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    posted a message on Deus Vox Encounters
    Many thanks!

    CheckInteractDistance works fine on mobs though (given that you're using a UnitID and not a GUID). Here's the code I wrote for my version of BigWigs, which works just fine on Putricide:
    	local bossId = self:GetUnitIdByGUID(36678);
    	if bossId and CheckInteractDistance(bossId, 3) then
    		self:FlashShake(71255)
    	end
    
    Posted in: Raid AddOns
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    posted a message on Deus Vox Encounters
    Thanks for the reply. After reading through the encounter files a bit, I'm to the point where I can add/modify timers and do warnings at least. I'm still a little sketchy as to what the limits of "expect" are, though I'm getting there.

    Would it be possible to add range checking to the "expect" possibilities? (Maybe it's even in there and I can't tell.) I used to really like coding things like that in BigWigs. Some examples of things I've coded:
    • Putricide: Malleable Goo only triggers Flash and Shake if you're outside 8yds of the boss
    • Putricide: Gas Bombs only trigger Flash and Shake if you're within 8yds of the boss
    • Lich King: Defile only triggers Flash and Shake if you're within 10yds of the Defile target

    The ones for Putricide were especially nice when I was playing a melee class that has to run in and out of melee range, where you can get kinda complacent about Malleable Goo warnings if they're going off all the time. Likewise on my mage if Gas Bomb warnings are happening when I'm not near the boss it's also easy to get complacent cause it's irrelevant until things get messy and you happen to be in a bad spot. The Lich King one was really nice for situations where some people have outdated versions of BigWigs/DBM where the /say option isn't working on Defle and I can't push an update to them.

    Also, would it be possible to list the boss version number in the changelogs since they're like major version number changelogs? Something like:
    Lich King (51): Make Shadow Trap target scanning more accurate
    to mean that the change took place in the creation of version 51 of LK.
    Posted in: Raid AddOns
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    posted a message on Deus Vox Encounters
    Quote from Kollektiv
    I updated the alpha with some more 25h Putricide stuff. I use SPELL_CAST_START Volatile Experiment to detect the start of a transition and SPELL_AURA_REMOVED (Gas|Ooze) Variable to detect the end of each transition phase. I'm not sure if each transition phase is exactly the same length. Also, Unbound Plague casts 60s after the first transition ends and 30s after the second transition ends; this seemed to be the case in multiple logs by calculating the time from the last SPELL_AURA_REMOVED Variable to the first SPELL_CAST_SUCCESS Unbound Plague. I haven't added the fix in for the second transition time yet.


    The transitions aren't the same length - the second one is shorter. As far as I can tell from logs, it goes like this: 80.5%/35.5% he casts Volatile Experiment. Then he runs over to the table at normal boss speed (which may vary depending on strat). Then he starts to cast Create Concoction (p1-2 trans) or Guzzle Potions (p2-3 trans). After that cast ends, he either immediately starts the next phase or after a few seconds of RP (I can't remember offhand sorry).

    The Ooze/Gas Variable isn't removed until both the Ooze and Gas are dead from what I can tell, so if you're slow it's up after Putricide is active again, or if you're fast it's down long before then. That aura removal probably isn't the best thing to use for timers.
    Posted in: Raid AddOns
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    posted a message on Deus Vox Encounters
    Is there some solid documentation on adding custom boss modules to DXE somewhere? I can't seem to find much or even get like a high-level grasp of the anatomy of each boss' data.

    Backgrond: I've been doing custom boss modules for BigWigs for a while now, but my guild is looking at switching to DXE cause you can just send stuff to people ingame, but I'm pretty lost with the DXE stuff when I go and try to read through the icecrown module.

    Second question (noob question I'm sure): can you override the default "code" for specific cooldowns/warnings/etc or do you have to override an entire boss at once?

    Another noob question: when I was reading through the files, it seemed like it was just structured data. Does that mean any custom boss stuff is limited to the capabilities of the data structure? Or is it just that I didn't see a place where you could embed Lua in a string to be eval'ed or something? I'm asking cause certain things (like coding for raid icons) varies a lot from fight to fight in terms of the way you'd want to code it.
    Posted in: Raid AddOns
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    posted a message on Expiration Ace Mod
    I have my own 2.4-ed version of it and I'll see how hard it is to get access to the project on the svn to let everyone have it. The only catch is that the old Expiration filters are tougher to run efficiently with the new combat log, so I don't have those working, it's just HP-type log events.
    Posted in: General Chat
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