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Spell Flashing Functions Overview

The document outlines various functions in the SpellFlashCore library for flashing spells, items, forms, pets, vehicles, and totems in a gaming interface. Each function includes a detailed description of its arguments, such as spell or item names, colors, sizes, brightness, and other visual effects. Additionally, it provides methods for checking if spells or items are flashable, retrieving localized names, and managing debug events.

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0% found this document useful (0 votes)
7 views9 pages

Spell Flashing Functions Overview

The document outlines various functions in the SpellFlashCore library for flashing spells, items, forms, pets, vehicles, and totems in a gaming interface. Each function includes a detailed description of its arguments, such as spell or item names, colors, sizes, brightness, and other visual effects. Additionally, it provides methods for checking if spells or items are flashable, retrieving localized names, and managing debug events.

Uploaded by

Weezy
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd

=== ** SpellFlashCore.

FlashAction

This is used to flash an action bar spell.

<<code lua>>[Link](SpellName, color, size, brightness, blink,


NoMacros, texture, fixedSize, fixedBrightness)<</code>>

===== ** Arguments:

; ** SpellName
: (string or number or table) Spell name or global spell id number or
table of global spell id numbers.
; ** color
: (string or table or nil) Will accept color tables {r=1.0, g=1.0, b=1.0}
or a string with the name of a color that has already been defined. May be nil for
"White".
; ** size
: (number or nil) Percent for the flash size or nil for default.
; ** brightness
: (number or nil) Percent for the flash brightness or nil for default.
; ** blink
: (boolean) If true will make the action button fade in and out.
; ** NoMacros
: (boolean) If true will skip checking for macros.
; ** texture
: (string or number or nil) Path to texture (like: "Interface\\Cooldown\\
starburst") or FileDataID (like: 131009) or AtlasID (like: "AftLevelup-
WhiteStarBurst") or nil for default. Default: "Interface\\Cooldown\\star4"
; ** fixedSize
: (boolean or nil) If true will stop pulse animation. Default: false
; ** fixedBrightness
: (boolean or nil) If true will stop flicker animation. Default: false

\\
----
\\

=== ** [Link]

This is used to flash an action bar item.

<<code lua>>[Link](ItemName, color, size, brightness, blink,


NoMacros, texture, fixedSize, fixedBrightness)<</code>>

===== ** Arguments:

; ** ItemName
: (string or number or table) Item name or item id number or table of
item id numbers.
; ** color
: (string or table or nil) Will accept color tables {r=1.0, g=1.0, b=1.0}
or a string with the name of a color that has already been defined. May be nil for
"White".
; ** size
: (number or nil) Percent for the flash size or nil for default.
; ** brightness
: (number or nil) Percent for the flash brightness or nil for default.
; ** blink
: (boolean) If true will make the action button fade in and out.
; ** NoMacros
: (boolean) If true will skip checking for macros.
; ** texture
: (string or number or nil) Path to texture (like: "Interface\\Cooldown\\
starburst") or FileDataID (like: 131009) or AtlasID (like: "AftLevelup-
WhiteStarBurst") or nil for default. Default: "Interface\\Cooldown\\star4"
; ** fixedSize
: (boolean or nil) If true will stop pulse animation. Default: false
; ** fixedBrightness
: (boolean or nil) If true will stop flicker animation. Default: false

\\
----
\\

=== ** [Link]

This is used to flash a stance, form, presence, aura or aspect bar spell.

<<code lua>>[Link](SpellName, color, size, brightness, blink,


texture, fixedSize, fixedBrightness)<</code>>

===== ** Arguments:

; ** SpellName
: (string or number or table) Localized name or global id number of the
spell or table of global id numbers.
; ** color
: (string or table or nil) Will accept color tables {r=1.0, g=1.0, b=1.0}
or a string with the name of a color that has already been defined. May be nil for
"White".
; ** size
: (number or nil) Percent for the flash size or nil for default.
; ** brightness
: (number or nil) Percent for the flash brightness or nil for default.
; ** blink
: (boolean) If true will make the action button fade in and out.
; ** texture
: (string or number or nil) Path to texture (like: "Interface\\Cooldown\\
starburst") or FileDataID (like: 131009) or AtlasID (like: "AftLevelup-
WhiteStarBurst") or nil for default. Default: "Interface\\Cooldown\\star4"
; ** fixedSize
: (boolean or nil) If true will stop pulse animation. Default: false
; ** fixedBrightness
: (boolean or nil) If true will stop flicker animation. Default: false

\\
----
\\

=== ** [Link]

This is used to flash a pet bar spell.

<<code lua>>[Link](SpellName, color, size, brightness, blink,


texture, fixedSize, fixedBrightness)<</code>>
===== ** Arguments:

; ** SpellName
: (string or number or table) Localized name or global id number of the
spell or table of global id numbers.
; ** color
: (string or table or nil) Will accept color tables {r=1.0, g=1.0, b=1.0}
or a string with the name of a color that has already been defined. May be nil for
"White".
; ** size
: (number or nil) Percent for the flash size or nil for default.
; ** brightness
: (number or nil) Percent for the flash brightness or nil for default.
; ** blink
: (boolean) If true will make the action button fade in and out.
; ** texture
: (string or number or nil) Path to texture (like: "Interface\\Cooldown\\
starburst") or FileDataID (like: 131009) or AtlasID (like: "AftLevelup-
WhiteStarBurst") or nil for default. Default: "Interface\\Cooldown\\star4"
; ** fixedSize
: (boolean or nil) If true will stop pulse animation. Default: false
; ** fixedBrightness
: (boolean or nil) If true will stop flicker animation. Default: false

\\
----
\\

=== ** [Link]

This is used to flash a vehicle bar spell.

<<code lua>>[Link](SpellName, color, size, brightness, blink,


texture, fixedSize, fixedBrightness)<</code>>

===== ** Arguments:

; ** SpellName
: (string or number or table) Localized name or global id number of the
spell or table of global id numbers.
; ** color
: (string or table or nil) Will accept color tables {r=1.0, g=1.0, b=1.0}
or a string with the name of a color that has already been defined. May be nil for
"White".
; ** size
: (number or nil) Percent for the flash size or nil for default.
; ** brightness
: (number or nil) Percent for the flash brightness or nil for default.
; ** blink
: (boolean) If true will make the action button fade in and out.
; ** texture
: (string or number or nil) Path to texture (like: "Interface\\Cooldown\\
starburst") or FileDataID (like: 131009) or AtlasID (like: "AftLevelup-
WhiteStarBurst") or nil for default. Default: "Interface\\Cooldown\\star4"
; ** fixedSize
: (boolean or nil) If true will stop pulse animation. Default: false
; ** fixedBrightness
: (boolean or nil) If true will stop flicker animation. Default: false
\\
----
\\

=== ** [Link]

This is used to flash the multiple totem call button.

<<code lua>>[Link](color, size, brightness, blink, texture,


fixedSize, fixedBrightness)<</code>>

===== ** Arguments:

; ** color
: (string or table or nil) Will accept color tables {r=1.0, g=1.0, b=1.0}
or a string with the name of a color that has already been defined. May be nil for
"White".
; ** size
: (number or nil) Percent for the flash size or nil for default.
; ** brightness
: (number or nil) Percent for the flash brightness or nil for default.
; ** blink
: (boolean) If true will make the action button fade in and out.
; ** texture
: (string or number or nil) Path to texture (like: "Interface\\Cooldown\\
starburst") or FileDataID (like: 131009) or AtlasID (like: "AftLevelup-
WhiteStarBurst") or nil for default. Default: "Interface\\Cooldown\\star4"
; ** fixedSize
: (boolean or nil) If true will stop pulse animation. Default: false
; ** fixedBrightness
: (boolean or nil) If true will stop flicker animation. Default: false

\\
----
\\

=== ** [Link]

This is used to flash the multiple totem recall button.

<<code lua>>[Link](color, size, brightness, blink,


texture, fixedSize, fixedBrightness)<</code>>

===== ** Arguments:

; ** color
: (string or table or nil) Will accept color tables {r=1.0, g=1.0, b=1.0}
or a string with the name of a color that has already been defined. May be nil for
"White".
; ** size
: (number or nil) Percent for the flash size or nil for default.
; ** brightness
: (number or nil) Percent for the flash brightness or nil for default.
; ** blink
: (boolean) If true will make the action button fade in and out.
; ** texture
: (string or number or nil) Path to texture (like: "Interface\\Cooldown\\
starburst") or FileDataID (like: 131009) or AtlasID (like: "AftLevelup-
WhiteStarBurst") or nil for default. Default: "Interface\\Cooldown\\star4"
; ** fixedSize
: (boolean or nil) If true will stop pulse animation. Default: false
; ** fixedBrightness
: (boolean or nil) If true will stop flicker animation. Default: false

\\
----
\\

=== ** [Link]

This is used to flash a frame.

<<code lua>>[Link](frame, color, size, brightness, blink,


texture, fixedSize, fixedBrightness)<</code>>

===== ** Arguments:

; ** frame
: (variable) The variable assigned to a frame that you want to be
flashed.
; ** color
: (string or table or nil) Will accept color tables {r=1.0, g=1.0, b=1.0}
or a string with the name of a color that has already been defined. May be nil for
"White".
; ** size
: (number or nil) Percent for the flash size or nil for default.
; ** brightness
: (number or nil) Percent for the flash brightness or nil for default.
; ** blink
: (boolean) If true will make the action button fade in and out.
; ** texture
: (string or number or nil) Path to texture (like: "Interface\\Cooldown\\
starburst") or FileDataID (like: 131009) or AtlasID (like: "AftLevelup-
WhiteStarBurst") or nil for default. Default: "Interface\\Cooldown\\star4"
; ** fixedSize
: (boolean or nil) If true will stop pulse animation. Default: false
; ** fixedBrightness
: (boolean or nil) If true will stop flicker animation. Default: false

\\
----
\\

=== ** [Link]

Determines if a specified spell is able to be found on the action bars to be


flashed.

<<code lua>>found = [Link](SpellName, NoMacros)<</code>>

===== ** Arguments:

; ** SpellName
: (string or number or table) Spell name or global spell id number or
table of global spell id numbers.
; ** NoMacros
: (boolean) If true will skip checking for macros.
===== ** Returns:

; ** found
: (boolean) True if a specified spell is able to be found on the action
bars to be flashed.

\\
----
\\

=== ** [Link]

Determines if a specified item is able to be found on the action bars to be


flashed.

<<code lua>>found = [Link](ItemName, NoMacros)<</code>>

===== ** Arguments:

; ** ItemName
: (string or number or table) Item name or item id number or table of
item id numbers.
; ** NoMacros
: (boolean) If true will skip checking for macros.

===== ** Returns:

; ** found
: (boolean) True if a specified item is able to be found on the action
bars to be flashed.

\\
----
\\

=== ** [Link]

This returns the localized spell name.

<<code lua>>name = [Link](SpellID, NoSubName)<</code>>

===== ** Arguments:

; ** SpellID
: (number) Global spell ID number.
; ** NoSubName
: (boolean) If true will not return the spell name with the sub name
attached.

===== ** Returns:

; ** name
: (string) Localized spell name.

\\
----
\\
=== ** [Link]

This returns the localized item name.

<<code lua>>name = [Link](ItemID)<</code>>

===== ** Arguments:

; ** ItemID
: (number) Global item ID number.

===== ** Returns:

; ** name
: (string) Localized item name.

\\
----
\\

=== ** [Link]

This replaces text with new text in a string.

<<code lua>>REPLACED_STRING = [Link](STRING, FIND, REPLACE, FIND,


REPLACE, ...)<</code>>

===== ** Arguments:

; ** STRING
: (string) The original string.
; ** FIND
: (string or number) The search text.
; ** REPLACE
: (string or number or nil) The replacement text.

===== ** Returns:

; ** REPLACED_STRING
: (string) The replaced string.

\\
----
\\

=== ** [Link]

A simple function that will copy a table.

<<code lua>>CopiedTable = [Link](Table)<</code>>

===== ** Arguments:

; ** Table
: (table) The original table.

===== ** Returns:

; ** CopiedTable
: (table) The copied table.

\\
----
\\

=== ** [Link]

This will register an event for debugging purposes.

Debug slash command: ** /spellflashcore debug

Debug event slash command: ** /spellflashcore register EVENT_NAME

<<code lua>>[Link](event)<</code>>

===== ** Arguments:

; ** event
: (string) Event name to register.

\\
----
\\

=== ** [Link]

This will unregister an event for debugging purposes.

Debug slash command: ** /spellflashcore debug

Debug event slash command: ** /spellflashcore unregister EVENT_NAME

<<code lua>>[Link](event)<</code>>

===== ** Arguments:

; ** event
: (string) Event name to unregister.

\\
----
\\

=== ** [Link]

This will register all events for debugging purposes.

Debug slash command: ** /spellflashcore debug

Debug event slash command: ** /spellflashcore register all

<<code lua>>[Link]()<</code>>

\\
----
\\

=== ** [Link]
This will unregister all events for debugging purposes.

Debug slash command: ** /spellflashcore debug

Debug event slash command: ** /spellflashcore unregister all

<<code lua>>[Link]()<</code>>

\\
----
\\

=== ** [Link]

This will dump the value of msg to the default chat window if debug mode has been
enabled.

Debug slash command: ** /spellflashcore debug

<<code lua>>[Link](...)<</code>>

===== ** Arguments:

; ** ...
: (string or number or nil) String, number or array of strings and
numbers that will be sent to the default chat window.

\\
----
\\

=== ** [Link]

Use this to embed BigLibTimer into your addon. Use either the argument or the
return value but not both, because that would be the same as just using the
argument.\\
BigLibTimer API: ** [Link]

<<code lua>>handler = [Link](handler)<</code>>

===== ** Arguments:

; ** handler
: (frame or table or nil) Table or frame to have the BigLibTimer
functions saved to.

===== ** Returns:

; ** handler
: (table) Table with the BigLibTimer functions saved to it.

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