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    posted a message on Deus Vox Encounters
    I'll look into it when I have time.

    Edit: If you want the code to not run then comment out line 1005
    Posted in: Raid AddOns
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    posted a message on Deus Vox Encounters
    Quote from Snargul
    http://www.wowace.com/addons/avr/

    Regarding this ticket and the author's comment: how difficult would it be to make an AVR plugin? or is it impossible? What's your take on DXE plugins?


    AVR looks very interesting so I'll probably add this in. There's no API to add plugins for encounter definitions so I'll have to code this into the core. This will of course be optional and dependent on AVR being installed, so if you have AVR installed it will work. I talked to the AVR author and he may be creating a library for 3d texture drawing, so this may be packaged directly into DXE in the near future.

    Quote from Gilora
    Can you add the default raid warning sound to the list of sounds available for alerts? ( Sound\\interface\\RaidWarning.wav )


    No, I'm not adding that because it could get confused with actual raid warnings. You'll have to add this in yourself with SharedMedia and sound labels.

    Quote from Rafinator
    There doesn't seem to be a Vengeful Spirit cooldown timer. Is this something that you could add?


    The cooldown is so short that I didn't bother adding it in. It always comes right after the spirits die or a few seconds after.

    Quote from Skylinee
    DXE only announces 2 of the 3 Malleable Goo on Putricide 25H.


    I'm not sure what you mean. When Putricide casts Malleable Goo, it will warn you what Putricide is currently targeting, so it only tracks up to one target.

    Quote from Kerecha
    Im having some issuses with DXE supressing text/warnings from DBM despite me setting it NOT to supress them.


    I'll look into this. I haven't touched the chat blocking code in a while. Do you have a specific example I could try?

    Quote from Galvin
    How do you get the dxe config window back on the screen. Since you can only drag it from the top part of the frame. This has happened to me several times.


    DXE's config window is generated using Ace3, so I can't do anything about this.

    Quote from NakurTheOdd
    Hey, I apologize if this has already been answered.

    As it is now, the bar swaps from the Top Anchor Bar to the Center Anchor Bar when the Top Anchor Bar has 5 seconds left. Is there a way to change this time to be something else, like say 10 seconds? Also, I'd prefer it if it just created a new bar instead of moving the first bar over. When multiple bars are ending at the same time, it's much easier for me to judge them when all of the total bar lengths are standardized at 10 seconds.

    Basically, I guess I'd like to change the bars to work like they do in Big Wigs =) I'm kind of tempted to just use both Big Wigs and Dxe, using the bars from Big Wigs and Dxe for everything else, but if it's possible to get the same functionality with Dxe, obviously that would be ideal.

    Thanks for making a great addon, hope to hear from you.


    This is a good idea. I realize it's sometimes difficult to judge Defile, Val'kyr, and Infest cooldowns on Lich King phase 2 when they're all on the same anchor. I guess what I'll do is normalize cooldown bars on the center anchor, but non-cooldown bars will stay as is. How does that sound? Also, I'll add in an option to change the time at which the bar will translate from the top anchor to the center anchor.

    Quote from Calest
    I am getting random DC's when using DXE. Is there any known conflicts with other mods out there? Mainly I've seen this on LK, Sindragosa, and Marrowgar. Love the add on but if I DC during boss fights I can't use it. I've seen this issue posted by a couple other recently as well.

    Any thoughts?


    Please specify the version if you're having problems. Are you using the alpha? Changes have been made in the alpha to make encounter development easier, which has caused more cpu overhead. Though, it shouldn't be causing your client to disconnect because it's only touching the interface.
    Posted in: Raid AddOns
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    posted a message on Deus Vox Encounters
    The code is correct. It could be scheduling too fast. I don't know if they changed anything to Sindragosa in the patch. I'll have to look at the logs next week unless you have one.
    Posted in: Raid AddOns
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    posted a message on Deus Vox Encounters
    Fixed in v477. The proximity errors blocked the rest of the execution in the addon.
    Posted in: Raid AddOns
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    posted a message on Deus Vox Encounters
    Quote from markv
    Do you think you could add an option to close the Proximity Window when you have it set to auto pop after the encounter is over?


    Yes, that's an accepted feature I'm going to work on. See the ticket about the proximity window.

    Quote from Skylinee
    I play on a EU server, so enGB i guess.


    I'm not sure it wouldn't work since I haven't changed anything about detection for a while. Your client would default to English phrases. What version are you using?
    Posted in: Raid AddOns
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    posted a message on Deus Vox Encounters
    What language client are you using? One reason it would break is if a missing localization caused AceLocale to send an error, causing Blizzard's error handler to break the addon. I may just turn off AceLocale sending error messages since I have a script to submit them. It has caused way too many problems.
    Posted in: Raid AddOns
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    posted a message on Deus Vox Encounters
    Yeah I'll add it in when I start working on new bar features.
    Posted in: Raid AddOns
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    posted a message on Deus Vox Encounters
    Quote from Galvin
    Possible to get a bar text width setting. When I adjusted the timer text offset. It freed up more room for text. But the mod doesn't make use of it.

    If you can show me where the code is I can edit it to change the text length my self.


    On line 643 in Alerts.lua you'd change it from
    text:SetPoint("RIGHT",self.timer,"LEFT",7,0)


    to

    text:SetWidth(<number>)


    Quote from tsigo
    Not getting a warning for "Necrotic Plague on self" or "Defile on self" in Lich King 25 Heroic.


    I'll add in them in, thanks for the report.

    Quote from Papajan
    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.


    It's not possible to check your distance to the boss, so I can't add your first two suggestions, but I can add in the 3rd. Though I'm going to make it do a 28 yd check. On Yogg-Saron I was using a 15 yd check on Malady of the Mind. This was fine most of the time, but someone could get Malady just outside 15 yds without you knowing, and then you could inadvertently run towards them without being warned.

    I've added in proximity checking that works like expect, and it only works on players. If it doesn't return true then it will break execution. Basically you can add the line

    "proximitycheck",{"#5#",18}


    The second value can be 10, 11, 18, or 28, which use the functions CheckInteractDistance and IsItemInRange. This was implemented before I added in map distance calculations, so you can only use those ranges. There's no opposite of it, but I'll add it into the next alpha called outproximitycheck.

    Take not that if someone's client doesn't have outproximitycheck implemented it will just ignore the line and continue to the next one.

    Yeah, I'll add in the encounter version number in each commit.
    Posted in: Raid AddOns
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    posted a message on Deus Vox Encounters
    Quote from Morgalm
    How about having the range frame automatically set the correct range/encounter?


    This is possible. In advanced window options you can set ranges per encounter.

    Quote from Yukulelelol
    In the same way of Joanna question, is it possible to make a countdown in /say when the player get the Unbound Plague in Putricide Heroic encounter?

    Like /S Unbound Plague on me for 1 second
    /S Unbound Plague on me for 2 seconds.

    I've been looking for a modification of the code, but my knowledge of LUA isn't very usefull :s
    Any suggestions?

    Thx !


    First you'd have to add a userdata variable called something like plaguesaytime
    userdata = {
        ...
        plaguesaytime = 0, -- initialized to 0, doesn't really matter
        ...
    },
    


    Then add an announce definition to the announces table

    plaguesay2 = {
        varname = "Plague say time",
        type = "SAY",
        msg = "Unbound Plague on me <plaguesaytime>s", -- userdata string substitution
    },
    


    In the timers table you would add a timer

    timers = {
        ...
        fireplaguesay = {
             {
                  "expect",{"&playerdebuff|Unbound Plague&","==","true"}, -- check that the player still has plague
                  "set",{plaguesaytime = "INCR|1"}, -- increase time by 1
                  "announce","plaguesay2", -- fire the SAY announce
                  "scheduletimer",{"fireplaguesay",1}, -- schedule another one 1s later
             }
        }
    }
    


    and in the existing combat event table for Unbound Plague you would add two lines

    {
        "expect",{"#4#","==","&playerguid&"},
        "alert","unboundplagueself",
        "announce","plaguesay",
        "set",{plaguesaytime = 0}, -- add this line
        "scheduletimer",{"fireplaguesay",1}, -- and this line
    },
    


    Note that there are no string substitutions for msgs in announces. I'm going to add that into the next alpha.

    Quote from Papajan
    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.


    I haven't written any documentation yet. Every encounter is one giant data structure that mostly gets parsed through by Core.lua and Invoker.lua. There's no support for overwriting parts of it.

    None of the strings in the structure are run as Lua compiled code for safety reasons, since it can be sent to other players. The way I worked around this was by adding a simple interpreted language. I'll write some documentation when I have time.

    Quote from Papajan
    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.


    Yeah I'm going to change it. I just did 10h Putricide last night and there's no Gas Variable, which breaks my transition detection. It seems like it's 30s (cast) + 8-12s. I'm not sure, I'll have to look at some videos. Though there is a yell event when he transforms.

    Quote from Skylinee
    The CD for Dominate Mind on Deathwhisper heroic 25 is wrong, it's ~40 sec instead of 30. Don't have exact numbers, just an estimate.


    I fixed it on the latest alpha. Thanks for the report.

    Quote from Stanzilla
    Lich King has 2 settings for raid icons for defile, why and which one is the correct one? :)


    Oh, I'll fix that. I copy pasted it without changing the display string. One of them is the Shadow Trap announce.
    Posted in: Raid AddOns
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    posted a message on Deus Vox Encounters
    Quote from archimedes
    Is there a way to have a warning with 5 seconds to go while in the emerald dream on Valithria encounter?


    I couldn't find a combat log event for entering the Emerald Dream, and not even for the buff you get when you explode the clouds. There was only one event on heroic mode called Twisted Nightmares that showed up in the combat log.
    Posted in: Raid AddOns
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    posted a message on Deus Vox Encounters
    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.
    Posted in: Raid AddOns
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    posted a message on Deus Vox Encounters
    I have the data for engage countdowns, they're just low priority right now.

    It's easier for me to edit when they're all in one file. And I didn't like having a ton of files around when there was no reason to.
    Posted in: Raid AddOns
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    posted a message on Deus Vox Encounters
    There's no way to make it count up from 0. I can see why it'd be useful. I think I may implement it for Putricide.

    There's also one big problem, the SPELL_AURA_REMOVED event fires after the SPELL_AURA_APPLIED event when Unbound Plague transfers, so you probably don't want to register for removals. What I'm going to do is make it cancel the current bar and fire a new one when it's applied, and change the duration to 15 seconds.

    The bars are suppose to sort into descending order, so eyeballing shouldn't be that hard on Lich King. It's possible to make a warning using &timeleft|alertid& < &timeleft|alertid2& and creating scheduletimers for Defile and Summon Val'kyr. There's some more logic involved. I'll have to think about it some more.

    You could quash the Unchained Magic based on how much time is left on the air phase cooldown. When SPELL_CAST_SUCCESS Unchained Magic happens, you simply check to see if the timeleft on the air phase is > 30. But there are some problems with this. It's hard to determine exactly when Sindragosa is going to transition into the last phase on all four difficulties. I ran into this same exact problem when trying to make Shadow Strike behave this way on Anub'arak. It's just way easier to fire it every time and quash it on a trigger.
    Posted in: Raid AddOns
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    posted a message on Deus Vox Encounters
    It should be fixed. I'll work on the other requests in a few days.
    Posted in: Raid AddOns
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    posted a message on Deus Vox Encounters
    Those errors should be fixed in the latest alpha. In the future, please post a ticket instead of pasting the stack trace in this thread.

    Quote from boneschaman
    is it possible to let my addon/script create a local bar and a raidbar?

    I know there are slash commands but I cant start them out of lua script...

    I want to create something like: tank used shieldwall even If I'm not the tank

    edit: got the local part working with this:
    /script DXE.Alerts:Dropdown("custom_test", "ext", 60, 15, nil, "BLUE", nil, nil, "Interface\\Icons\\INV_Misc_PocketWatch_01")
    Dropdown(id, text, totalTime, flashTime, sound, c1, c2, flashscreen, icon)
    but I can't find an API for the send to raid function


    Try putting DXE:SendRaidComm("AlertsRaidBar",60,texthere) in addition to that function call. It'll send a raid bar to the raid. Make sure you're promoted, or it'll be auto rejected by people who receive it. It's a bit ugly, I'll try to clean up the function call.

    Quote from Kerecha
    That was probably me asking for a port of the DBM Spelltimers module.


    I do think it would be nice for DXE to have its own cooldown monitor, but oRA3 is perfectly good for now. Other features I'd like to get in and the maintenance of current encounters are what I'm focusing on right now. The only feature I feel like oRA3 is missing is syncing after relogging or reloading UI since I do it so much during a raid.

    Quote from Kitjan
    I've been working on some map position-based stuff for healing frames, and figured it would make sense for there to be a lib managing the map scales and some distance caching. My current little prototype provides position, distance, number in range, and a chain heal "guess". Is this something you guys would be on board with using in DXE and contributing to?


    This sounds really interesting, but it's too out of scope for DXE. Also, I don't think I'd have enough time to help maintain, sorry.

    Quote from Snargul
    About the proximity display. In configuration it says
    "[The proximity window] relies on knowing the dimensions, in game yards, of each map. If the dimension of a map is not known, it will default to the closest range rounded up to 10, 11, or 18 game yards."
    I guess I'm misreading it, since I thought this meant (before even reading this thread) that if the coordinates aren't available, you should still get a crude proximity estimation? Like in Lana'thel's room?


    It will default to Blizzard's range checking using the CheckInteractDistance function if map dimensions are unavailable. Lana'thel's room, and Lich King's room when the edges have fallen off are the only two places I've found to have the map coordinates completely break. This is the reason why it's impossible to get a Defile arrow to work.

    Quote from Rafinator
    Would it be possible to put a mark on the Necrotic Plague on Lich King? Our dispeller was having trouble seeing where the person was in relation to the mob.


    I'll try to get this in. It has to be done in an unconventional way because the normal combat log events aren't implemented. For now, I Necrotic Plague to my raid frames debuff filter and use raid frames range checking.

    Quote from Mists
    The arrows for Sindragosa encounter look like a great idea, however my guild uses different positions for Frost Beacons (I'm assuming the xpos/ypos are consistent with the drawing in the Lua file). So my question is: how can I calculate custom coordinates to replace the defaults? I see the xpos/ypos being fractional less than 1 numbers, and I'm clueless how the coordinates on the ingame map relate to those.

    Any help would be appreciated, thanks in advance!

    Edit: after poking around in DXE files, I think I found how to do that. Coordinates shown on the ingame map are given by xpos * MapDims.IcecrownCitadel[4].w and ypos * MapDims.IcecrownCitadel[4].h, is that a correct assumption?


    Coordinates for each arrow are calculated using" /dump GetPlayerMapPosition("player")". Stand at the position you want and type that command, and then copy paste the first number into x, and the second into y. You don't have to worry about scaling it with the dimensions of the map.

    Quote from evl
    I don't know if this has been suggested before but it would be great if one could select role(s) in the configuration and have defaults set accordingly, meaning if I selected "healer" DXE would disable the alerts that don't involve healers, same for DPS and tanks.


    Yeah, this was suggested a while back. I think I have a sane way of implementing it. I'll add it to the TODO list.

    Quote from schizo
    I'm using the latest alpha releases, and for some reason DXE hasn't enabled itself on multiple encounters for the past couple of weeks. This has been a problem for northrend beasts 25man (both normal and heroic) and lady deathwhisper (both 10 and 25man normal modes). Manually starting the specific encounter doesn't seem to work either. Anyone else having this issue? Any workarounds?

    Maybe I should go back to using betas/releases? I'm always leery of doing so on boss mods on relatively new content as the definitions improve quite often and new definitions are added. I want the sindragosa and arthas timers, etc.


    I'm not sure why it wouldn't work unless the chat triggers weren't translated. The only fight that doesn't work on the first pull is Sindragosa, for reasons I do not know.
    Posted in: Raid AddOns
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