AQ_BuffBot_SetupBuffAddOn_List[AQ_BUFFBOT_ADDON_BUFFBOT] = { detectionName = "BuffBot_JustBuff"; buffFuncName = "BuffBot_JustBuff"; cureFuncName = "BuffBot_JustCure"; -- will check if our current class can buff -- the function gets the current class as an argument checkClassAbleToBuffFunc = "AQ_BuffBot_BuffBotAddOn_CanClassBuff"; -- optional, defaults to buffFuncName if not present -- but allows for different functions to be used if selfbuffing is handled differently selfBuffFuncName = "BuffBot_JustBuff"; -- optional, defaults to cureFuncName if not present selfCureFuncName = "BuffBot_JustCure"; -- overrides defaults selfBuff = { arg = { "player" }; canIgnoreFriendlyTarget = false; }; selfCure = { arg = { "player" }; canIgnoreFriendlyTarget = false; }; }; function AQ_BuffBot_BuffBotAddOn_CanClassBuff(class) -- code to detect and disable itself if no buffs exist for our current class if ( BuffBot_Data ) and ( BuffBot_Data.spell_predata ) then if ( not BuffBot_Data.spell_predata[class] ) then return false; end end return true; end -- Patch for BBs lousy RangeToUnit function -- if not present will default to applyOncePerPartyMember if ( RangeToUnit ) then Old_RangeToUnit = RangeToUnit; RangeToUnit = ActionQueue_RangeToUnit; else if ( not AQ_BuffBot_SetupBuffAddOn_List[AQ_BUFFBOT_ADDON_BUFFBOT].links ) then AQ_BuffBot_SetupBuffAddOn_List[AQ_BUFFBOT_ADDON_BUFFBOT].links = {}; end if ( not AQ_BuffBot_SetupBuffAddOn_List[AQ_BUFFBOT_ADDON_BUFFBOT].links[1] ) then AQ_BuffBot_SetupBuffAddOn_List[AQ_BUFFBOT_ADDON_BUFFBOT].links[1] = {}; end if ( not AQ_BuffBot_SetupBuffAddOn_List[AQ_BUFFBOT_ADDON_BUFFBOT].links[2] ) then AQ_BuffBot_SetupBuffAddOn_List[AQ_BUFFBOT_ADDON_BUFFBOT].links[2] = {}; end AQ_BuffBot_SetupBuffAddOn_List[AQ_BUFFBOT_ADDON_BUFFBOT].links[1].applyOncePerPartyMember = true; AQ_BuffBot_SetupBuffAddOn_List[AQ_BUFFBOT_ADDON_BUFFBOT].links[2].applyOncePerPartyMember = true; end