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TellMeWhen is a system of icons for displaying vital information about various elements of combat, always in a consistent place on your screen. TellMeWhen is...

Flexible

TellMeWhen icons can be configured to track the following things:

  • Cooldowns
  • Buffs/Debuffs
  • Reactive abilities
  • Weapon enchants
  • Totems/Wild mushrooms/Ghouls
  • Internal cooldowns
  • Enemy cooldowns
  • Spell casts

Customizable

  • TellMeWhen icons can be set to show or hide not only on the status of their basic element (cooldown, buff/debuff, etc), but also on their usability based on range, power (mana, energy, etc), duration, stacks.
  • You can set a sound to play when various attributes of an icon change, providing an extra level of warning for those who are more auditory than visual.
  • On top of this, there are over 70 conditions that can check anything from the health of your target to your current spellpower to the status of other icons.
  • Icons can show at different transparency levels based upon the usability/existence of what they are checking, allowing you to emphasize a missing debuff on your target, but make the icon less distracting when the debuff is active and doesn't need your attention.
  • All icons can show the standard "cooldown clock" animation to display their status, and are compatible with OmniCC to display the numerical indicator of their time remaining.
  • Icons can show status bars on top of them, indicating the required resources and their remaining cooldown/duration in a new way. (Ive also been told that it is a boon for the colorblind.)
  • TellMeWhen is compatible with ButtonFacade for skinning the icons.

Examples

  • Display an icon when a clearcasting buff procs
  • Display an icon when an ability is off cooldown, has sufficient mana to cast, and is in range of the target
  • A death knight could have icons appear to show when Freezing Fog procs, when Rune Strike is usable, and when Horn of Winter drops and needs to be refreshed
  • A mage could have a Polymorph icon appear when the mob they've set to focus becomes unsheeped
  • A rogue could monitor their own stack of Deadly Poison on a mob, and have icons appear when they need to reapply poisons to their weapons
  • An elemental shaman could set an icon to show when they have more than 6 stacks of Lightning Shield
  • A retribution paladin could show an icon for Templar's verdict when they have 3 holy power
  • A hunter could show an icon for mend pet when their pet's health is below 50%, or their pet is not completely happy
  • A balance druid could show an icon when they are out of combat and one of their mushrooms is not placed
  • A priest could set an icon to monitor all of their chakra states in one icon

Instructions

To lock and unlock TellMeWhen, type "/tmw" or "/tellmewhen".

When you first log in with TellMeWhen installed, you will see one group of four icons in the upper left hand corner of your screen. To begin using TellMeWhen, right-click on one of these icons, and the icon editor will appear. The first thing you will need to do is to select an icon type from the dropdown menu, and check the box next to the menu to enable the icon. Upon selecting an icon type, the settings for that icon type will appear in the icon editor, and you will then be able to configure the icon to suit your needs. Enter the spell (or spells, separate multiple spells with semicolons) you wish to track in the editbox labeled "Choose name/ID" (Note that Multi-state cooldown icons only watch the first spell entered. Also note that totem icons, cast icons, and weapon enchant icons can have this editbox left blank in order to have them track any totem/cast/weapon enchant.

For buffs and debuffs not in your spellbook that were not entered as SpellIDs, TellMeWhen will at first show a pocketwatch icon to indicate that it is waiting to learn the texture for the buff/debuff. The icon will have the correct texture after you encounter the buff/debuff while playing. Remember that buffs and debuffs sometimes have different names than the items, abilities, and talents that provide them. For example, the Death Knight ability Icy Touch applies a DoT called Frost Fever.

If you selected a buff/debuff icon, you will also need to enter the unit(s) that you wish to check for the buff/debuff. Multiple units can be separated with semicolons, and more information about units can be found here and here. Note that TellMeWhen also has two custom UnitIDs, "maintank" and "mainassist", used to track raid maintanks and mainassists.

At the bottom of the icon editor, there is a dropdown menu that can be used to copy icon from other icons, or to import icons that other TellMeWhen users have sent you. To send an icon to another user, simply type in their name and click the export button. If the recipient is using version 4.0.0 of TellMeWhen or later, they will be notified of your request and will be able to import your icon from the dropdown.

Icons can also be spatially manipulated by holding down the right mouse button and dragging them around. When they are dropped on another icon, a menu will appear asking you what you want to do with the icon. Options include: Move, Copy, Swap, Add as 'icon shown' condition (more on that later), and Add to meta icon (more on this later, too). You can also drag spells from your spellbook, your pet's spellbook, or your inventory to quickly set up a cooldown icon for that spell/item. If dragged onto an icon that is already set up, the spell will be appended to the end of the icon's list of spells/items to check.

Conditions

On the icon editor, you will notice three tabs: Main, Conditions, and Group settings. This section is all about... well... conditions. When you click the condition tab, there will only be a single, green button in the top, left-hand corner of the icon editor. Click this to set up a condition. As stated earlier, conditions can check an incredibly wide variety of things. I recommend that you explore the type dropdown and its sub-menus in order to see what is available to you. Once you have selected a condition type, there are several settings that can possibly be configured for it (although not all condition types have every setting configurable):

  • Unit - configures the unit to watch for the specified condition. Units are exactly the same as the units used to setup buff/debuff icons, but conditions only accept one unit instead of potentially more than one like buff/debuff icons can. If you wish to track a condition for more than one unit, add additional conditions.
  • Operator - Sets the comparative operator used to check the value of the condition with the level of whatever it is tracking.
  • Value - All conditions (except the death knight rune condition) have the value slider. Some condition types only use it to check if a condition is true or false, some use it to specify a percentage, and some use it to specify a definite number to check against, etc.
  • Editbox - Some conditions may have an editbox in which you can specify what should be tracked, for example, the 'Unit Name' condition, or the 'Item count' condition. The tooltip of the editbox will tell you if it accepts multiple entries (separated by semicolons) or not.
  • Icon - The icon dropdown only appears for one condition type - the 'Icon Shown' condition. This condition is extremely powerful, as it allows you to show or hide one icon based upon the status of another. While many times this can be accomplished with the other "Icon Function" conditions, there are times where you need much more complex checking in order to determine if an icon should be shown or not. For example, a hunter may wish to make an icon for scare beast appear when any of the 5 arena enemies are in bear, cat, or travel form. The hunter could use the icon function conditions to do this, but this would require 15 conditions, and even still, this wouldn't be possible with normal conditions because of the way that the ANDs/ORs are processed. Instead, the hunter makes another icon to check for the buffs "5487;768;783", and on the units "arena1-5", and selects that icon from the icon dropdown of the icon shown condition for the cooldown icon that he made for scare beast. That's it. Now, suppose the hunter doesn't want to show the icon that is checking for the druid forms on his arena enemies. All he has to do is check the "Fake hidden" option at the bottom of the icon editor, and the icon will never show up, but it will still be able to be checked by the icon shown condition (icon shown conditions will not check icons that are disabled).

Meta icons

Aside from the regular icon types that TellMeWhen has (cooldown, buff/debuff, etc), there is also the meta icon. The meta icon is a unique icon type in that it is not configured like any of the other icon types. Instead, the meta icon is simply a list of other icons to check and display. While this may seem a little similar to the icon shown condition (and the configuration is slightly similar, I suppose), it is actually quite different. What the meta icon does is goes down the list of icons that it is set to check, from top to bottom, and determines if that icon should be shown or not. If it should be shown, the the meta icon will set itself to be identical to that icon, and then stop checking the rest of the icon in the list, if there were any. This allows you to combine many different icon into one, central spot instead of many different places. Personally, I have a whole group of icons set up for special situations that all feed into one meta icon that is very large and directly under my target's unit frame. Each of the icons that feed into the meta icons has their "fake hidden" setting enabled. Like icon shown conditions, meta icons will not check icons that are disabled. The fake hidden option allows meta icons to check an icon without it actually ever showing, causing it to only appear on the meta icon, and not in its original spot.

Meta icons do have one special setting, though: 'Check sub-metas'. What this option does is cause the meta icon to, if the meta icon is checking other meta icon, check through all of its sub icons until an icon is found that should be shown. If this setting is enabled, once the meta icon displays an icon, that icon will not be displayed by any other meta icons on your screen. What this setting allows you to do is to create 'chains' of icons by setting up series of meta icons, each one checking the next, with the first meta icon checking all of the icons that the chain should display. This is similar to a normal buff/debuff display that grows from one point outwards. (It is not recommended to use TellMeWhen like this (chaining 40 meta icons together to recreate the default WoW buff display), as this is extremely inefficient, and you many notice an impact on your framerate.) The order in which icons should "grow" can be configured in the group settings, which is the next part of this rather lengthy instruction manual.

The rest of the options in the icon editor should be fairly self-explanatory, but feel free to leave a comment here if you have a question.


Groups

All TellMeWhen icons belong to a parent group. Each of these groups can have several settings customized for them, some affecting their appearance and size, while other affect their functionality. The options for a group can be accessed by typing "/tmw options", or by clicking the group settings tab on the icon editor. I'm not going to go into too much detail here, as most of the settings are self-explanatory.

Main Options

The main options can be accessed by typing "/tmw options", or by clicking the DataBroker plugin for TellMeWhen, or by navigating to them after clicking the group settings tab of the icon editor, or by viewing them in Blizzard's interface options. Again, most of the options here are pretty simple, or explained within the tooltips, so I'm not going to go into too much detail here.


Troubleshooting

PLEASE DIRECT ALL FEEDBACK/BUGS/SUGGESTIONS HERE

  • Make sure that TellMeWhen is not in configuration mode.
  • The most common problem people encounter is caused by not entering the name correctly during configuration. Make sure you enter names EXACTLY as they are named when you mouse over them. For buffs this is often different from the ability/totem/trinket/enchant/talent which casts the buff so be sure to check.
  • If the name of the ability does not work properly, use the SpellID. SpellIDs can be found by looking at the suggestion list that pops up as you begin typing in the name, or by finding the ability on a site such as Wowhead. The spellID is in the url, for example: www.wowhead.com/spell=53351
  • Check the settings of the icon's group.
  • Check the icon's settings in the other tabs of the icon editor.

Categories

    • Category:Buffs & Debuffs
    • Category:Combat
    • Category:Arena
    • Category:PvP
    • Category:Class
    • Category:Boss Encounters

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