I looked at my config file. It looks like there are issues with mobs or zones that have appostrophies in their name. I have an entry for Akil'zon from Zul'Aman which is causing the error when I login. All my data was auto-learned, I didn't import anything:
the problem is that the zone is considered not to have a name. Basically "" is not a valid zone. I am not sure how it managed to add a mob to an empty zone. Remove that piece and it'll be fine. The name of the mob is not localized and it does work fine.
Ah, excellent! Some questions:
- I use WowMatrix, and after installing the data module as soon as it was available, it is visible as a second addon, which has not been updated since I put it there. Can I now remove this? The line above appears to indicate that the database is now being packaged with MagicMarker itself, so the old data would therefore be left sitting redundant in its own directory, no? As an afterthought, would that also apply to the FuBar plugin?
- Does the database contain not only MobData (names and places), but also which methods of CC they are each susceptible to?
i am getting a problem
basically we run a sheep/tank/burn down setup no other form of CC is ever placed
so naturally all mobs are either Tank or Sheep/Burn down BUT every now and then Magicmarker seems to reset some mobs CC settings back to default (based on their class/race) ie a human will have FEAR SAP SHEEP TRAP all ticked :\ cant seem to stop it doing it, means every week i have to reset MM mob setup
Magic Marker auto-learns CC methods. If you never want to place fear, sap, trap etc as valid CC methods, remove them from the "crowd control priority" list.
Also: MagicMarker_Data is imported so once imported you can remove the addon until it's updated again.
What it contains: I hope it contains more than just names and such but I do not maintain the data - I used the data from the site made by a third party.
I hope it contains more than just names and such but I do not maintain the data - I used the data from the site made by a third party.
Ahhhh - I now see this line from the updated Mob database site:
Quote from Qe »
The Magic Marker Database is a community driven database of mob data, crowd control status, CC and tank priority.
...which answers my question quite neatly.
On the download page of that site, there is also this:
Quote from Qe »
NeoTron has added a feature to the addon, which makes it possible to merge the new downloaded data directly into you existing database. This database download will be changed to support this as soon as I see some documentation. But until then your old Magic Marker data will be overwritten when you download this file.
...which you may or may not have spotted, NeoTron?
I've only used MM for one heroic SL and I didn't do any setup... just moused over in order of importance. It did seem to me that there might be a great way of marking that may or may not be supported. Does MM "remark" as I mouse over? Lets just say I have a two pull with tank and off-tank and I mouse over them in the wrong order (start with the off-tank target). I assume MM will mark the first one with Skull. Now, when I mouse over the second target (that should have the skull since it is higher priority), will MM switch the old one to X (or whatever the second tank target is)? It would be great if it did that, either automatically, or if you could just have one key to "reassign all marked targets" at the end of marking the pull.
It does that automatically. Wave your mouse (in any order) over a pack of mobs a few times and it will change marks accordingly. One swipe is usually not enough...in BT I usually have to do 3 swipes (back-forth-back) to get all mobs done properly.
Twice is enough if you hit every mob on each direction. Adding one mob can completely change the marks needed and thus require additional waving. I strongly recommend FuBar + MagicMarker_FuBar - it will tell you how many mobs have been seen and how many are properly marked like this: 5/7
Once it's 7/7 (if you're doing a 7 mob pack of course) you're set.
It should never CHANGE targets during combat so it shouldn't really be an issue. One of the most useful features IMHO is you get an accidental pull and can mark it immediately. Disabling marking in combat would also make it not work for things like the ZA or eredar twins gauntlets since you essentially don't go out of combat.
Better then if you have issues with this messing stuff up, point those things out so they can be resolved.
[2008/07/16 22:15:50-172-x1]: MagicMarker-MagicMarker-1.0\Config.lua:1014: bad argument #2 to 'format' (string expected, got nil)
MagicMarker-MagicMarker-1.0\Config.lua:1014: in function <Interface\AddOns\MagicMarker\Config.lua:1013>
MagicMarker-MagicMarker-1.0\Config.lua:1052: in function `InsertNewUnit'
MagicMarker-MagicMarker-1.0\MagicMarker.lua:1197: in function `?'
CallbackHandler-1.0\CallbackHandler-1.0.lua:144: in function <...igs\Libs\CallbackHandler-1.0\CallbackHandler-1.0.lua:144>
<string>:"safecall Dispatcher":4: in function <[string "safecall Dispatcher"]:4>
<in C code>: ?
<string>:"safecall Dispatcher":13: in function `?'
CallbackHandler-1.0\CallbackHandler-1.0.lua:91: in function `Fire'
AceEvent-3.0\AceEvent-3.0.lua:70: in function <...\AddOns\Cheaptard\libs\AceEvent-3.0\AceEvent-3.0.lua:69>
i have a question concerning Magic Marker. Would it be possible to add a usage guide to the first post or the wiki.
I have (and belief other might have as well) some problems. I have bound the in/decrease tank or Cc priority keys and know that the <alt> modifier will mark the mobs according to the rule-sets.
But for the time being - even if i have setup a Cc Priority Magic Marker will continue to use the icons for Main Tanks. Do i have to manually edit each mob ? - If is there a popup for the mob - so i can edit the cc option on the fly?