this:SetFrameLevel(this:GetFrameLevel() - 1) this:RegisterEvent("UPDATE_INVENTORY_ALERTS") this:RegisterEvent("PLAYER_ENTERING_WORLD") DurabilityFrame_SetAlerts() -- benilla re-manages the HUD right-stack on every alert recompute. The ref keeps -- the durability seat (and the quest tracker stacked under it) fresh because it -- fires UIParent_ManageFramePositions from dozens of OnShow/OnHide sites; benilla -- fires it from only a handful, so a showSeparate glyph that arrives AFTER the -- frame is already shown — equipment streams in per-slot at login, the weapon -- often breaking before the shield's slot lands — would otherwise leave -- durabilityOffset stale and hang the shield off the screen's right edge -- (director-caught). SetAlerts's own Show()/Hide() only re-manages on a -- shown-state transition, which a mere glyph-set change is not. UIParent_ManageFramePositions() UIParent_ManageFramePositions() UIParent_ManageFramePositions()