Colored raid warnings (players will be colored according to their class) with icons - so you will know what's going on without even reading the message
Auto-respond during boss fights. DBM will inform anyone who whispers you during a boss fight that you are busy. These messages contain the name and health of the boss as well as the raid's status
HealthFrame: you can enable a simple frame that shows a health bar for all active bosses. This is enabled by default for multi-mob bosses like Four Horsemen
Bars can be enlarged with decent effects when they are about to expire
Crash recovery: you had a disconnect or crash during a boss fight? No problem for DBM! It will request the timer and combat status information from other DBM users in your raid group and you get your timers back
Synchronization system for accurate timers
No dependencies, no embedded libraries (except for the optional LibDataBroker plugin that embeds LibDataBroker)
Modular design - all boss mods are plugins and can be exchanged, removed or updated separately
Load on demand - all boss mods are separate AddOns and they will be loaded when they are needed. So they don't use memory or cpu until you enter the corresponding instance
Efficient code: DBM uses less than 250 kb memory and the cpu usage is also very low
Special effects like the screen flash effect, huge warning messages and sounds will draw your attention to critical events
Bars can change their color over time and flash before they expire
There are many bar designs to choose from, all designs are are customizable: you can change the color, size, icon position etc.
Support for SharedMedia, so you can use any texture for your bars
Option to create custom timers, so-called "Pizza Timers" for your pizza or whatever you prefer to eat while raiding. You can also send those timers to your raid group
Powerful object-oriented API - you can use it to write your own boss mods!
Message: Interface\AddOns\DBM-Core\DBM-Core.lua:1565: bad argument #1 to 'min' (number expected, got boolean)
Time: 08/15/09 21:32:10
Count: 2
Stack: [string "Interface\FrameXML\BasicControls.xml:<Scrip..."]:18: in function <[string "Interface\FrameXML\BasicControls.xml:<Scrip..."]:4>
(tail call): ?
[C]: ?
[C]: in function `min'
Interface\AddOns\DBM-Core\DBM-Core.lua:1565: in function `EndCombat'
Interface\AddOns\DBM-Core\DBM-Core.lua:1597: in function `OnMobKill'
Interface\AddOns\DBM-Core\DBM-Core.lua:1604: in function `?'
Interface\AddOns\DBM-Core\DBM-Core.lua:213: in function <Interface\AddOns\DBM-Core\DBM-Core.lua:209>
(tail call): ?
Interface\AddOns\DBM-Core\DBM-Core.lua:213: in function <Interface\AddOns\DBM-Core\DBM-Core.lua:209>
Originally posted by Tandanu Such a feature would only be possible if the bars were shown before you pull the boss as you cannot create a click-to-target frame while you are in combat.
Not... exactly. It'd need a pretty fancy new feature, namely being able to assign a macro to those bars, and more work on the player's part than is generally necessary with DBM as it stands now. For that much work a player could just make the macro and run it himself when the adds pop.
With DBM 4.22-r1314 getting the following error at the end of every boss fight.
Code:
Message: Interface\AddOns\DBM-Core\DBM-Core.lua:1565: bad argument #1 to 'min' (number expected, got boolean)
Time: 08/11/09 21:46:35
Count: 1
Stack: [string "Interface\FrameXML\BasicControls.xml:<Scrip..."]:18: in function <[string "Interface\FrameXML\BasicControls.xml:<Scrip..."]:4>
[C]: ?
[C]: in function `min'
Interface\AddOns\DBM-Core\DBM-Core.lua:1565: in function `EndCombat'
Interface\AddOns\DBM-Core\DBM-Core.lua:1597: in function `OnMobKill'
Interface\AddOns\DBM-Core\DBM-Core.lua:1604: in function `?'
Interface\AddOns\DBM-Core\DBM-Core.lua:213: in function <Interface\AddOns\DBM-Core\DBM-Core.lua:209>
(tail call): ?
Interface\AddOns\DBM-Core\DBM-Core.lua:213: in function <Interface\AddOns\DBM-Core\DBM-Core.lua:209>
Locals: (*temporary) = true
(*temporary) = 193.683
(*temporary) = "number expected, got boolean"
Originally posted by Ethan Centaurai Why does your website have gold-selling ads? Why!?
Because it pays their bills. They've pretty much admitted to it in a thread in their forums. I thought they were meant to of stopped them by now tho.
__________________
tuba_man on Apple test labs : "I imagine a brushed-aluminum room with a floor made of keyboards, each one plugged into a different test box somewhere. Someone is tasked with tossing a box full of cats (all wearing turtlenecks) into this room. If none of the systems catch fire within 30 minutes, testing is complete. Someone else must remove the cats. All have iPods." (http://community.livejournal.com/tec...t/2018070.html)
Why does your website have gold-selling ads? Why!?
EDIT: While I'm here I got this error message shortly before Prince Keleseth in Utgarde Keep. I was using 4.21 at the time, haven't tried with 4.22 yet.
Code:
Error: Original call failed after running hooks for: ChatFrame_OnEvent
Interface\\FrameXML\\ChatFrame.lua:2457: Usage: GetPlayerInfoByGUID("playerGUID")
(tail call): ?
...s\\WIM\\Libs\\LibChatHandler-1.0\\LibChatHandler-1.0.lua:308: in function `ChatFrame_OnEvent'
[string \"*:OnEvent\"]:1: in function <[string \"*:OnEvent\"]:1>
Interface\\AddOns\\DBM-Core\\DBM-Core.lua:2051: in function `Show'
...face\\AddOns\\DBM-Party-WotLK\\UtgardeKeep\\Keleseth.lua:20: in function `?'
Interface\\AddOns\\DBM-Core\\DBM-Core.lua:202: in function <Interface\\AddOns\\DBM-Core\\DBM-Core.lua:198>
(tail call): ?
Interface\\AddOns\\DBM-Core\\DBM-Core.lua:202: in function <Interface\\AddOns\\DBM-Core\\DBM-Core.lua:198>
__________________
Last edited by Ethan Centaurai : 08-09-2009 at 01:27 PM.
Originally posted by wolfetx hello i was wondering if there was any way to target via the adds bars.
Like the bars that come up on the freya adds. When the water, snaplasher, storm guys show up.
Is it possible to make it so if i clicked on the bar it could target that mob?
Such a feature would only be possible if the bars were shown before you pull the boss as you cannot create a click-to-target frame while you are in combat.
hello i was wondering if there was any way to target via the adds bars.
Like the bars that come up on the freya adds. When the water, snaplasher, storm guys show up.
Is it possible to make it so if i clicked on the bar it could target that mob?
1. How can i change the fontszie of the timers?
2. How can i change the height of the timers?
3. How can i change the skin of the Icons? (Buttonfacade support?)
Hello
First can I say great mod, much appreciated.
Just wodering what you have to do for DBM to place raid icons in events like Grobbulus injection or Emalon in VoA when he overcharges one of the adds.
Cheers, Jonny
The simplest way to do this is the following:
* DBM-Core\DBM-Core.lua in a text editor
* navigate to the line saying frame:SetPoint("CENTER", 0, 75) (line 2011)
* Change the values there. "CENTER" refers to your screen, other possible values would be "LEFT", "RIGHT", "TOP", "TOPRIGHT", "BOTTOM", etc... 0 is the x offset and 75 the y offset.
Looks like we'll have to add an option for this as our assumption that no-one wants to move this text is wrong
On some fights, DBM puts a blue warning in the middle of the screen... Like 'Polarity did not change' in the Thad fight... Is there some way I change the location of that blue text...?
I have a two-monitor setup with my game play on the left monitor and other stuff (messages, mini-map, etc) on the right monitor.
The normal raid warning is ok, because I've already moved it but this text shows up half on one monitor and the other half on the other monitor.
I wouls also like to move the count down timer that is used during Emalon...