 
 		function (self)
 			AchievementFrameComparison:SetWidth(650);
 			AchievementFrameComparisonSummaryPlayer:SetWidth(522);
 			for _, button in next, AchievementFrameComparisonContainer.buttons do
 				button:SetWidth(640);
 				button.player:SetWidth(522);
 			end
 			getmetatable(self).__index.Hide(self);
 		end
 	
 	AchievementFrameComparisonContainerScrollBarBG:Show();
 	AchievementFrameComparisonContainer.update = AchievementFrameComparison_Update;
 	HybridScrollFrame_CreateButtons(AchievementFrameComparisonContainer, "ComparisonTemplate", 0, -2);
 end
 
 function AchievementFrameComparisonStatsContainer_OnLoad (parent)
 	AchievementFrameComparisonStatsContainerScrollBar.Show = 
 		function (self)
 			AchievementFrameComparison:SetWidth(626);
 			for _, button in next, AchievementFrameComparisonStatsContainer.buttons do
 				button:SetWidth(616);
 			end
 			getmetatable(self).__index.Show(self);
 		end
 		
 	AchievementFrameComparisonStatsContainerScrollBar.Hide = 
 		function (self)
 			AchievementFrameComparison:SetWidth(650);
 			for _, button in next, AchievementFrameComparisonStatsContainer.buttons do
 				button:SetWidth(640);
 			end
 			getmetatable(self).__index.Hide(self);
 		end
 	
 	AchievementFrameComparisonStatsContainerScrollBarBG:Show();
 	AchievementFrameComparisonStatsContainer.update = AchievementFrameComparison_UpdateStats;
 	HybridScrollFrame_CreateButtons(AchievementFrameComparisonStatsContainer, "ComparisonStatTemplate", 0, -2);
 end
 
 function AchievementFrameComparison_OnShow ()
 	AchievementFrameStats:Hide();
 	AchievementFrameAchievements:Hide();
 	AchievementFrame:SetWidth(890);
 	AchievementFrame:SetAttribute("UIPanelLayout-xOffset", 38);
 	UpdateUIPanelPositions(AchievementFrame);
 	AchievementFrame.isComparison = true;
 end
 
 function AchievementFrameComparison_OnHide ()
 	AchievementFrame.selectedTab = nil;
 	AchievementFrame:SetWidth(768);
 	AchievementFrame:SetAttribute("UIPanelLayout-xOffset", 80);
 	UpdateUIPanelPositions(AchievementFrame);
 	AchievementFrame.isComparison = false;
 	ClearAchievementComparisonUnit();
 end
 
 function AchievementFrameComparison_OnEvent (self, event, ...)
 	if ( event == "INSPECT_ACHIEVEMENT_READY" ) then
 		AchievementFrameComparisonHeaderPoints:SetText(GetComparisonAchievementPoints());
 		AchievementFrameComparison_UpdateStatusBars(achievementFunctions.selectedCategory)
 	elseif ( event == "UNIT_PORTRAIT_UPDATE" ) then
 		local updateUnit = ...;
 		if ( updateUnit and updateUnit == AchievementFrameComparisonHeaderPortrait.unit and UnitName(updateUnit) == AchievementFrameComparisonHeaderName:GetText() ) then
 			SetPortraitTexture(AchievementFrameComparisonHeaderPortrait, updateUnit);
 		end
 	end
 	
 	AchievementFrameComparison_ForceUpdate();
 end
 
 function AchievementFrameComparison_SetUnit (unit)
 	ClearAchievementComparisonUnit();
 	SetAchievementComparisonUnit(unit);
 	
 	AchievementFrameComparisonHeaderPoints:SetText(GetComparisonAchievementPoints());
 	AchievementFrameComparisonHeaderName:SetText(UnitName(unit));
 	SetPortraitTexture(AchievementFrameComparisonHeaderPortrait, unit);
 	AchievementFrameComparisonHeaderPortrait.unit = unit;
 	AchievementFrameComparisonHeaderPortrait.race = UnitRace(unit);
 	AchievementFrameComparisonHeaderPortrait.sex = UnitSex(unit);
 end
 
 function AchievementFrameComparison_ClearSelection ()
 	-- Doesn't do anything WHEE~!
 end
 
 function AchievementFrameComparison_ForceUpdate ()
 	if ( achievementFunctions == COMPARISON_ACHIEVEMENT_FUNCTIONS ) then
 		local buttons = AchievementFrameComparisonContainer.buttons;
 		for i, button in next, buttons do
 			button.id = nil;
 		end
 		
 		AchievementFrameComparison_Update();
 	elseif ( achievementFunctions == COMPARISON_STAT_FUNCTIONS ) then
 		AchievementFrameComparison_UpdateStats();
 	end
 end
 
 function AchievementFrameComparison_Update ()
 	local category = achievementFunctions.selectedCategory;
 	if ( not category or category == "summary" ) then
 		return;
 	end
 	local scrollFrame = AchievementFrameComparisonContainer
 	
 	local offset = HybridScrollFrame_GetOffset(scrollFrame);
 	local buttons = scrollFrame.buttons;
 	local numAchievements, numCompleted = GetCategoryNumAchievements(category);
 	local numButtons = #buttons;
 
 	local achievementIndex;
 	local buttonHeight = buttons[1]:GetHeight();
 	for i = 1, numButtons do
 		achievementIndex = i + offset;
 		AchievementFrameComparison_DisplayAchievement(buttons[i], category, achievementIndex);
 	end
 	
 	HybridScrollFrame_Update(scrollFrame, buttonHeight*numAchievements, buttonHeight*numButtons);
 end
 
 ACHIEVEMENTCOMPARISON_PLAYERSHIELDFONT1 = GameFontNormal;
 ACHIEVEMENTCOMPARISON_PLAYERSHIELDFONT2 = GameFontNormalSmall;
 ACHIEVEMENTCOMPARISON_FRIENDSHIELDFONT1 = GameFontNormalSmall;
 ACHIEVEMENTCOMPARISON_FRIENDSHIELDFONT2 = GameFontNormalSmall;
 
 function AchievementFrameComparison_DisplayAchievement (button, category, index)
 	local id, name, points, completed, month, day, year, description, flags, icon, rewardText = GetAchievementInfo(category, index);
 	if ( not id ) then
 		button:Hide();
 		return;
 	else
 		button:Show();
 	end
 	
 	if ( GetPreviousAchievement(id) ) then
 		-- If this is a progressive achievement, show the total score.
 		points = AchievementButton_GetProgressivePoints(id);
 	end
 	
 	if ( button.id ~= id ) then
 		button.id = id;
 		
 		local player = button.player;
 		local friend = button.friend;
 		
 		local friendCompleted, friendMonth, friendDay, friendYear = GetAchievementComparisonInfo(id);
 		player.label:SetText(name);		
 	
 		player.description:SetText(description);
 	
 		player.icon.texture:SetTexture(icon);
 		friend.icon.texture:SetTexture(icon);
 		
 		if ( points > 0 ) then
 			player.shield.icon:SetTexture([[Interface\AchievementFrame\UI-Achievement-Shields]]);
 			friend.shield.icon:SetTexture([[Interface\AchievementFrame\UI-Achievement-Shields]]);
 		else
 			player.shield.icon:SetTexture([[Interface\AchievementFrame\UI-Achievement-Shields-NoPoints]]);
 			friend.shield.icon:SetTexture([[Interface\AchievementFrame\UI-Achievement-Shields-NoPoints]]);
 		end
 		AchievementShield_SetPoints(points, player.shield.points, ACHIEVEMENTCOMPARISON_PLAYERSHIELDFONT1, ACHIEVEMENTCOMPARISON_PLAYERSHIELDFONT2);
 		AchievementShield_SetPoints(points, friend.shield.points, ACHIEVEMENTCOMPARISON_FRIENDSHIELDFONT1, ACHIEVEMENTCOMPARISON_FRIENDSHIELDFONT2);
 		
 		if ( completed and not player.completed ) then
 			player.completed = true;
 			player.dateCompleted:SetText(string.format(SHORTDATE, day, month, year));
 			player.dateCompleted:Show();
 			player:Saturate();
 		elseif ( completed ) then
 			player.dateCompleted:SetText(string.format(SHORTDATE, day, month, year));
 		else
 			player.completed = nil;
 			player.dateCompleted:Hide();
 			player:Desaturate();
 		end
 		
 		if ( friendCompleted and not friend.completed ) then
 			friend.completed = true;
 			friend.status:SetText(string.format(SHORTDATE, friendDay, friendMonth, friendYear));
 			friend:Saturate();
 		elseif ( friendCompleted ) then
 			friend.status:SetText(string.format(SHORTDATE, friendDay, friendMonth, friendYear));
 		else
 			friend.completed = nil;
 			friend.status:SetText(INCOMPLETE);
 			friend:Desaturate();
 		end
 	end
 end
 
 local displayStatCategories = {};
 function AchievementFrameComparison_UpdateStats ()
 	local category = achievementFunctions.selectedCategory;
 	local scrollFrame = AchievementFrameComparisonStatsContainer;
 	local offset = HybridScrollFrame_GetOffset(scrollFrame);
 	local buttons = scrollFrame.buttons;
 	local numButtons = #buttons;
 	local headerHeight = 24;
 	local statHeight = 24;
 	local totalHeight = 0;	
 	local numStats, numCompleted = GetCategoryNumAchievements(category);
 
 	local categories = ACHIEVEMENTUI_CATEGORIES;
 	-- clear out table
 	if ( achievementFunctions.lastCategory ~= category ) then
 		local statCat;
 		for i in next, displayStatCategories do
 			displayStatCategories[i] = nil;
 		end
 		-- build a list of shown category and stat id's
 
 		tinsert(displayStatCategories, {id = category, header = true});
 		totalHeight = totalHeight+headerHeight;
 
 		for i=1, numStats do
 			tinsert(displayStatCategories, {id = GetAchievementInfo(category, i)});
 			totalHeight = totalHeight+statHeight;
 		end
 		achievementFunctions.lastCategory = category;
 		achievementFunctions.lastHeight = totalHeight;
 	else
 		totalHeight = achievementFunctions.lastHeight;
 	end
 	
 	-- add all the subcategories and their stat id's
 	for i, cat in next, categories do
 		if ( cat.parent == category ) then
 			tinsert(displayStatCategories, {id = cat.id, header = true});
 			totalHeight = totalHeight+headerHeight;
 			numStats = GetCategoryNumAchievements(cat.id);
 			for k=1, numStats do
 				tinsert(displayStatCategories, {id = GetAchievementInfo(cat.id, k)});
 				totalHeight = totalHeight+statHeight;
 			end
 		end
 	end
 
 	-- iterate through the displayStatCategories and display them
 	local statCount = #displayStatCategories;
 	local statIndex, id, button;
 	local stat;
 	local displayedHeight = 0;
 	for i = 1, numButtons do
 		button = buttons[i];
 		statIndex = offset + i;
 		if ( statIndex <= statCount ) then
 			stat = displayStatCategories[statIndex];
 			if ( stat.header ) then
 				AchievementFrameComparisonStats_SetHeader(button, stat.id);
 			else
 				AchievementFrameComparisonStats_SetStat(button, stat.id, nil, statIndex);
 			end
 			button:Show();
 		else
 			button:Hide();
 		end
 		displayedHeight = displayedHeight+button:GetHeight();
 	end
 	HybridScrollFrame_Update(scrollFrame, totalHeight, displayedHeight);
 end
 
 function AchievementFrameComparisonStat_OnLoad (self)
 	local name = self:GetName();
 	self.background = _G[name.."BG"];
 	self.left = _G[name.."HeaderLeft"];
 	self.middle = _G[name.."HeaderMiddle"];
 	self.right = _G[name.."HeaderRight"];
 	self.left2 = _G[name.."HeaderLeft2"];
 	self.middle2 = _G[name.."HeaderMiddle2"];
 	self.right2 = _G[name.."HeaderRight2"];
 	self.text = _G[name.."Text"];
 	self.title = _G[name.."Title"];
 	self.value = _G[name.."Value"];
 	self.value:SetVertexColor(1, 0.97, 0.6);
 	self.friendValue = _G[name.."ComparisonValue"];
 	self.friendValue:SetVertexColor(1, 0.97, 0.6);
 	self.mouseover = _G[name.. "Mouseover"];
 end
 
 function AchievementFrameComparisonStats_SetStat (button, category, index, colorIndex, isSummary)
 --Remove these variables when we know for sure we don't need them
 	local id, name, points, completed, month, day, year, description, flags, icon;
 	if ( not isSummary ) then
 		if ( not index ) then
 			id, name, points, completed, month, day, year, description, flags, icon = GetAchievementInfo(category);
 		else
 			id, name, points, completed, month, day, year, description, flags, icon = GetAchievementInfo(category, index);
 		end
 		
 	else
 		-- This is on the summary page
 		id, name, points, completed, month, day, year, description, flags, icon = GetAchievementInfoFromCriteria(category);
 	end
 	
 	button.id = id;
 	
 	if ( not colorIndex ) then
 		if ( not index ) then
 			message("Error, need a color index or index");
 		end
 		colorIndex = index;
 	end
 	
 	button.background:Show();
 	-- Color every other line yellow
 	if ( mod(colorIndex, 2) == 1 ) then
 		button.background:SetTexCoord(0, 1, 0.1875, 0.3671875);
 		button.background:SetBlendMode("BLEND");
 		button.background:SetAlpha(1.0);
 		button:SetHeight(24);
 	else
 		button.background:SetTexCoord(0, 1, 0.375, 0.5390625);
 		button.background:SetBlendMode("ADD");
 		button.background:SetAlpha(0.5);
 		button:SetHeight(24);
 	end
 	
 	-- Figure out the criteria
 	local numCriteria = GetAchievementNumCriteria(id);
 	if ( numCriteria == 0 ) then
 		-- This is no good!
 	end
 	-- Just show the first criteria for now
 	local criteriaString, criteriaType, completed, quantityNumber, reqQuantity, charName, flags, assetID, quantity, friendQuantity;
 	if ( not isSummary ) then
 		friendQuantity = GetComparisonStatistic(id);
 		quantity = GetStatistic(id);
 	else
 		criteriaString, criteriaType, completed, quantityNumber, reqQuantity, charName, flags, assetID, quantity = GetAchievementCriteriaInfo(category);
 	end
 	if ( not quantity ) then
 		quantity = "--";
 	end
 	if ( not friendQuantity ) then
 		friendQuantity = "--";
 	end
 	
 	button.value:SetText(quantity);
 	
 	-- We're gonna use button.text here to measure string width for friendQuantity. This saves us many strings!
 	button.text:SetText(friendQuantity);
 	local width = button.text:GetStringWidth();
 	if ( width > button.friendValue:GetWidth() ) then
 		button.friendValue:SetFontObject("AchievementFont_Small");
 		button.mouseover:Show();
 		button.mouseover.tooltip = friendQuantity;
 	else
 		button.friendValue:SetFontObject("GameFontHighlightRight");
 		button.mouseover:Hide();
 		button.mouseover.tooltip = nil;
 	end
 	
 	button.text:SetText(name);
 	button.friendValue:SetText(friendQuantity);
 	
 	
 	-- Hide the header images
 	button.title:Hide();
 	button.left:Hide();
 	button.middle:Hide();
 	button.right:Hide();
 	button.left2:Hide();
 	button.middle2:Hide();
 	button.right2:Hide();
 	button.isHeader = false;
 end
 
 function AchievementFrameComparisonStats_SetHeader(button, id)
 	-- show header
 	button.left:Show();
 	button.middle:Show();
 	button.right:Show();
 	button.left2:Show();
 	button.middle2:Show();
 	button.right2:Show();
 	button.title:SetText(GetCategoryInfo(id));
 	button.title:Show();
 	button.friendValue:SetText("");
 	button.value:SetText("");
 	button.text:SetText("");
 	button:SetHeight(24);
 	button.background:Hide();
 	button.isHeader = true;
 	button.id = id;
 end
 
 function AchievementComparisonPlayerButton_Saturate (self)
 	local name = self:GetName();
 	_G[name .. "TitleBackground"]:SetTexCoord(0, 0.9765625, 0, 0.3125);
 	_G[name .. "Background"]:SetTexture("Interface\\AchievementFrame\\UI-Achievement-Parchment-Horizontal");
 	_G[name .. "Glow"]:SetVertexColor(1.0, 1.0, 1.0);
 	self.icon:Saturate();
 	self.shield:Saturate();
 	self.shield.points:SetVertexColor(1, 1, 1);
 	self.label:SetVertexColor(1, 1, 1);
 	self.description:SetTextColor(0, 0, 0, 1);
 	self.description:SetShadowOffset(0, 0);
 	self:SetBackdropBorderColor(ACHIEVEMENTUI_REDBORDER_R, ACHIEVEMENTUI_REDBORDER_G, ACHIEVEMENTUI_REDBORDER_B, ACHIEVEMENTUI_REDBORDER_A);
 end
 
 function AchievementComparisonPlayerButton_Desaturate (self)
 	local name = self:GetName();
 	_G[name .. "TitleBackground"]:SetTexCoord(0, 0.9765625, 0.34375, 0.65625);
 	_G[name .. "Background"]:SetTexture("Interface\\AchievementFrame\\UI-Achievement-Parchment-Horizontal-Desaturated");
 	_G[name .. "Glow"]:SetVertexColor(.22, .17, .13);
 	self.icon:Desaturate();
 	self.shield:Desaturate();
 	self.shield.points:SetVertexColor(.65, .65, .65);
 	self.label:SetVertexColor(.65, .65, .65);
 	self.description:SetTextColor(1, 1, 1, 1);
 	self.description:SetShadowOffset(1, -1);
 	self:SetBackdropBorderColor(.5, .5, .5);
 end
 
 function AchievementComparisonPlayerButton_OnLoad (self)
 	local name = self:GetName();
 	
 	self.label = _G[name .. "Label"];
 	self.description = _G[name .. "Description"];
 	self.icon = _G[name .. "Icon"];
 	self.shield = _G[name .. "Shield"];
 	self.dateCompleted = _G[name .. "DateCompleted"];
 	self.titleBar = _G[name .. "TitleBackground"];
 	
 	self:SetBackdropBorderColor(ACHIEVEMENTUI_REDBORDER_R, ACHIEVEMENTUI_REDBORDER_G, ACHIEVEMENTUI_REDBORDER_B, ACHIEVEMENTUI_REDBORDER_A);
 	self.Saturate = AchievementComparisonPlayerButton_Saturate;
 	self.Desaturate = AchievementComparisonPlayerButton_Desaturate;
 	
 	self:Desaturate();
 	
 	-- AchievementFrameComparison.buttons = AchievementFrameComparison.buttons or {};
 	-- tinsert(AchievementFrameComparison.buttons, self);
 end
 
 function AchievementComparisonFriendButton_Saturate (self)
 	local name = self:GetName();
 	_G[name .. "TitleBackground"]:SetTexCoord(0.3, 0.575, 0, 0.3125);
 	_G[name .. "Background"]:SetTexture("Interface\\AchievementFrame\\UI-Achievement-Parchment-Horizontal");
 	_G[name .. "Glow"]:SetVertexColor(1.0, 1.0, 1.0);
 	self.icon:Saturate();
 	self.shield:Saturate();
 	self.shield.points:SetVertexColor(1, 1, 1);
 	self.status:SetVertexColor(1, .82, 0);
 	self:SetBackdropBorderColor(ACHIEVEMENTUI_REDBORDER_R, ACHIEVEMENTUI_REDBORDER_G, ACHIEVEMENTUI_REDBORDER_B, ACHIEVEMENTUI_REDBORDER_A);
 end
 
 function AchievementComparisonFriendButton_Desaturate (self)
 	local name = self:GetName();
 	_G[name .. "TitleBackground"]:SetTexCoord(0.3, 0.575, 0.34375, 0.65625);
 	_G[name .. "Background"]:SetTexture("Interface\\AchievementFrame\\UI-Achievement-Parchment-Horizontal-Desaturated");
 	_G[name .. "Glow"]:SetVertexColor(.22, .17, .13);
 	self.icon:Desaturate();
 	self.shield:Desaturate();
 	self.shield.points:SetVertexColor(.65, .65, .65);
 	self.status:SetVertexColor(.65, .65, .65);
 	self:SetBackdropBorderColor(.5, .5, .5);
 end
 
 function AchievementComparisonFriendButton_OnLoad (self)
 	local name = self:GetName();
 	
 	self.status = _G[name .. "Status"];
 	self.icon = _G[name .. "Icon"];
 	self.shield = _G[name .. "Shield"];
 	
 	self:SetBackdropBorderColor(ACHIEVEMENTUI_REDBORDER_R, ACHIEVEMENTUI_REDBORDER_G, ACHIEVEMENTUI_REDBORDER_B, ACHIEVEMENTUI_REDBORDER_A);
 	self.Saturate = AchievementComparisonFriendButton_Saturate;
 	self.Desaturate = AchievementComparisonFriendButton_Desaturate;
 	
 	self:Desaturate();
 end
 
 function AchievementFrame_IsComparison()
 	return AchievementFrame.isComparison;
 end
 
 function AchievementFrame_IsFeatOfStrength()
 	if ( AchievementFrame.selectedTab == 1 and achievementFunctions.selectedCategory == displayCategories[#displayCategories].id ) then
 		return true;
 	end
 	return false;
 end
 
 ACHIEVEMENT_FUNCTIONS = {
 	categoryAccessor = GetCategoryList,
 	clearFunc = AchievementFrameAchievements_ClearSelection,
 	updateFunc = AchievementFrameAchievements_Update,
 	selectedCategory = "summary";
 }
 
 STAT_FUNCTIONS = {
 	categoryAccessor = GetStatisticsCategoryList,
 	clearFunc = nil,
 	updateFunc = AchievementFrameStats_Update,
 	selectedCategory = "summary";
 }
 
 COMPARISON_ACHIEVEMENT_FUNCTIONS = {
 	categoryAccessor = GetCategoryList,
 	clearFunc = AchievementFrameComparison_ClearSelection,
 	updateFunc = AchievementFrameComparison_Update,
 	selectedCategory = -1,
 }
 
 COMPARISON_STAT_FUNCTIONS = {
 	categoryAccessor = GetStatisticsCategoryList,
 	clearFunc = AchievementFrameComparison_ClearSelection,
 	updateFunc = AchievementFrameComparison_UpdateStats,
 	selectedCategory = -2,
 }
 
 achievementFunctions = ACHIEVEMENT_FUNCTIONS;
 
 
 ACHIEVEMENT_TEXTURES_TO_LOAD = {
 	{	
 		name="AchievementFrameAchievementsBackground", 
 		file="Interface\\AchievementFrame\\UI-Achievement-AchievementBackground",
 	},
 	{	
 		name="AchievementFrameSummaryBackground", 
 		file="Interface\\AchievementFrame\\UI-Achievement-AchievementBackground",
 	},
 	{	
 		name="AchievementFrameComparisonBackground", 
 		file="Interface\\AchievementFrame\\UI-Achievement-AchievementBackground",
 	},
 	{	
 		name="AchievementFrameCategoriesBG", 
 		file="Interface\\AchievementFrame\\UI-Achievement-AchievementBackground",
 	},
 	{	
 		name="AchievementFrameWaterMark", 
 	},
 	{	
 		name="AchievementFrameHeaderLeft", 
 		file="Interface\\AchievementFrame\\UI-Achievement-Header",
 	},
 	{	
 		name="AchievementFrameHeaderRight", 
 		file="Interface\\AchievementFrame\\UI-Achievement-Header",
 	},
 	{	
 		name="AchievementFrameHeaderPointBorder", 
 		file="Interface\\AchievementFrame\\UI-Achievement-Header",
 	},
 	{	
 		name="AchievementFrameComparisonWatermark", 
 		file="Interface\\AchievementFrame\\UI-Achievement-StatsComparisonBackground",
 	},
 }
 
 function AchievementFrame_ClearTextures()
 	for k, v in pairs(ACHIEVEMENT_TEXTURES_TO_LOAD) do
 		_G[v.name]:SetTexture(nil);
 	end
 end
 
 function AchievementFrame_LoadTextures()
 	for k, v in pairs(ACHIEVEMENT_TEXTURES_TO_LOAD) do
 		if ( v.file ) then
 			_G[v.name]:SetTexture(v.file);
 		end
 	end
-end
+en
\ No newline at end of fil