--[[ BuffTrigger.lua This used to contains the "aura" trigger for buffs and debuffs. Nowadays all functions do essentially nothing ]]-- if not WeakAuras.IsCorrectVersion() or not WeakAuras.IsLibsOK() 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) if data.triggers then local hasLegacyAuraTrigger = false for index, t in ipairs(data.triggers) do if t.trigger.type == "aura" then hasLegacyAuraTrigger = true break end end if hasLegacyAuraTrigger then Private.AuraWarnings.UpdateWarning(data.uid, "legacy", "warning", L["This aura has legacy aura trigger(s), which are no longer supported."]) else Private.AuraWarnings.UpdateWarning(data.uid, "legacy") end end end function BuffTrigger.CanHaveDuration(data, triggernum) return false end function BuffTrigger.GetOverlayInfo(data, triggernum) return {} 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);