MAX_NUM_QUESTS = 32;
 MAX_NUM_ITEMS = 10;
 MAX_REQUIRED_ITEMS = 6;
 QUEST_DESCRIPTION_GRADIENT_LENGTH = 30;
 QUEST_DESCRIPTION_GRADIENT_CPS = 70;
 QUESTINFO_FADE_IN = 0.5;
 
 function QuestFrame_OnLoad(self)
 	self:RegisterEvent("QUEST_GREETING");
 	self:RegisterEvent("QUEST_DETAIL");
 	self:RegisterEvent("QUEST_PROGRESS");
 	self:RegisterEvent("QUEST_COMPLETE");
 	self:RegisterEvent("QUEST_FINISHED");
 	self:RegisterEvent("QUEST_ITEM_UPDATE");
 	self:RegisterEvent("QUEST_LOG_UPDATE");
+	self:RegisterEvent("UNIT_PORTRAIT_UPDATE");
 end
 
 function QuestFrame_OnEvent(self, event, ...)
 	if ( event == "QUEST_FINISHED" ) then
 		HideUIPanel(QuestFrame);
 		return;
 	end
 	if ( (event == "QUEST_ITEM_UPDATE") and not QuestFrame:IsShown() ) then
 		return;
 	end
+	if ( (event == "UNIT_PORTRAIT_UPDATE") and not QuestFrame:IsShown() ) then
+		return;
+	end
 		
 	if ( event == "QUEST_GREETING" ) then
 		QuestFrameGreetingPanel:Hide();
 		QuestFrameGreetingPanel:Show();
 	elseif ( event == "QUEST_DETAIL" ) then
 		if ( QuestGetAutoAccept() and QuestIsFromAreaTrigger()) then
-			if (WatchFrameAutoQuest_AddPopUp(GetQuestID(), "OFFER")) then
+			if (AutoQuestPopupTracker_AddPopUp(GetQuestID(), "OFFER")) then
 				PlayAutoAcceptQuestSound();
 			end
 			CloseQuest();
 			return;
 		else
-			HideUIPanel(QuestLogDetailFrame);
+			HideUIPanel(QuestLogPopupDetailFrame);
 			QuestFrameDetailPanel:Hide();
 			QuestFrameDetailPanel:Show();
 		end
 	elseif ( event == "QUEST_PROGRESS" ) then
-		HideUIPanel(QuestLogDetailFrame);
+		HideUIPanel(QuestLogPopupDetailFrame);
 		QuestFrameProgressPanel:Hide();
 		QuestFrameProgressPanel:Show();
 	elseif ( event == "QUEST_COMPLETE" ) then
-		HideUIPanel(QuestLogDetailFrame);
+		HideUIPanel(QuestLogPopupDetailFrame);
 		QuestFrameCompleteQuestButton:Enable();	
 		QuestFrameRewardPanel:Hide();
 		QuestFrameRewardPanel:Show();
 	elseif ( event == "QUEST_ITEM_UPDATE" ) then
 		if ( QuestFrameDetailPanel:IsShown() ) then
 			QuestInfo_ShowRewards();
 			QuestDetailScrollFrameScrollBar:SetValue(0);
 		elseif ( QuestFrameProgressPanel:IsShown() ) then
 			QuestFrameProgressItems_Update()
 			QuestProgressScrollFrameScrollBar:SetValue(0);
 		elseif ( QuestFrameRewardPanel:IsShown() ) then
 			QuestInfo_ShowRewards();		
 			QuestRewardScrollFrameScrollBar:SetValue(0);
 		end
 	elseif ( event == "QUEST_LOG_UPDATE" ) then
 		-- just update if at greeting panel
 		if ( QuestFrameGreetingPanel:IsShown() ) then
 			QuestFrameGreetingPanel_OnShow(QuestFrameGreetingPanel);
 		end
 		return;
 	end
-	
-	QuestFrame_SetPortrait();
-	ShowUIPanel(QuestFrame);
+	if( not SplashFrame:IsShown() )then
+		QuestFrame_SetPortrait();
+		ShowUIPanel(QuestFrame);
+	end
 	if ( not QuestFrame:IsShown() ) then
 		QuestFrameGreetingPanel:Hide();
 		QuestFrameDetailPanel:Hide();
 		QuestFrameProgressPanel:Hide();
 		QuestFrameRewardPanel:Hide();
 		CloseQuest();
 		return;
 	end
 end
 
 function QuestFrame_SetPortrait()
 	QuestFrameNpcNameText:SetText(UnitName("questnpc"));
 	if ( UnitExists("questnpc") ) then
 		SetPortraitTexture(QuestFramePortrait, "questnpc");
 	else
 		QuestFramePortrait:SetTexture("Interface\\QuestFrame\\UI-QuestLog-BookIcon");
 	end
 	
 end
 
 function QuestFrameRewardPanel_OnShow()
 	QuestFrameDetailPanel:Hide();
 	QuestFrameGreetingPanel:Hide();
 	QuestFrameProgressPanel:Hide();
 	local material = QuestFrame_GetMaterial();
 	QuestFrame_SetMaterial(QuestFrameRewardPanel, material);
 	QuestInfo_Display(QUEST_TEMPLATE_REWARD, QuestRewardScrollChildFrame, QuestFrameCompleteQuestButton, material);
 	QuestRewardScrollFrameScrollBar:SetValue(0);
 	local questPortrait, questPortraitText, questPortraitName = GetQuestPortraitTurnIn();
 	if (questPortrait ~= 0) then
 		QuestFrame_ShowQuestPortrait(QuestFrame, questPortrait, questPortraitText, questPortraitName, -3, -42);
 	else
 		QuestFrame_HideQuestPortrait();
 	end
 end
 
 function QuestRewardCancelButton_OnClick()
 	HideUIPanel(QuestFrame);
 	PlaySound("igQuestCancel");
 end
 
 function QuestRewardCompleteButton_OnClick()
 	if ( GetNumQuestChoices() == 1 ) then
 		QuestInfoFrame.itemChoice = 1;
 	end
 	if ( QuestInfoFrame.itemChoice == 0 and GetNumQuestChoices() > 0 ) then
 		QuestChooseRewardError();
 	else
 		local money = GetQuestMoneyToGet();
 		if ( money and money > 0 ) then
 			QuestFrame.dialog = StaticPopup_Show("CONFIRM_COMPLETE_EXPENSIVE_QUEST");
 			if ( QuestFrame.dialog ) then
 				MoneyFrame_Update(QuestFrame.dialog:GetName().."MoneyFrame", money);
 			end
 		else
 			GetQuestReward(QuestInfoFrame.itemChoice);
 		end
 	end
 end
 
 function QuestProgressCompleteButton_OnClick()
 	CompleteQuest();
 	PlaySound("igQuestListOpen");
 end
 
 function QuestGoodbyeButton_OnClick()
 	HideUIPanel(QuestFrame);
 	PlaySound("igQuestCancel");
 end
 
 function QuestRewardItem_OnClick(self)
 	if ( self.type == "choice" ) then
 		QuestRewardItemHighlight:SetPoint("TOPLEFT", self, "TOPLEFT", -8, 7);
 		QuestRewardItemHighlight:Show();
 		QuestFrameRewardPanel.itemChoice = self:GetID();
 	end
 end
 
 function QuestFrameProgressPanel_OnShow()
 	QuestFrameRewardPanel:Hide();
 	QuestFrameDetailPanel:Hide();
 	QuestFrameGreetingPanel:Hide();
 	QuestFrame_HideQuestPortrait();
 	local material = QuestFrame_GetMaterial();
 	QuestFrame_SetMaterial(QuestFrameProgressPanel, material);
 	QuestProgressTitleText:SetText(GetTitleText());
 	QuestFrame_SetTitleTextColor(QuestProgressTitleText, material);
 	QuestProgressText:SetText(GetProgressText());
 	QuestFrame_SetTextColor(QuestProgressText, material);
 	if ( IsQuestCompletable() ) then
 		QuestFrameCompleteButton:Enable();
 	else
 		QuestFrameCompleteButton:Disable();
 	end
 	QuestFrameProgressItems_Update();
 end
 
 function QuestFrameProgressItems_Update()
 	local numRequiredItems = GetNumQuestItems();
 	local numRequiredCurrencies = GetNumQuestCurrencies();
 	local questItemName = "QuestProgressItem";
 	local buttonIndex = 1;
 	if ( numRequiredItems > 0 or GetQuestMoneyToGet() > 0 or numRequiredCurrencies > 0) then
 		QuestProgressRequiredItemsText:Show();
 		
 		-- If there's money required then anchor and display it
 		if ( GetQuestMoneyToGet() > 0 ) then
 			MoneyFrame_Update("QuestProgressRequiredMoneyFrame", GetQuestMoneyToGet());
 			
 			if ( GetQuestMoneyToGet() > GetMoney() ) then
 				-- Not enough money
 				QuestProgressRequiredMoneyText:SetTextColor(0, 0, 0);
 				SetMoneyFrameColor("QuestProgressRequiredMoneyFrame", "red");
 			else
 				QuestProgressRequiredMoneyText:SetTextColor(0.2, 0.2, 0.2);
 				SetMoneyFrameColor("QuestProgressRequiredMoneyFrame", "white");
 			end
 			QuestProgressRequiredMoneyText:Show();
 			QuestProgressRequiredMoneyFrame:Show();
 
 			-- Reanchor required item
 			_G[questItemName..1]:SetPoint("TOPLEFT", "QuestProgressRequiredMoneyText", "BOTTOMLEFT", 0, -10);
 		else
 			QuestProgressRequiredMoneyText:Hide();
 			QuestProgressRequiredMoneyFrame:Hide();
 
 			_G[questItemName..1]:SetPoint("TOPLEFT", "QuestProgressRequiredItemsText", "BOTTOMLEFT", -3, -5);
 		end
 
 		for i=1, numRequiredItems do	
 			local requiredItem = _G[questItemName..buttonIndex];
 			requiredItem.type = "required";
-			requiredItem.rewardType = "item";
+			requiredItem.objectType = "item";
 			requiredItem:SetID(i);
 			local name, texture, numItems = GetQuestItemInfo(requiredItem.type, i);
 			SetItemButtonCount(requiredItem, numItems);
 			SetItemButtonTexture(requiredItem, texture);
 			requiredItem:Show();
 			_G[questItemName..buttonIndex.."Name"]:SetText(name);
 			buttonIndex = buttonIndex+1;
 		end
 		
 		for i=1, numRequiredCurrencies do	
 			local requiredItem = _G[questItemName..buttonIndex];
 			requiredItem.type = "required";
-			requiredItem.rewardType = "currency";
+			requiredItem.objectType = "currency";
 			requiredItem:SetID(i);
 			local name, texture, numItems = GetQuestCurrencyInfo(requiredItem.type, i);
 			SetItemButtonCount(requiredItem, numItems);
 			SetItemButtonTexture(requiredItem, texture);
 			requiredItem:Show();
 			_G[questItemName..buttonIndex.."Name"]:SetText(name);
 			buttonIndex = buttonIndex+1;
 		end
 		
 	else
 		QuestProgressRequiredMoneyText:Hide();
 		QuestProgressRequiredMoneyFrame:Hide();
 		QuestProgressRequiredItemsText:Hide();
 	end
 	for i=buttonIndex, MAX_REQUIRED_ITEMS do
 		_G[questItemName..i]:Hide();
 	end
 	QuestProgressScrollFrameScrollBar:SetValue(0);
 end
 
 function QuestFrameGreetingPanel_OnShow()
 	QuestFrameRewardPanel:Hide();
 	QuestFrameProgressPanel:Hide();
 	QuestFrameDetailPanel:Hide();
 	QuestFrame_HideQuestPortrait();
 	local material = QuestFrame_GetMaterial();
 	QuestFrame_SetMaterial(QuestFrameGreetingPanel, material);
 	GreetingText:SetText(GetGreetingText());
 	QuestFrame_SetTextColor(GreetingText, material);
 	QuestFrame_SetTitleTextColor(CurrentQuestsText, material);
 	QuestFrame_SetTitleTextColor(AvailableQuestsText, material);
 	local numActiveQuests = GetNumActiveQuests();
 	local numAvailableQuests = GetNumAvailableQuests();
 	if ( numActiveQuests == 0 ) then
 		CurrentQuestsText:Hide();
 		QuestGreetingFrameHorizontalBreak:Hide();
 	else 
 		CurrentQuestsText:SetPoint("TOPLEFT", "GreetingText", "BOTTOMLEFT", 0, -10);
 		CurrentQuestsText:Show();
 		QuestTitleButton1:SetPoint("TOPLEFT", "CurrentQuestsText", "BOTTOMLEFT", -10, -5);
 		for i=1, numActiveQuests, 1 do
 			local questTitleButton = _G["QuestTitleButton"..i];
 			local questTitleButtonIcon = _G[questTitleButton:GetName() .. "QuestIcon"];
 			local title, isComplete = GetActiveTitle(i);
 			if ( IsActiveQuestTrivial(i) ) then
 				questTitleButton:SetFormattedText(TRIVIAL_QUEST_DISPLAY, title);
 				questTitleButtonIcon:SetVertexColor(0.75,0.75,0.75);
 			else
 				questTitleButton:SetFormattedText(NORMAL_QUEST_DISPLAY, title);
 				questTitleButtonIcon:SetVertexColor(1,1,1);
 			end
 			if ( isComplete ) then
 				if ( IsActiveQuestLegendary(i) ) then
 					questTitleButtonIcon:SetTexture("Interface\\GossipFrame\\ActiveLegendaryQuestIcon");
 				else
 					questTitleButtonIcon:SetTexture("Interface\\GossipFrame\\ActiveQuestIcon");
 				end
 			else
 				questTitleButtonIcon:SetTexture("Interface\\GossipFrame\\IncompleteQuestIcon");
 			end
 			questTitleButton:SetHeight(questTitleButton:GetTextHeight() + 2);
 			questTitleButton:SetID(i);
 			questTitleButton.isActive = 1;
 			questTitleButton:Show();
 			if ( i > 1 ) then
 				questTitleButton:SetPoint("TOPLEFT", "QuestTitleButton"..(i-1),"BOTTOMLEFT", 0, -2)
 			end
 		end
 	end
 	if ( numAvailableQuests == 0 ) then
 		AvailableQuestsText:Hide();
 		QuestGreetingFrameHorizontalBreak:Hide();
 	else
 		if ( numActiveQuests > 0 ) then
 			QuestGreetingFrameHorizontalBreak:SetPoint("TOPLEFT", "QuestTitleButton"..numActiveQuests, "BOTTOMLEFT",22,-10);
 			QuestGreetingFrameHorizontalBreak:Show();
 			AvailableQuestsText:SetPoint("TOPLEFT", "QuestGreetingFrameHorizontalBreak", "BOTTOMLEFT", -12, -10);
 		else
 			AvailableQuestsText:SetPoint("TOPLEFT", "GreetingText", "BOTTOMLEFT", 0, -10);
 		end
 		AvailableQuestsText:Show();
 		_G["QuestTitleButton"..(numActiveQuests + 1)]:SetPoint("TOPLEFT", "AvailableQuestsText", "BOTTOMLEFT", -10, -5);
 		for i=(numActiveQuests + 1), (numActiveQuests + numAvailableQuests), 1 do
 			local questTitleButton = _G["QuestTitleButton"..i];
 			local questTitleButtonIcon = _G[questTitleButton:GetName() .. "QuestIcon"];
-			local isTrivial, isDaily, isRepeatable, isLegendary = GetAvailableQuestInfo(i - numActiveQuests);
+			local isTrivial, frequency, isRepeatable, isLegendary = GetAvailableQuestInfo(i - numActiveQuests);
 			if ( isLegendary ) then
 				questTitleButtonIcon:SetTexture("Interface\\GossipFrame\\AvailableLegendaryQuestIcon");
-			elseif ( isDaily ) then
+			elseif ( frequency == LE_QUEST_FREQUENCY_DAILY or frequency == LE_QUEST_FREQUENCY_WEEKLY ) then
 				questTitleButtonIcon:SetTexture("Interface\\GossipFrame\\DailyQuestIcon");
 			elseif ( isRepeatable ) then
 				questTitleButtonIcon:SetTexture("Interface\\GossipFrame\\DailyActiveQuestIcon");
 			else
 				questTitleButtonIcon:SetTexture("Interface\\GossipFrame\\AvailableQuestIcon");
 			end
 			if ( isTrivial ) then
 				questTitleButton:SetFormattedText(TRIVIAL_QUEST_DISPLAY, GetAvailableTitle(i - numActiveQuests));
 				questTitleButtonIcon:SetVertexColor(0.5,0.5,0.5);
 			else
 				questTitleButton:SetFormattedText(NORMAL_QUEST_DISPLAY, GetAvailableTitle(i - numActiveQuests));
 				questTitleButtonIcon:SetVertexColor(1,1,1);
 			end
 			questTitleButton:SetHeight(questTitleButton:GetTextHeight() + 2);
 			questTitleButton:SetID(i - numActiveQuests);
 			questTitleButton.isActive = 0;
 			questTitleButton:Show();
 			if ( i > numActiveQuests + 1 ) then
 				questTitleButton:SetPoint("TOPLEFT", "QuestTitleButton"..(i-1),"BOTTOMLEFT", 0, -2)
 			end
 		end
 	end
 	for i=(numActiveQuests + numAvailableQuests + 1), MAX_NUM_QUESTS, 1 do
 		_G["QuestTitleButton"..i]:Hide();
 	end
 end
 
 function QuestFrame_OnShow()
 	PlaySound("igQuestListOpen");
 	if (TutorialFrame.id == 1 or TutorialFrame.id == 55 or TutorialFrame.id == 57) then
 		TutorialFrame_Hide();
 	end
 	NPCFriendshipStatusBar_Update(QuestFrame);
 end
 
 function QuestFrame_OnHide()
 	QuestFrameGreetingPanel:Hide();
 	QuestFrameDetailPanel:Hide();
 	QuestFrameRewardPanel:Hide();
 	QuestFrameProgressPanel:Hide();
 	QuestFrame_HideQuestPortrait();
 	if ( QuestFrame.dialog ) then
 		QuestFrame.dialog:Hide();
 		QuestFrame.dialog = nil;
 	end
 	if ( QuestFrame.autoQuest ) then
 		QuestFrameDeclineButton:Show();
 		QuestFrameCloseButton:Enable();
 		PlayAutoAcceptQuestSound();
 		QuestFrame.autoQuest = nil;
 	end
 	CloseQuest();
 	if (TUTORIAL_QUEST_ACCEPTED) then
 		if (not IsTutorialFlagged(2)) then
 			local _, raceName  = UnitRace("player");
 			if ( strupper(raceName) ~= "PANDAREN" ) then
 				TriggerTutorial(2);
 			end
 		end
 		if (not IsTutorialFlagged(10) and (TUTORIAL_QUEST_ACCEPTED == TUTORIAL_QUEST_TO_WATCH)) then
 			TriggerTutorial(10);
 		end
 		TUTORIAL_QUEST_ACCEPTED = nil
 	end
 	PlaySound("igQuestListClose");
 end
 
 function QuestTitleButton_OnClick(self)
 	if ( self.isActive == 1 ) then
 		SelectActiveQuest(self:GetID());
 	else
 		SelectAvailableQuest(self:GetID());
 	end
 	PlaySound("igQuestListSelect");
 end
 
 function QuestFrame_UpdatePortraitText(text)
 	if (text and text ~= "") then
 		QuestNPCModelTextFrame:Show();
 		QuestNPCModelText:SetText(text);
 		QuestNPCModelText:SetWidth(178);
 		if (QuestNPCModelText:GetHeight() > QuestNPCModelTextScrollFrame:GetHeight()) then
 			QuestNPCModelTextScrollChildFrame:SetHeight(QuestNPCModelText:GetHeight()+10);
 			QuestNPCModelText:SetWidth(162);
 		else
 			QuestNPCModelTextScrollChildFrame:SetHeight(QuestNPCModelText:GetHeight());
 		end
 	else
 		QuestNPCModelTextFrame:Hide();
 	end
 end
 
 function QuestFrame_ShowQuestPortrait(parentFrame, portrait, text, name, x, y)
 	QuestNPCModel:SetParent(parentFrame);
 	QuestNPCModel:ClearAllPoints();
 	QuestNPCModel:SetPoint("TOPLEFT", parentFrame, "TOPRIGHT", x, y);
 	QuestNPCModel:Show();
 	QuestFrame_UpdatePortraitText(text);
 	
 	if (name and name ~= "") then
 		QuestNPCModelNameplate:Show();
 		QuestNPCModelBlankNameplate:Hide();
 		QuestNPCModelNameText:Show();
 		QuestNPCModelNameText:SetText(name);
 	else
 		QuestNPCModelNameplate:Hide();
 		QuestNPCModelBlankNameplate:Show();
 		QuestNPCModelNameText:Hide();
 	end
 
 	if (portrait == -1) then
 		QuestNPCModel:SetUnit("player");
 	else
 		QuestNPCModel:SetDisplayInfo(portrait);
 	end
 end
 
 function QuestFrame_HideQuestPortrait()
 	QuestNPCModel:Hide();
 end
 
 function QuestFrameDetailPanel_OnShow()
 	QuestFrameRewardPanel:Hide();
 	QuestFrameProgressPanel:Hide();
 	QuestFrameGreetingPanel:Hide();
 	if ( QuestGetAutoAccept() ) then
 		QuestFrameDeclineButton:Hide();
 		QuestFrameCloseButton:Disable();
 		QuestFrame.autoQuest = true;
 	end		
 	local material = QuestFrame_GetMaterial();
 	QuestFrame_SetMaterial(QuestFrameDetailPanel, material);
-	QuestInfo_Display(QUEST_TEMPLATE_DETAIL1, QuestDetailScrollChildFrame, QuestFrameAcceptButton, material);
-	QuestInfo_Display(QUEST_TEMPLATE_DETAIL2, QuestInfoFadingFrame, QuestFrameAcceptButton, material);
+	QuestInfo_Display(QUEST_TEMPLATE_DETAIL, QuestDetailScrollChildFrame, QuestFrameAcceptButton, material);
 	QuestDetailScrollFrameScrollBar:SetValue(0);
 	local questPortrait, questPortraitText, questPortraitName = GetQuestPortraitGiver();
 	if (questPortrait ~= 0) then
 		QuestFrame_ShowQuestPortrait(QuestFrame, questPortrait, questPortraitText, questPortraitName, -3, -42);
 	else
 		QuestFrame_HideQuestPortrait();
 	end
 end
 
 function QuestDetailAcceptButton_OnClick()
 	if ( QuestFlagsPVP() ) then
 		QuestFrame.dialog = StaticPopup_Show("CONFIRM_ACCEPT_PVP_QUEST");
 	else
 		if ( QuestFrame.autoQuest ) then
 			AcknowledgeAutoAcceptQuest();
 		else
 			AcceptQuest();
 		end
 	end
 end
 
 function QuestDetailDeclineButton_OnClick()
 	HideUIPanel(QuestFrame);
 	PlaySound("igQuestCancel");
 end
 
 function QuestFrame_SetMaterial(frame, material)
 	if ( material == "Parchment" ) then
 		_G[frame:GetName().."MaterialTopLeft"]:Hide();
 		_G[frame:GetName().."MaterialTopRight"]:Hide();
 		_G[frame:GetName().."MaterialBotLeft"]:Hide();
 		_G[frame:GetName().."MaterialBotRight"]:Hide();
 	else
 		_G[frame:GetName().."MaterialTopLeft"]:Show();
 		_G[frame:GetName().."MaterialTopRight"]:Show();
 		_G[frame:GetName().."MaterialBotLeft"]:Show();
 		_G[frame:GetName().."MaterialBotRight"]:Show();
 		_G[frame:GetName().."MaterialTopLeft"]:SetTexture("Interface\\ItemTextFrame\\ItemText-"..material.."-TopLeft");
 		_G[frame:GetName().."MaterialTopRight"]:SetTexture("Interface\\ItemTextFrame\\ItemText-"..material.."-TopRight");
 		_G[frame:GetName().."MaterialBotLeft"]:SetTexture("Interface\\ItemTextFrame\\ItemText-"..material.."-BotLeft");
 		_G[frame:GetName().."MaterialBotRight"]:SetTexture("Interface\\ItemTextFrame\\ItemText-"..material.."-BotRight");
 	end
 end
 
 function QuestFrame_GetMaterial()
 	local material = GetQuestBackgroundMaterial();
 	if ( not material ) then
 		material = "Parchment";
 	end
 	return material;
 end
 
 function QuestFrame_SetTitleTextColor(fontString, material)
 	local temp, materialTitleTextColor = GetMaterialTextColors(material);
 	fontString:SetTextColor(materialTitleTextColor[1], materialTitleTextColor[2], materialTitleTextColor[3]);
 end
 
 function QuestFrame_SetTextColor(fontString, material)
 	local materialTextColor = GetMaterialTextColors(material);
 	fontString:SetTextColor(materialTextColor[1], materialTextColor[2], materialTextColor[3]);
 end 
\ No newline at end of file