


=== ** 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 of the localized spell name or Number of the global spell ID.
; ** color
:		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 by this addon. May be nil for "White".
; ** size
:		Number representing the percent size of the flash. If nil will use a default value.
; ** brightness
:		Number from 0 to 100 representing the percent brightness of the flash. If nil will use 100.
; ** blink
:		If true will enable blinking of spell buttons causing them to fade in and out.
; ** NoMacros
:		If true will not flash 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 of the localized item name or Number of the item ID.
; ** color
:		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 by this addon. May be nil for "White".
; ** size
:		Number representing the percent size of the flash. If nil will use a default value.
; ** brightness
:		Number from 0 to 100 representing the percent brightness of the flash. If nil will use 100.
; ** blink
:		If true will enable blinking of spell buttons causing them to fade in and out.
; ** NoMacros
:		If true will not flash 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 of the localized spell name or Number of the global spell ID.
; ** color
:		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 by this addon. May be nil for "White".
; ** size
:		Number representing the percent size of the flash. If nil will use a default value.
; ** brightness
:		Number from 0 to 100 representing the percent brightness of the flash. If nil will use 100.
; ** blink
:		If true will enable blinking of spell buttons causing them to 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 of the localized spell name or Number of the global spell ID.
; ** color
:		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 by this addon. May be nil for "White".
; ** size
:		Number representing the percent size of the flash. If nil will use a default value.
; ** brightness
:		Number from 0 to 100 representing the percent brightness of the flash. If nil will use 100.
; ** blink
:		If true will enable blinking of spell buttons causing them to 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 of the localized spell name or Number of the global spell ID.
; ** color
:		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 by this addon. May be nil for "White".
; ** size
:		Number representing the percent size of the flash. If nil will use a default value.
; ** brightness
:		Number from 0 to 100 representing the percent brightness of the flash. If nil will use 100.
; ** blink
:		If true will enable blinking of spell buttons causing them to 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
:		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 by this addon. May be nil for "White".
; ** size
:		Number representing the percent size of the flash. If nil will use a default value.
; ** brightness
:		Number from 0 to 100 representing the percent brightness of the flash. If nil will use 100.
; ** blink
:		If true will enable blinking of spell buttons causing them to 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
:		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 by this addon. May be nil for "White".
; ** size
:		Number representing the percent size of the flash. If nil will use a default value.
; ** brightness
:		Number from 0 to 100 representing the percent brightness of the flash. If nil will use 100.
; ** blink
:		If true will enable blinking of spell buttons causing them to 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
:		The variable assigned to a frame that you want to be flashed.
; ** color
:		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 by this addon. May be nil for "White".
; ** size
:		Number representing the percent size of the flash. If nil will use a default value.
; ** brightness
:		Number from 0 to 100 representing the percent brightness of the flash. If nil will use 100.
; ** blink
:		If true will enable blinking of spell buttons causing them to fade in and out.

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=== ** SpellFlashCore.Flashable

This is a function to discover 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 of the localized spell name or Number of the global spell ID.
; ** NoMacros
:		If true will skip checking for macros.

===== ** Returns:

; ** Found
:		Boolean indicating if a specified spell is able to be found on the action bars to be flashed.

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=== ** SpellFlashCore.ItemFlashable

This is a function to discover 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 of the localized item name or Number of the item ID.
; ** NoMacros
:		If true will skip checking for macros.

===== ** Returns:

; ** Found
:		Boolean indicating if a specified item is able to be found on the action bars to be flashed.

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=== ** SpellFlashCore.RegisterDebugEvent

This will register an event for debugging purposes.

Debug slash command: ** /spellflashcore debug

Debug event slash command: ** /spellflashcore event EVENT_NAME

<<code lua>>SpellFlashCore.RegisterDebugEvent(event)<</code>>

===== ** Arguments:

; ** event
:		Event string 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 EVENT_NAME

<<code lua>>SpellFlashCore.UnregisterDebugEvent(event)<</code>>

===== ** Arguments:

; ** event
:		Event string 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 events

<<code lua>>SpellFlashCore.RegisterAllDebugEvents(event)<</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 events

<<code lua>>SpellFlashCore.UnregisterAllDebugEvents(event)<</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, number or array of strings and numbers that will be sent to the default chat window.

