


=== ** SpellFlashCore.FlashAction

This is used to flash an action bar spell.

<<code lua>>SpellFlashCore.FlashAction(SpellName, color, size, brightness, blink, NoMacros)<</code>>

===== ** Arguments:

; ** SpellName
:		(string or number) Spell name or global spell id number.
; ** 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.

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=== ** SpellFlashCore.FlashItem

This is used to flash an action bar item.

<<code lua>>SpellFlashCore.FlashItem(ItemName, color, size, brightness, blink, NoMacros)<</code>>

===== ** Arguments:

; ** ItemName
:		(string or number) Item name or item id number.
; ** 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.

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=== ** 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)<</code>>

===== ** Arguments:

; ** SpellName
:		(string or number) Localized name or global id number of the spell.
; ** 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.

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=== ** SpellFlashCore.FlashPet

This is used to flash a pet bar spell.

<<code lua>>SpellFlashCore.FlashPet(SpellName, color, size, brightness, blink)<</code>>

===== ** Arguments:

; ** SpellName
:		(string or number) Localized name or global id number of the spell.
; ** 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.

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=== ** SpellFlashCore.FlashVehicle

This is used to flash a vehicle bar spell.

<<code lua>>SpellFlashCore.FlashVehicle(SpellName, color, size, brightness, blink)<</code>>

===== ** Arguments:

; ** SpellName
:		(string or number) Localized name or global id number of the spell.
; ** 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.

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=== ** SpellFlashCore.FlashTotemCall

This is used to flash the multiple totem call button.

<<code lua>>SpellFlashCore.FlashTotemCall(color, size, brightness, blink)<</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.

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=== ** SpellFlashCore.FlashTotemRecall

This is used to flash the multiple totem recall button.

<<code lua>>SpellFlashCore.FlashTotemRecall(color, size, brightness, blink)<</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.

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=== ** SpellFlashCore.FlashFrame

This is used to flash a frame.

<<code lua>>SpellFlashCore.FlashFrame(frame, color, size, brightness, blink)<</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.

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=== ** 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) Spell name or global spell id number.
; ** 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.

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=== ** 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) Item name or item id number.
; ** 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.

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=== ** 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.

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=== ** 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.

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=== ** 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.

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=== ** 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.

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=== ** 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.

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=== ** 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.

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=== ** 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>>

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=== ** 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>>

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=== ** 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.

