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=== ** SpellFlashCore.FlashAction
This is used to flash an action bar spell.
<<code lua>>SpellFlashCore.FlashAction(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
\\
----
\\
=== ** SpellFlashCore.FlashItem
This is used to flash an action bar item.
<<code lua>>SpellFlashCore.FlashItem(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
\\
----
\\
=== ** SpellFlashCore.FlashForm
This is used to flash a stance, form, presence, aura or aspect bar spell.
<<code lua>>SpellFlashCore.FlashForm(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
\\
----
\\
=== ** SpellFlashCore.FlashPet
This is used to flash a pet bar spell.
<<code lua>>SpellFlashCore.FlashPet(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
\\
----
\\
=== ** SpellFlashCore.FlashVehicle
This is used to flash a vehicle bar spell.
<<code lua>>SpellFlashCore.FlashVehicle(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
\\
----
\\
=== ** SpellFlashCore.FlashTotemCall
This is used to flash the multiple totem call button.
<<code lua>>SpellFlashCore.FlashTotemCall(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
\\
----
\\
=== ** SpellFlashCore.FlashTotemRecall
This is used to flash the multiple totem recall button.
<<code lua>>SpellFlashCore.FlashTotemRecall(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
\\
----
\\
=== ** SpellFlashCore.FlashFrame
This is used to flash a frame.
<<code lua>>SpellFlashCore.FlashFrame(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
\\
----
\\
=== ** SpellFlashCore.Flashable
Determines if a specified spell is able to be found on the action bars to be flashed.
<<code lua>>found = SpellFlashCore.Flashable(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.
\\
----
\\
=== ** SpellFlashCore.ItemFlashable
Determines if a specified item is able to be found on the action bars to be flashed.
<<code lua>>found = SpellFlashCore.ItemFlashable(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.
\\
----
\\
=== ** SpellFlashCore.SpellName
This returns the localized spell name.
<<code lua>>name = SpellFlashCore.SpellName(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.
\\
----
\\
=== ** SpellFlashCore.ItemName
This returns the localized item name.
<<code lua>>name = SpellFlashCore.ItemName(ItemID)<</code>>
===== ** Arguments:
; ** ItemID
: (number) Global item ID number.
===== ** Returns:
; ** name
: (string) Localized item name.
\\
----
\\
=== ** SpellFlashCore.Replace
This replaces text with new text in a string.
<<code lua>>REPLACED_STRING = SpellFlashCore.Replace(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.
\\
----
\\
=== ** SpellFlashCore.CopyTable
A simple function that will copy a table.
<<code lua>>CopiedTable = SpellFlashCore.CopyTable(Table)<</code>>
===== ** Arguments:
; ** Table
: (table) The original table.
===== ** Returns:
; ** CopiedTable
: (table) The copied table.
\\
----
\\
=== ** SpellFlashCore.RegisterDebugEvent
This will register an event for debugging purposes.
Debug slash command: ** /spellflashcore debug
Debug event slash command: ** /spellflashcore register EVENT_NAME
<<code lua>>SpellFlashCore.RegisterDebugEvent(event)<</code>>
===== ** Arguments:
; ** event
: (string) Event name to register.
\\
----
\\
=== ** SpellFlashCore.UnregisterDebugEvent
This will unregister an event for debugging purposes.
Debug slash command: ** /spellflashcore debug
Debug event slash command: ** /spellflashcore unregister EVENT_NAME
<<code lua>>SpellFlashCore.UnregisterDebugEvent(event)<</code>>
===== ** Arguments:
; ** event
: (string) Event name to unregister.
\\
----
\\
=== ** SpellFlashCore.RegisterAllDebugEvents
This will register all events for debugging purposes.
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.