It can't be done. Simple as that. A query to a database is sent behind the scenes, and whenever you enter or leave a battlefield, this query comes back with results scattered. To further make this troublesome there is no :GetText(); method for the frames that hold the information. Thus you can visibly see which button to click, but in code, its near impossible to distinguish. To further the issue this isn't possible given the execution context we have. Somethings can only be done through a user click, and clicking of the actual frame is one of them. You may be able to macro a few things, but an entire looped addon isn't possible. An automated process could be established, if we could have acess to the results the query returned, and through third party software, but we dont' and that's illegal, respectively. So there are too many obstacles in the way. Battlefields were coded back in chapter 1. They are designed, thoroughly by the original team. The original team was very thorough in their security, for most things at least.
This post has been edited 1 times, last edit by "ftwoplay" (Nov 12th 2015, 2:49pm)