Deus Vox Encounters

Pane and Options

Deus Vox Encounters (DXE) is a boss mod inspired by RDX. It is designed to be functional, efficient, and customizable, so you can change what you want and how you see this addon.

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Features

  • Automated: Activation, starting, and stopping of encounters is automatic
  • Flexible alert system:
    • Customizable timer bars
      • Color
      • Texture
      • Font
      • Width
      • Spell icons
      • And more...!
    • Customizable full screen flashes
      • Duration
      • Transparency
      • Oscillations
      • Color
    • Customizable sounds: Packaged with 18 distinct ones
    • All alerts can be adjusted for all encounters
    • Audio countdowns can be activated for certain encounter alerts
  • Raid Icons: Marking on important events with an icon of your choosing
  • 3D Arrow: Directional arrows tells you where to go on important events
    • Two types:
      • Away: Directs you to run from a player or a location
      • Toward: Directs you to run to a player or a location
    • Ability to play a sound when shown
    • Displays your distance, to a player or location, in game yards
  • Encounter Pane
    • Boss health tracking gives you more awareness of fights
    • Engage timer tells you how long you've been fighting
    • Shortcut buttons provides easier access to common commands
    • Conditions to show the pane only when you want to
  • Version Check: View addon and encounter versions of raid members
  • Distribution System: Allows you to send encounters to the raid or individual players
  • Profile System: Switch settings between your characters
  • Modular Design: Encounters are loaded in appropriate zones
  • SharedMedia support

Getting Started

When you first login with this AddOn you will see a black transparent rectangle with a blue bar labeled 'Default', called the encounter pane, in the center of your screen. Shift+Click on it to move it. From left to right you will see:

  1. Stop Icon: Halts the current encounter (you should rarely have to do this)
  2. Menu Icon: Opens the configuration dialog
  3. Folder Icon: Opens a drop down menu to activate encounters
  4. Lock Icon: Toggles frame anchors
  5. Windows Icon: Opens a drop down menu to show interface windows

Also, if you ever hide the pane and can't get it to show, type /dxe for commands. There is also a minimap icon, which can open the configuration dialog.

Warlords of Draenor Update

  • Encounters: Highmaul and BlackRock Foundry have been implemented.
  • Party Module: Party support has been added.
  • World Boss Module: World Bosses support has been added.
  • Features: More new Alert Options and Spell descriptions on Options.

Implemented Encounters

  • Highmaul: All bosses
  • BlackRock Foundry: All bosses
  • Warlords of Draenor Party: All bosses
  • World Boss: All bosses

Localizations

Please visit the localization page to translate in-game phrases. It is open to anyone with an account. The most important phrases are the chat triggers for bosses, because they start encounters. However, not all encounters are started by chat triggers. The rest of the phrases are for display purposes. The following languages need a maintainer:

  • Korean (koKR)
  • Russian (ruRU)
  • Simplified Chinese (zhCN)
  • Spanish (esES)
  • Traditional Chinese (zhTW)
  • Brazilian Portuguese (ptBR)
  • Latin American Spanish (esMX)

Credits

  • Code/Inspiration - RDX, BigWigs, DBM
  • Coding and Testing - Mäev
  • Pane Buttons - Kassay
  • Translations - Pettigrow (frFR), Junkie/Fearendon (deDE), horws (ruRU), and everyone else

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  • Avatar of noxaek noxaek Sep 07, 2009 at 21:58 UTC - 0 likes

    i'm Korean translator

    all modules are working well. but i found something wrong.

    there's a problem in Northrend module.

    which is : names of NPCs are steel appearing in English

    I translated them perfectly, and all modules are working perfectly.

    How do I fix it?

  • Avatar of facktotum facktotum Sep 07, 2009 at 14:40 UTC - 0 likes

    2009/09/07 16:21:15-212-x12]: DXE-357\Core.lua:765: attempt to index field 'NPCNames' (a nil value)

    Getting this both inside raids and outside. Using latest beta.

  • Avatar of kips kips Sep 05, 2009 at 06:08 UTC - 0 likes

    Aha, yeah I was using the test button, works now :D Thanks.

  • Avatar of kollektiv kollektiv Sep 05, 2009 at 05:48 UTC - 0 likes

    Are you using the 'Test' button in the config to test the alerts? You have to change the Alerts:CenterPopup,etc., calls in Options.lua. It looks like what you did should work.

  • Avatar of kips kips Sep 05, 2009 at 04:52 UTC - 0 likes

    I have been busy adding this in for myself, and have ran into a problem.

    I changed all the alerts functions to also pass flashtext

     function module:CenterPopup(id, text, totalTime, flashTime, sound, c1, c2, flashscreen, flashtext, icon)
    

    Which is used within flashscreen(c,flashtext) to fire up the text in the center of the screen,
    this works fine when I just invoke, say

    self:CenterPopup("AlertTest1", "Decimating. Life Tap Now!", 10, 5, "DXE ALERT1", "DCYAN", nil, true, "Life Tap Now !!", addon.ST[28374])
    

    When the screen flashes, it will also come up with "Life Tap Now !!", however I am having a little trouble integrating it into the boss mods, I have been modifying them and adding flashtext where neccessary, and I have also added flashtext into validator.

    I am assuming the alerts are fired during encounters in Invoker.lua, and have modified

    if alertInfo.type == "dropdown" then
    Alerts:Dropdown(info,text,time,alertInfo.flashtime,stgs.sound,stgs.color1,stgs.color2,stgs.flashscreen,alertInfo.flashtext,alertInfo.icon) 
    elseif alertInfo.type == "centerpopup" then
    Alerts:CenterPopup(info,text,time,alertInfo.flashtime,stgs.sound,stgs.color1,stgs.color2,stgs.flashscreen,alertInfo.flashtext,alertInfo.icon)
    elseif alertInfo.type == "simple" then
    Alerts:Simple(text,time,stgs.sound,stgs.color1,stgs.flashscreen,alertInfo.flashtext,alertInfo.icon)
    end
    

    To include flashtext, however the encounters still don't recognise this and the flashtext is being displayed as the path to the icon, it seems invoker is ignoring my arguement for flashtext, and I cannot find anywhere else the alers are invoked during the code execution.

    Could you give me a hand in finding this? Thanks :)

    Last edited Sep 05, 2009 by kips
  • Avatar of kollektiv kollektiv Sep 05, 2009 at 03:36 UTC - 0 likes

    Ah, yes the giant text isn't in the mod and I have no plans to add it. However, I will be adding outputs to MSBT, SCT, etc., which I think is a much cleaner implementation.

    In my opinion the screen flash, sound, and bar is completely sufficient enough to warn you about it. Once memorize the light bomb's screen flash color the giant text becomes excessive.

  • Avatar of kips kips Sep 05, 2009 at 03:03 UTC - 0 likes

    Then sorry to be a pain, I cannot find the option to turn it on, unless it is on by default.

    There isn't an option under alerts about it, I just have Bars and Screen Flash. All I get when I get a debuff (using XT as an example again) Is a screen flash, and then the bar telling me that I have Gravity Bomb. No large text across the screen, or raid warning.

    I do not have any conflicting addons, and there is no debug text giving me any errors through bugsack or the like.

    Thanks for your time.

    Last edited Sep 05, 2009 by kips
  • Avatar of kollektiv kollektiv Sep 05, 2009 at 02:38 UTC - 0 likes

    What you're asking for is already in the mod.

  • Avatar of kips kips Sep 05, 2009 at 02:07 UTC - 0 likes

    Hey, I have been using Deus Vox for a while now after switching from DBM But as a healer there is a lot going on, and one thing I miss from DBM is the giant text on your screen during important things.

    Example: XT, Light Bomb on YOU! would come up across the screen, as well as the screen flash. Currently in DXE you have to either listen to different sounds, or look over to your bars/debuffs to find out which debuff you have.

    Is there anyway to get something like this added to DXE?

  • Avatar of kollektiv kollektiv Sep 04, 2009 at 23:10 UTC - 0 likes

    Etheren: Yes, I plan to do it eventually. I'm working on adding MSBT/SCT outputs and making the options into a module first.

    Red46: The arrows should work even if you're the only person with it. I think I've narrowed down why the arrows don't work in Coliseum. For now, open the map every time you zone into Coliseum so the map updates. I need some more information on what you mean by the beast timers were off. The phase timers are a cap on how long you have to do the phase. If you defeat the phase before the 'Next Phase' timer ends then it automatically starts the next phase. Did you defeat Gormok with 10 seconds left on the phase timer? Or did the 'Phase 2 Begins' timer start, with 10 seconds left on the 'Next Phase' timer, BEFORE you defeated Gormok? Unfortunately, I have very little data on phase 1's cap. Edit: I recently adjusted Phase1's timer to 137 seconds last night. If you were using a version pre v354-beta then it was probably off.

    Last edited Sep 04, 2009 by kollektiv

Facts

Date created
Mar 26, 2009
Categories
Last update
May 19, 2015
Development stage
Release
Language
  • deDE
  • enUS
  • frFR
  • koKR
  • ruRU
License
All Rights Reserved
Curse link
Deus Vox Encounters
Downloads
1,200,204
Recent files
  • R: v669 for 6.1.0 May 19, 2015
  • R: v668 for 6.1.0 May 01, 2015
  • R: v667 for 6.1.0 Apr 26, 2015
  • R: v666 for 6.1.0 Apr 04, 2015
  • R: v665 for 6.1.0 Apr 02, 2015

Authors