<<size 150%>>**Parameters in <<color #ff0000>>red<</color>> are optional.**<</size>>\\\\

=== <<color #265677>> **MPBExternal(event, id, func, anchorID, markers, icon)** <</color>>
Show a frame that is updated from an external function.

<<size 120%>><<color #265677>> Parameters <</color>><</size>>
* **id** (string) A unique ID for the bar to interact with it later.
* **func** (function) The function that returns the values, the function must return: current, max, name. Where name is the name showing up on the frame.
* <<color #ff0000>>**anchorID**<</color>> (string) The anchor that the frame should show up on, The default one will be selected if none passed or if not found.
* <<color #ff0000>>**markers**<</color>> (table) This table sets the markers on the bar, each marker in the table should be a number between 0-100 representing the percentage.
* <<color #ff0000>>**icon**<</color>> (string) Texture path to the icon to use, if none passed, no icon will be shown.

 <<size 120%>><<color #265677>> Usage <</color>><</size>>
<<code lua>>RW.Callbacks:Fire("MPBExternal", "SomeUpdater", function() return currentStacks, maxStacks, "Spell of Doom!" end, nil, nil, select(3, GetSpellInfo(35356)))<</code>>
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=== <<color #265677>> **MPBExternalHide(event, id)** <</color>>
Hide a frame that is updated from external function.

<<size 120%>><<color #265677>> Parameters <</color>><</size>>
* **id** (string) The unique ID set when showing the frame.

 <<size 120%>><<color #265677>> Usage <</color>><</size>>
<<code lua>>RW.Callbacks:Fire("MPBExternalHide", "SomeUpdater")<</code>>
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=== <<color #265677>> **MPBHealthByID(event, id, anchorID, markers, icon)** <</color>>
Show a health frame that tracks CID, GUID or UID for its health status.

<<size 120%>><<color #265677>> Parameters <</color>><</size>>
* **id** (numbe|string) The creature ID, global unique ID or Uint ID to track.
* <<color #ff0000>>**anchorID**<</color>> (string) The name of the anchor where the frame should show up. If said anchor does not exist the default one will be used.
* <<color #ff0000>>**markers**<</color>> (table) This table sets the markers on the bar, each marker in the table should be a number between 0-100 representing the percentage.
* <<color #ff0000>>**icon**<</color>> (string) Texture path to the icon to use, overrides 3D-model and unit texture.

 <<size 120%>><<color #265677>> Usage <</color>><</size>>
<<code lua>>RW.Callbacks:Fire("MPBHealthByID", "0xF130007F1E002489", nil, {75, 25})<</code>>
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=== <<color #265677>> **MPBHealthHideByID(event, id)** <</color>>
Hide a health frame by ID.

<<size 120%>><<color #265677>> Parameters <</color>><</size>>
* **id** (number|string) The CID, GUID or UID to the frame to hide.

 <<size 120%>><<color #265677>> Usage <</color>><</size>>
<<code lua>>RW.Callbacks:Fire("MPBHealthHideByID", "0xF130007F1E002489")<</code>>
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=== <<color #265677>> **MPBPowerByID(event, id, anchorID, markers, icon)** <</color>>
Show a power farme that tracks CID, GUID or UID for its power status.

<<size 120%>><<color #265677>> Parameters <</color>><</size>>
* **id** (numbe|string) The creature ID, global unique ID or Uint ID to track.
* <<color #ff0000>>**anchorID**<</color>> (string) The name of the anchor where the frame should show up. If said anchor does not exist the default one will be used.
* <<color #ff0000>>**markers**<</color>> (table) This table sets the markers on the bar, each marker in the table should be a number between 0-100 representing the percentage.
* <<color #ff0000>>**icon**<</color>> (string) Texture path to the icon to use, overrides 3D-model and unit texture.

 <<size 120%>><<color #265677>> Usage <</color>><</size>>
<<code lua>>RW.Callbacks:Fire("MPBPowerByID", "boss1", nil, {75, 25})<</code>>
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=== <<color #265677>> **MPBPowerHideByID(event, id)** <</color>>
ide a power frame by ID.

<<size 120%>><<color #265677>> Parameters <</color>><</size>>
* **id** (number|string) The CID, GUID or UID to the frame to hide.

 <<size 120%>><<color #265677>> Usage <</color>><</size>>
<<code lua>>RW.Callbacks:Fire("MPBPowerHideByID", "boss1")<</code>>
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=== <<color #265677>> **MPBSpellStackAura(event, id, spell, maxStacks, anchorID, buffType, markers, icon)** <</color>>
Show a frame that tracks stacks by Aura.

<<size 120%>><<color #265677>> Parameters <</color>><</size>>
* **id** (numbe|string) The creature ID, global unique ID or Uint ID to track.
* **spell** (number) The spell to track stacks for.
* **maxStacks** (number) The number of maximum stacks this spell can have, used for presentation.
* <<color #ff0000>>**anchorID**<</color>> (string) The anchor that the frame should show up on, The default one will be selected if none passed or if not found.
* <<color #ff0000>>**buffType**<</color>> (string) "HARMFULL" or "HELPFULL". "HARMFULL" is the default if non passed.
* <<color #ff0000>>**markers**<</color>> (table) This table sets the markers on the bar, each marker in the table should be a number between 0-100 representing the percentage.
* <<color #ff0000>>**icon**<</color>> (string) Texture path to the icon to use, if none passed the icon for the spell will be used.

 <<size 120%>><<color #265677>> Usage <</color>><</size>>
<<code lua>>RW.Callbacks:Fire("MPBSpellStackAura", "boss1", 22455, 10, nil, "HARMFULL")<</code>>
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=== <<color #265677>> **MPBSpellStackCombat(event, id, spells, maxStacks, anchorID, markers, icon)** <</color>>
Show  frame that tracks stacks by monitoring the combat log.

<<size 120%>><<color #265677>> Parameters <</color>><</size>>
* **id** (numbe|string) The creature ID, global unique ID or Uint ID to track.
* **spells** (number|table) The spell(s) to track stacks for. Pass several if its can be different spell IDs for the same spell (heroic and normal mode spells).
* <<color #ff0000>>**anchorID**<</color>> (string) The anchor that the frame should show up on, The default one will be selected if none passed or if not found.
* <<color #ff0000>>**markers**<</color>> (table) This table sets the markers on the bar, each marker in the table should be a number between 0-100 representing the percentage.
* <<color #ff0000>>**icon**<</color>> (string) Texture path to the icon to use, if none passed the icon for the spell will be used.

 <<size 120%>><<color #265677>> Usage <</color>><</size>>
<<code lua>>RW.Callbacks:Fire("MPBSpellStackCombat", "boss1", {24255, 24256}, 10, nil, {20, 80})<</code>>
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=== <<color #265677>> **MPBSpellStackHide(event, id)** <</color>>
Hide a frame that is tracking spell stacks by aura or combat log.

<<size 120%>><<color #265677>> Parameters <</color>><</size>>
* **id** (number|string) The CID, GUID or UID to the frame to hide.

 <<size 120%>><<color #265677>> Usage <</color>><</size>>
<<code lua>>RW.Callbacks:Fire("MPBSpellStackHide", "boss1")<</code>>
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