On My Mark is a mod which makes it easier for you, and your party to track and manage targets via dynamic raid target marking. (Raid marking works even when playing solo or in a party.)
This mod was created due to numerous requests for something similar.
Also, I will say from experience that this mod is invaluable to visually disabled and handicapped people.
How does it work?
For solo play:
Whenever you target a mob, a marker will appear. (The specific marker is denoted by the solo marker option. More information below.)
This can be helpful if you're a melee DPS character and you need to be able to track one target in a crowd. Also helpful if SilverDragon spots a rare and you're having trouble tracking down exactly where it is.
For party play outside of an instance:
If the the party alerts option is enabled, then targets acquired are announced in party chat so everyone knows what other players are attacking. Also, controlled mobs are noted with (CC!) and a sound.
By holding one of the marker binds (alt, control, shift, or control & shift), anyone in a party can set a marker on a mob. (These markers can be changed by their respective options located in the mod's options panel, which can be found with Blizzard's addon options UI.)
The idea here is that it's helpful with new players to ensure that they're still in a questing area, and with the marking, it can make it so much easier to spot a rare. SilverDragon just grabbed a nearby rare? Having trouble finding it? Alt click the target and you'll have a giant marker floating over it, which makes it so much more easy to locate.
(Gives you an edge over anyone else looking.)
For party play inside of an instance:
In an instance, the only person who can place a raid marker via OnMyMark is the party leader (with one exception, which we'll come back to).
By holding one of the marker binds (alt, control, shift, or control & shift), the party leader can set a marker on a mob. (These markers can be changed by their respective options located in the mod's options panel, which can be found with Blizzard's addon options UI.)
These markers can be used to lay out plans, likely with the main (alt) marker being used to denote what the tank is going to attack.
If another party member needs to assign a marker, they can use what's called an 'override marker.' This marker is placed by holding alt, control, and shift whilst clicking. When they do this, an override marker is placed on their target. (This marker can be changed via the override option located in the mod's options panel, which can be found with Blizzard's addon options UI.) This is basically in case someone notices something they need to draw the attention of the party to.
Also, if the dungeon alerts option is enabled, then targets acquired are announced in party chat so that everyone knows what other players are attacking. Furthermore, controlled mobs are noted with (CC!) and a sound, and the announcements will note whether the player is attacking the main target or not. (For this to work, everyone in the party should be using the same main target marker.)
The idea here is that it becomes easy to set a lot of raid markers quickly. This is ideal if the party leader is the tank, that way they can keep things updated on the fly with simple keypresses. This is great if you happen to have someone visually handicapped in the party since it gives them an easy focus. (As I know from experience.)
Regardless of whether PartySay is on, if you target a controlled mob you'll be treated to Daffy Duck saying "No! No! No! No! No!" just to make sure your attention is caught so that you don't attack that controlled target. In this way, this mod also works as a protector of controlled targets.
Furthermore, you can use this mod to quickly set other raid markers in a dungeon too without needing a graphical UI for it. These other markers are set using variations of alt, shift, and control. You can configure all of this via options as is explained below. For example: If you alt-click a target, you'll get a skull (as is the norm), but if you shift-click a target, you'll get the red X symbol.
The functionality of this mod can be fully customised via an options panel. You can access this options panel by pressing Esc (or clicking the Game Menu button), then clicking the Interface button, then clicking the AddOns tab, then clicking 'On My Mark' from the list at the left side.
Party Alerts - This toggles the party alert functionality as described above, which keeps everyone appraised of each other's targets.
Marking - This toggles the mod's marking functionality. So if you don't want any marking to happen regardless of keys pressed, then you can disable this option.
Dungeon - This toggles the mod's dungeon alert functionality as described above, which keeps everyone appraised of each other's targets.
Combat - This toggle dictates whether or not marking can occur whilst participating in combat.
You can disable both of the above if you want and have just the crowd control element of the mod itself. (Which is really lightweight thanks to the new UnitIsCharmed and UnitIsPossessed functions, which are used as opposed to parsing the entire spellbook.)
Alt Marker - This is the main marker. It's best to leave this on the skull as is defined because that's what most people are used to, but it's there as an option if you want to change it.
Shift Marker - This is for setting non-primary raid markers. If you hold shift when targeting it will assign the marker desginated to shift. (Default is the red X.)
Control Marker - This is for setting non-primary raid markers. If you hold control when targeting it will assign the marker dedicated to control. (Default is the yellow star.)
Shift & Control Marker - This is for setting non-primary raid markers. If you hold shift & control when targeting it will assign the marker dedicated to shift & control. (Default is the purple diamond.)
Override Marker - This allows anyone in an instance party to set a marker, known as the override marker. They don't have to be the party leader to do so. (Default is the teal crescent.)
Solo Marker - This is the marker used in solo play. This is the marker you're going to see whenever you target anything. (Default is the red X symbol.)
Will this affect my use of raid marking?
Yes, but only as you define. The addon is extremely configurable and will only use the raid markers that you tell it to.
The ideal conditions is that your tank is the party leader. That way they can update the markers on the fly - which makes life easier for the tank. Also, everyone in the party should use the same marker settings. With those elements in place, strategy should hopefully follow!
This mod is likely never going to work with raids or organised PvP. It's designed for solo play, party play, and 5-man dungeon play. This is because the organised PvP and raiding scenes tend to be very strict in their play, and someone might turn up here yelling at me about how I ruined their raid/PvP experience. I don't need that noise.
That said: If you have any other feature ideas or bug reports, please feel free to poke me.
Coding helper goblin says: Removing your debug prints before uploading a mod is a good idea!
I'm glad I marked that prior one as a beta. I made an edit to the file after I compressed it without realising, since I was managing a bunch of things.
Also, OnMyMark will now load on its own, even without any other mods. All of the correct embeds are now in place. I had a FUN TIME going through AceGUI to see exactly which elements were necessary and which weren't, because I'll be damned if I'll load files that I don't need to. :|
There's even a part in AceConfig that tries to force you to load AceConfigCmd and that's just not cool. They really need to modularise that stuff so that AceConfigCmd is optional. Well, that's dealt with.
I kind of wish that there were a library for Blizz Options stuff out there that wasn't like pulling teeth.
And, through a lot of debugging, I've gone over the logic again. I had a lot of fun with this because apparently my Gilneas character reports as being in a party under most conditions even though he isn't. I get 1 returned from UnitInParty"player". Isn't that glorious?
Anyway! Things be done. I go thud.
- 4.3.011 (Beta)
This version should offer reprieve to those getting the 'name' bug. But as I can't test instance play myself at the moment, I can't be sure. Once I or someone else has confirmed it, I'll remove the (Beta) tag.
Fixed a small bug in the party chat alert message (not sure when that got in there) and added Combat as an option. You can now toggle this option so that marking won't work whilst participating in combat, but will work outside of combat.
I'm going to go and have a little lie down, now.
(The current version is really stable, now. So I'm going to use this as a point to continue from. It's pretty complete at the moment, so it'll allow me to concentrate on bug fixes and consider whether this actually needs any further functionality.)