--[[ BuffTrigger.lua This used to contains the "aura" trigger for buffs and debuffs. Nowadays all functions do essentially nothing ]]-- if not WeakAuras.IsCorrectVersion() then return end local AddonName, Private = ... local L = WeakAuras.L local BuffTrigger = {} function BuffTrigger.UnloadAll() end function BuffTrigger.LoadDisplays(toLoad) end function BuffTrigger.UnloadDisplays(toUnload) end function BuffTrigger.FinishLoadUnload() end function BuffTrigger.Delete(id) end function BuffTrigger.Rename(oldid, newid) end function BuffTrigger.Add(data) end function BuffTrigger.CanHaveDuration(data, triggernum) return false end function BuffTrigger.GetOverlayInfo(data, triggernum) return {} end function BuffTrigger.CanHaveAuto(data, triggernum) return false end function BuffTrigger.CanHaveClones(data, triggernum) return false end function BuffTrigger.CanHaveTooltip(data, triggernum) end function BuffTrigger.SetToolTip(trigger, state) end function BuffTrigger.GetNameAndIcon(data, triggernum) end function BuffTrigger.GetAdditionalProperties(data, triggernum) return "" end function BuffTrigger.GetTriggerConditions(data, triggernum) return {} end function BuffTrigger.CreateFallbackState(data, triggernum, state) state.show = true; state.changed = true; state.progressType = "timed"; state.duration = 0; state.expirationTime = math.huge; end function BuffTrigger.GetName(triggerType) if (triggerType == "aura") then return L["Legacy Aura (disabled)"]; end end function BuffTrigger.GetTriggerDescription(data, triggernum, namestable) tinsert(namestable, {L["Legacy Aura (disabled):"], L[""]}); end function BuffTrigger.CreateFakeStates(id, triggernum) local allStates = WeakAuras.GetTriggerStateForTrigger(id, triggernum); local data = WeakAuras.GetData(id) local state = {} BuffTrigger.CreateFallbackState(data, triggernum, state) allStates[""] = state end WeakAuras.RegisterTriggerSystem({"aura"}, BuffTrigger);