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|Updated:||02-06-16 12:35 PM|
|Categories:||Combat Mods, Buff, Debuff, Spell, Casting Bars, Cooldowns, PvP, Arena, BattleGrounds, Raid Mods|
NOTE: This version of this description page isn't very good or up-to-date at the moment. Go here for a better version of it.
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...
TellMeWhen icons can be configured to track the following things:
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.
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):
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).
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 (an
d 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 t
he 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 h
as 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.
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.
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.
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