Deus Vox Encounters
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
- Customizable timer bars
- 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
- Two types:
- 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:
- Stop Icon: Halts the current encounter (you should rarely have to do this)
- Menu Icon: Opens the configuration dialog
- Lock Icon: Toggles frame anchors
- 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 to open the configuration dialog. There is also a minimap icon.
Warlords of Draenor Update
- Encounters: Highmaul, BlackRock Foundry and Hellfire Citadel 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
- Hellfire Citadel: 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
astalavista: The proximity window has to be opened manually. You open it by clicking the right most button on the encounter pane.
noxaek: I can't understand what you're requesting.
I tried DXE for the first time today, in a Naxx-10 PUG. I really liked what I saw, but ran into problems on KT. There were no range warnings at all, and we got double-ice blocked as melee was too close together. I saw the Proximity settings in the configuration, all classes were checked, should I have seen any KT range warnings?
because i couln't find any custom channel i joined in dropdown menu.
many raid warnning messages are useful for raid leaders. but some of them doesn't need to warn by raid warnning message. (ex. Legion Flame etc.)
and custom channel choose option would be great.
Will add/fix both soon, thanks.
A warning for the Mistress' Kiss (spellid 67077 in 10 man) in Jaraxxus Hard would be great.
enrage on twins 25 hard is six minutes.
noxaek: Fixed in the latest alpha. Thanks for the report.
jhjm32087: Not possible at the moment. You should disable the addon blocking it, move the arrow anchor, and then re-enable the addon.
need to fix some lua files. zone = "Ulduar" to zone = "L["Ulduar"]
DEX_Ulduar
Iron_Council.lua Kologan.lua Flame_Leviathan.lua
I was wondering if you could move the arrow by x and y positions? The problem I'm having is that its behind one of my add-ons on my screen.
noaxek: The translations are updated every time the addon is packaged.
facktotum: Hopefully fixed in the latest alpha
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?
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.
Aha, yeah I was using the test button, works now :D Thanks.
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.
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
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
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
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 :)
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.