local E, L, V, P, G = unpack(ElvUI); local S = E:GetModule("Skins") local G = E:GetModule("SLE_Garrison") local buildID = { [8] = "War", [9] = "War", [10] = "War", [111] = "Trade", [144] = "Trade", [145] = "Trade", [205] = "Ship", } function G:SHIPMENT_CRAFTER_INFO(event, success, _, maxShipments, plotID) if not GarrisonCapacitiveDisplayFrame then return end --Just in case local n = GarrisonCapacitiveDisplayFrame.available or 0 if G.clicked or n == 0 or not E.db.sle.garrison.autoOrder then return end G.clicked = true local ID = C_Garrison.GetOwnedBuildingInfo(plotID) local nope = buildID[ID] if nope then if E.db.sle.garrison['auto'..nope] then GarrisonCapacitiveDisplayFrame.CreateAllWorkOrdersButton:Click() end else GarrisonCapacitiveDisplayFrame.CreateAllWorkOrdersButton:Click() end end function G:SHIPMENT_CRAFTER_CLOSED() G.clicked = false end function G:Initialize() G.clicked = false self:RegisterEvent("SHIPMENT_CRAFTER_INFO"); self:RegisterEvent("SHIPMENT_CRAFTER_CLOSED"); end