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468 lines
14 KiB
468 lines
14 KiB
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3 years ago
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=== ** SpellFlashCore.FlashAction
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This is used to flash an action bar spell.
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<<code lua>>SpellFlashCore.FlashAction(SpellName, color, size, brightness, blink, NoMacros, texture, fixedSize, fixedBrightness)<</code>>
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===== ** Arguments:
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; ** SpellName
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: (string or number or table) Spell name or global spell id number or table of global spell id numbers.
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; ** color
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: (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".
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; ** size
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: (number or nil) Percent for the flash size or nil for default.
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; ** brightness
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: (number or nil) Percent for the flash brightness or nil for default.
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; ** blink
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: (boolean) If true will make the action button fade in and out.
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; ** NoMacros
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: (boolean) If true will skip checking for macros.
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; ** texture
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: (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"
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; ** fixedSize
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: (boolean or nil) If true will stop pulse animation. Default: false
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; ** fixedBrightness
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: (boolean or nil) If true will stop flicker animation. Default: false
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\\
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----
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\\
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=== ** SpellFlashCore.FlashItem
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This is used to flash an action bar item.
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<<code lua>>SpellFlashCore.FlashItem(ItemName, color, size, brightness, blink, NoMacros, texture, fixedSize, fixedBrightness)<</code>>
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===== ** Arguments:
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; ** ItemName
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: (string or number or table) Item name or item id number or table of item id numbers.
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; ** color
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: (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".
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; ** size
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: (number or nil) Percent for the flash size or nil for default.
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; ** brightness
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: (number or nil) Percent for the flash brightness or nil for default.
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; ** blink
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: (boolean) If true will make the action button fade in and out.
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; ** NoMacros
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: (boolean) If true will skip checking for macros.
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; ** texture
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: (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"
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; ** fixedSize
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: (boolean or nil) If true will stop pulse animation. Default: false
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; ** fixedBrightness
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: (boolean or nil) If true will stop flicker animation. Default: false
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\\
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----
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\\
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=== ** SpellFlashCore.FlashForm
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This is used to flash a stance, form, presence, aura or aspect bar spell.
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<<code lua>>SpellFlashCore.FlashForm(SpellName, color, size, brightness, blink, texture, fixedSize, fixedBrightness)<</code>>
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===== ** Arguments:
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; ** SpellName
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: (string or number or table) Localized name or global id number of the spell or table of global id numbers.
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; ** color
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: (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".
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; ** size
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: (number or nil) Percent for the flash size or nil for default.
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; ** brightness
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: (number or nil) Percent for the flash brightness or nil for default.
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; ** blink
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: (boolean) If true will make the action button fade in and out.
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; ** texture
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: (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"
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; ** fixedSize
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: (boolean or nil) If true will stop pulse animation. Default: false
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; ** fixedBrightness
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: (boolean or nil) If true will stop flicker animation. Default: false
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\\
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----
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\\
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=== ** SpellFlashCore.FlashPet
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This is used to flash a pet bar spell.
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<<code lua>>SpellFlashCore.FlashPet(SpellName, color, size, brightness, blink, texture, fixedSize, fixedBrightness)<</code>>
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===== ** Arguments:
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; ** SpellName
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: (string or number or table) Localized name or global id number of the spell or table of global id numbers.
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; ** color
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: (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".
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; ** size
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: (number or nil) Percent for the flash size or nil for default.
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; ** brightness
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: (number or nil) Percent for the flash brightness or nil for default.
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; ** blink
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: (boolean) If true will make the action button fade in and out.
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; ** texture
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: (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"
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; ** fixedSize
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: (boolean or nil) If true will stop pulse animation. Default: false
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; ** fixedBrightness
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: (boolean or nil) If true will stop flicker animation. Default: false
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\\
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----
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\\
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=== ** SpellFlashCore.FlashVehicle
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This is used to flash a vehicle bar spell.
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<<code lua>>SpellFlashCore.FlashVehicle(SpellName, color, size, brightness, blink, texture, fixedSize, fixedBrightness)<</code>>
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===== ** Arguments:
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; ** SpellName
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: (string or number or table) Localized name or global id number of the spell or table of global id numbers.
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; ** color
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: (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".
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; ** size
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: (number or nil) Percent for the flash size or nil for default.
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; ** brightness
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: (number or nil) Percent for the flash brightness or nil for default.
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; ** blink
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: (boolean) If true will make the action button fade in and out.
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; ** texture
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: (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"
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; ** fixedSize
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: (boolean or nil) If true will stop pulse animation. Default: false
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; ** fixedBrightness
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: (boolean or nil) If true will stop flicker animation. Default: false
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\\
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----
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\\
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=== ** SpellFlashCore.FlashTotemCall
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This is used to flash the multiple totem call button.
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<<code lua>>SpellFlashCore.FlashTotemCall(color, size, brightness, blink, texture, fixedSize, fixedBrightness)<</code>>
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===== ** Arguments:
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; ** color
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: (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".
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; ** size
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: (number or nil) Percent for the flash size or nil for default.
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; ** brightness
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: (number or nil) Percent for the flash brightness or nil for default.
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; ** blink
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: (boolean) If true will make the action button fade in and out.
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; ** texture
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: (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"
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; ** fixedSize
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: (boolean or nil) If true will stop pulse animation. Default: false
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; ** fixedBrightness
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: (boolean or nil) If true will stop flicker animation. Default: false
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\\
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----
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\\
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=== ** SpellFlashCore.FlashTotemRecall
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This is used to flash the multiple totem recall button.
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<<code lua>>SpellFlashCore.FlashTotemRecall(color, size, brightness, blink, texture, fixedSize, fixedBrightness)<</code>>
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===== ** Arguments:
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; ** color
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: (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".
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; ** size
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: (number or nil) Percent for the flash size or nil for default.
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; ** brightness
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: (number or nil) Percent for the flash brightness or nil for default.
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; ** blink
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: (boolean) If true will make the action button fade in and out.
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; ** texture
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: (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"
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; ** fixedSize
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: (boolean or nil) If true will stop pulse animation. Default: false
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; ** fixedBrightness
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: (boolean or nil) If true will stop flicker animation. Default: false
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\\
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----
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\\
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=== ** SpellFlashCore.FlashFrame
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This is used to flash a frame.
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<<code lua>>SpellFlashCore.FlashFrame(frame, color, size, brightness, blink, texture, fixedSize, fixedBrightness)<</code>>
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===== ** Arguments:
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; ** frame
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: (variable) The variable assigned to a frame that you want to be flashed.
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; ** color
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: (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".
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; ** size
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: (number or nil) Percent for the flash size or nil for default.
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; ** brightness
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: (number or nil) Percent for the flash brightness or nil for default.
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; ** blink
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: (boolean) If true will make the action button fade in and out.
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; ** texture
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: (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"
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; ** fixedSize
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: (boolean or nil) If true will stop pulse animation. Default: false
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; ** fixedBrightness
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: (boolean or nil) If true will stop flicker animation. Default: false
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\\
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----
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\\
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=== ** SpellFlashCore.Flashable
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Determines if a specified spell is able to be found on the action bars to be flashed.
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<<code lua>>found = SpellFlashCore.Flashable(SpellName, NoMacros)<</code>>
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===== ** Arguments:
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; ** SpellName
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: (string or number or table) Spell name or global spell id number or table of global spell id numbers.
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; ** NoMacros
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: (boolean) If true will skip checking for macros.
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===== ** Returns:
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; ** found
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: (boolean) True if a specified spell is able to be found on the action bars to be flashed.
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\\
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----
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\\
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=== ** SpellFlashCore.ItemFlashable
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Determines if a specified item is able to be found on the action bars to be flashed.
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<<code lua>>found = SpellFlashCore.ItemFlashable(ItemName, NoMacros)<</code>>
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===== ** Arguments:
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; ** ItemName
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: (string or number or table) Item name or item id number or table of item id numbers.
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; ** NoMacros
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: (boolean) If true will skip checking for macros.
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===== ** Returns:
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; ** found
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: (boolean) True if a specified item is able to be found on the action bars to be flashed.
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\\
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----
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\\
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=== ** SpellFlashCore.SpellName
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This returns the localized spell name.
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<<code lua>>name = SpellFlashCore.SpellName(SpellID, NoSubName)<</code>>
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===== ** Arguments:
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; ** SpellID
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: (number) Global spell ID number.
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; ** NoSubName
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: (boolean) If true will not return the spell name with the sub name attached.
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===== ** Returns:
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; ** name
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: (string) Localized spell name.
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\\
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----
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\\
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=== ** SpellFlashCore.ItemName
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This returns the localized item name.
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<<code lua>>name = SpellFlashCore.ItemName(ItemID)<</code>>
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===== ** Arguments:
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; ** ItemID
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: (number) Global item ID number.
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===== ** Returns:
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; ** name
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: (string) Localized item name.
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\\
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----
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\\
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=== ** SpellFlashCore.Replace
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This replaces text with new text in a string.
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<<code lua>>REPLACED_STRING = SpellFlashCore.Replace(STRING, FIND, REPLACE, FIND, REPLACE, ...)<</code>>
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===== ** Arguments:
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; ** STRING
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: (string) The original string.
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; ** FIND
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: (string or number) The search text.
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; ** REPLACE
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: (string or number or nil) The replacement text.
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===== ** Returns:
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; ** REPLACED_STRING
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: (string) The replaced string.
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\\
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----
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\\
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=== ** SpellFlashCore.CopyTable
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A simple function that will copy a table.
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<<code lua>>CopiedTable = SpellFlashCore.CopyTable(Table)<</code>>
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===== ** Arguments:
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; ** Table
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: (table) The original table.
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===== ** Returns:
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; ** CopiedTable
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: (table) The copied table.
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\\
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----
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\\
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=== ** SpellFlashCore.RegisterDebugEvent
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This will register an event for debugging purposes.
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Debug slash command: ** /spellflashcore debug
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Debug event slash command: ** /spellflashcore register EVENT_NAME
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<<code lua>>SpellFlashCore.RegisterDebugEvent(event)<</code>>
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===== ** Arguments:
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; ** event
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: (string) Event name to register.
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\\
|
||
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|
----
|
||
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|
\\
|
||
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||
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|
=== ** SpellFlashCore.UnregisterDebugEvent
|
||
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|
This will unregister an event for debugging purposes.
|
||
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Debug slash command: ** /spellflashcore debug
|
||
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|
||
|
|
Debug event slash command: ** /spellflashcore unregister EVENT_NAME
|
||
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|
|
<<code lua>>SpellFlashCore.UnregisterDebugEvent(event)<</code>>
|
||
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|
||
|
|
===== ** Arguments:
|
||
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|
||
|
|
; ** event
|
||
|
|
: (string) Event name to unregister.
|
||
|
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|
||
|
|
\\
|
||
|
|
----
|
||
|
|
\\
|
||
|
|
|
||
|
|
=== ** SpellFlashCore.RegisterAllDebugEvents
|
||
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|
||
|
|
This will register all events for debugging purposes.
|
||
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|
|
||
|
|
Debug slash command: ** /spellflashcore debug
|
||
|
|
|
||
|
|
Debug event slash command: ** /spellflashcore register all
|
||
|
|
|
||
|
|
<<code lua>>SpellFlashCore.RegisterAllDebugEvents()<</code>>
|
||
|
|
|
||
|
|
\\
|
||
|
|
----
|
||
|
|
\\
|
||
|
|
|
||
|
|
=== ** SpellFlashCore.UnregisterAllDebugEvents
|
||
|
|
|
||
|
|
This will unregister all events for debugging purposes.
|
||
|
|
|
||
|
|
Debug slash command: ** /spellflashcore debug
|
||
|
|
|
||
|
|
Debug event slash command: ** /spellflashcore unregister all
|
||
|
|
|
||
|
|
<<code lua>>SpellFlashCore.UnregisterAllDebugEvents()<</code>>
|
||
|
|
|
||
|
|
\\
|
||
|
|
----
|
||
|
|
\\
|
||
|
|
|
||
|
|
=== ** SpellFlashCore.debug
|
||
|
|
|
||
|
|
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>>SpellFlashCore.debug(...)<</code>>
|
||
|
|
|
||
|
|
===== ** Arguments:
|
||
|
|
|
||
|
|
; ** ...
|
||
|
|
: (string or number or nil) String, number or array of strings and numbers that will be sent to the default chat window.
|
||
|
|
|
||
|
|
\\
|
||
|
|
----
|
||
|
|
\\
|
||
|
|
|
||
|
|
=== ** SpellFlashCore.RegisterBigLibTimer
|
||
|
|
|
||
|
|
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: ** http://wow.curseforge.com/addons/biglibtimer/pages/api/
|
||
|
|
|
||
|
|
<<code lua>>handler = SpellFlashCore.RegisterBigLibTimer(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.
|
||
|
|
|
||
|
|
|
||
|
|
|