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The Adventure Continues (6.1)
Warlords of Draenor (6.0.3)
Warlords of Draenor Pre-Patch (6.0.2)
Updated:05-14-15 05:07 PM
Categories:Combat Mods, Buff, Debuff, Spell, Casting Bars, Cooldowns, PvP, Arena, BattleGrounds, Raid Mods

TellMeWhen  Popular! (More than 5000 hits)

Version: 7.3.1
by: orbenn, Cybeloras, lieandswell, Ooze

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:

  • Cooldowns
  • Buffs/Debuffs
  • Reactive abilities
  • Weapon enchants
  • Totems/Wild mushrooms/Ghouls
  • Internal cooldowns
  • Enemy cooldowns
  • Spell casts
  • 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.
  • On top of this, there are over 60 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.

  • 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


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):
  • 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 (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.

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.

  • 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.

====Bug Fixes====
* Fixed: UnitAttributes.lua:277: 'for' limit must be a number.

* The suggestion list now works with arrow keys to pick what line tab will insert.
* You can now use the suggestion list to pick condition types (the Condition Type dropdown now has a textbox on it).
* The Player Specialization condition is now deprecated in favor of the Unit Specialization condition.
* On Left/Right Click notification triggers no longer make icons click-interactive when the icon is hidden (opacity 0).

====Bug Fixes====
* Fixed some issues with the All-Unit Buff/Debuff icon type caused by some auras (A Murder of Crows) not firing combat log events on application/removal.
* Icons should no longer be treated as being on cooldown for color settings if they're tracking an ability that still has charges remaining.
* Fixed a typo that could sometimes break icon sorting, and may have also broken meta icons occasionally.
* Refactored the configuration for Animation and Text notifications, fixing a minor issue with settings not saving in the process.
* The Unit Specialization condition should now work for arena enemies from your own server.
* Fixed: meta.lua line 191: attempt to index field 'IconsLookup' (a nil value) (Ticket #1114)

====Bug Fixes====
* Implemented a better fix to animations missing required anchors, since the fix in v7.2.5 broke several things.

* Tweaked some of the default text layouts so that they more closely resemble their pre-WoW-6.1 appearance.
* Removed the diminishing returns duration setting, as it is now always 18 seconds.

====Bug Fixes====
* Removed some old code that was needed back when cooldown sweeps weren't inheriting their parent's opacity in the WoD beta. This was breaking cooldown sweeps on icons with Icon Alpha Flash animations where the alpha would go to 0.
* Icon Events are now setup at the end of icon setup to avoid issues with animations missing required anchors.
* Fixed a rare issue caused by unused parentheses on condition settings with less than 3 conditions.
* Fixed IconType_unitcondition\unitcondition.lua:96: attempt to index local "Conditions" (a nil value).

* New icon type: Unit Condition Icon.
* Added Dialog as a possible sound channel.
* The Icon Shown Time and Icon Hidden Time conditions are now deprecated in favor of using timer notification handlers.

====Bug Fixes====
* Fixed an error that will happen when screen animations end.
* Cooldown icons that aren't set to show when usable should once again fire an On Finish event.
* Fixed ItemCache.lua:110 bad argument #1 to 'pairs' (table expected, got nil)
* Fixed an issue that would break upgrades over locale-specific data.
* Fixed colors of the backdrop for bar groups being wrong (green and blue were swapped).
* The Eclipse condition should now be much more responsive.
* Fixed: ClassSpellCache.lua line 281: Usage: GetClassInfo(ID)
* Fixed several issues when using On Duration Changed notification triggers on controlled groups.

* The old Runes condition has been deprecated. In its place are 3 new conditions that should be much easier to use.
* The Spell Cast Count condition has been deprecated. Its functionality can be replicated using the counter notification handler on a Combat Event icon.
* Updated the Chi condition to support a max of 6.
* You can now globally enable/disable global groups.
* While Condition Set Passing-triggered animations now work on a priority system, with those notifications higher in the configuration list having priority over lower-ranked notifications if both are eligible to play at the same time. This also prevents situations where no animations will play even though one should be.
* You can now customize the color of the backdrop for bar groups.

====Bug Fixes====
* Fixed an issue that caused Unit Conditions to not work with special units (group, maintank, mainassist, and player names).
* Mark of Shadowmoon and Mark of Blackrock should now work with the Internal Cooldown icon type.
* Fixed an error with power bar spell cost detection for German clients.
* Removed the Monochrome font outline option because it causes crashes so often.
* Resource Display icons should now correctly display partial resources.
* Fixed some errors that happen when using meta icons as group controllers.

* You can now easily clone an event handler by right-clicking it in the Notifications tab.
* There is a new special unitID in TellMeWhen, "group" that will check raid or party depending on which you are in. It prevents the overlap that happens when checking "player; party; raid".
* You can now adjust the opacity of the backdrop for bar icons.

====Bug Fixes====
* Rage (and perhaps other powers) should no longer be multipled by 10 in the Resource Display icon type.
* Warriors in Gladiator Stance will now be treated as DPS for groups' role settings, and for the Specialization Role condition.
* The "Force top-row runes..." condition setting checkbox should now always reflect the icon's settings.
* The Zone PvP Type condition now actually works.
* Excluding spells from equivalencies now works if the spell is an ID in the equivalency.
* Added event registrations to two more spellcast events in hopes of fixing an issue where Spell Cast icons sometimes don't disappear (also added these to the spell cast condition).
* Fixed a silly logic error that broke skinning of texts shown through meta icons.

====Bug Fixes====
* Fixed incorrect DR categories after changes made to DRData-1.0.

* New icon type: Resource Display. Works with Bar and Vertical Bar group display methods to show the amount of health, mana, etc. that some unit has.
* The Multi-state Cooldown icon type is gone - Spell Cooldown icons can replicate its functionality.

* Combat Event icons can now be group controllers, filling up a group with each event captured.
* Buff/Debuff icons can now explicity set which variable they want to look at for the "Show variable text" option.
* All icons are now hidden when you are at the barber shop.
* The combo point condition now only checks your target (so you can't try to check "player", which doesn't work).

* New condition: Item has on use effect
* New notification handler: Timer. Manipulates a stopwatch-style timer when it is triggered.

* IMPORTANT: The Buff/Debuff Duration Percent conditions are being phased out because they are deceiving.
** In Warlords of Draenor, the point at which you can refresh a buff/debuff without clipping any of the existing duration is at 30% of the BASE DURATION of the effect - not 30% the current duration.
** Using these conditions to check when a buff/debuff has less than 30% remaining is bad practice, because if you refresh at 30% remaining of an already extended aura, you are going to clip some of it.
** Instead, you should manually calculate 30% of the base duration of what you want to check, and compare against that value in a regular Buff/Debuff Duration condition.

====Bug Fixes====
* Fixed range checking for multiple icon types (notably Multistate cooldowns, but also others).
* Blood Pact should now have the correct ID in the BonusStamina equivalency.
* Various tooltips now reflect that the game client once again supports MP3s.
* Fixed an issue that was breaking conditions that reference other icons.
* Fixed an issue that was causing icons in controlled groups to flash shown for one frame after an update is performed.
* Fixed an issue that was causing While Condition Set Passing event triggers to not start when their condition sets are passing after leaving config mode.
* Patched a potential Lua code injection attack vector in certain condition settings. (There is no evidence that this has been abused by anybody).

* The Combat Event icon type now has special events that will fire when you multistrike.
* Various tooltips now reflect that WoW only supports .ogg files for custom sound files - MP3s are no longer supported by the game client.
* Removed error warning about other addons using debugprofilestart() - we got the data we needed.

====Bug Fixes====
* The Item in Range of Unit condition should once again work properly.
* TellMeWhen will no longer forcibly disable Blizzard's cooldown timer text when Tukui is enabled since Tukui now uses those texts as its timers.

====Bug Fixes====
* Fixed a very silly mistake that broke anchoring of an icon's text displays when Masque was not installed.

* TellMeWhen has been updated for Warlords of Draenor. Please open a ticket on CurseForge for TMW if you notice anything missing.

* New icon types:
** All-Unit Buffs/Debuffs. This icon type is mainly useful for tracking your multi-dotting on targets which might not have a unitID.
** Combat Event Error. This icon type reacts to messages like "Must be behind the target" or "You are already at full health".

* New icon display method: Vertical Bars.

* New conditions
** Instance Size
** Zone PvP Type

* You can now set a rotation amount for a icon's text displays.
* The "Highlight timer edge" setting is back.
* You can now export all your global groups at once.

* The suggestion list now defers its sorting so that input is more responsive.
* The suggestion list is now much smarter at suggesting things. For Example, "swp" will now suggestion "Shadow Word: Pain", and "dis mag" will suggest "Dispel Magic".

====Bug Fixes====
* Fixed another issue with ElvUI's timer texts (they weren't going away when they should have been).
* A whole lot of other minor bugs have been fixed - too many to list here.

* Re-worked the Instance Type condition to make it more extensible in the future, and also added a few missing instance types to it.
* Added a Unit Specialization condition that can check the specs of enemies in arenas, and all units in battlegrounds.

====Bug Fixes====
* Fixed an error that would be thrown if the whisper target ended up evaluating to nil.
* TellMeWhen now duplicates Blizzard's code for the spell activation overlay (and has some additional code to get this to play nicely with Masque) so that it should hopefully no longer get blamed for tainting your action bars.
* TellMeWhen also now duplicates Blizzard's code for dropdown menus, and improves upon it slightly. This should also help with taint issues.

====Bug Fixes====
* Fixed the missing slider value text for the Unit Level condition.
* The Haste conditions no longer have a hard cap of 100%.
* Fixed a false error that would display during configuring while using the [Range] DogTag.
* Fixed an error relating to refreshing the tooltip for non-button widgets.

* Numbered units entered with a space in the middle (e.g. "arena 1") will once again be corrected by TellMeWhen. It is still bad practice to enter units like that, though.

====Bug Fixes====
* Fixed a typo that was preventing Loss of Control icons from reporting their spell.
* Fixed an error that would happen when upgrading a text layout that was previously unnamed: IconModule_Texts\Texts.lua:150 attempt to concatenate field 'Name' (a nil value)


====Core Systems====
* You can now create global groups that exist for all characters on your account. These groups can be enabled and disabled on a per-profile basis.
* Text Layouts are now defined on an account-wide basis instead of being defined for individual profiles.

* Many icon types, when set on the first icon in a group, are now able to control that entire group with the data that they harvest.

* All references from one icon or group to another in TellMeWhen are now tracked by a unique ID. This ID will persist no matter where it is moved or exported to.
** This includes:
*** DogTags
*** Meta icons
*** Icon Shown conditions (and the other conditions that track icons)
*** Group anchoring to other groups
** The consequence of this is that you can now, for example, import/export a meta icon separately from the icons it is checking and they will automatically find eachother once they are all imported (as long as these export strings were created with TMW v7.0.0+)
** IMPORTANT: Existing DogTags that reference other icons/groups by ID cannot be updated automatically - you will need to change these yourself.

* Events have been re-branded to Notifications, and you can now add notifications that will trigger continually while a set of conditions evaluate to true.
* New Notification: Counter. Configure a counter that can be checked in conditions and displayed with DogTags.
* The On Other Icon Show/Hide events have been removed. Their functionality can be obtained using an On Condition Set Passing trigger.
* You can now adjust the target opacity of the Alpha Flash animation

====Icon Types====
* Global Cooldowns are now only filtered for icon types that can track things on the global cooldown.
* Combat Event: the unit exclusion "Miscellaneous: Unknown Unit" will now also cause events that were fired without a unit to be excluded.
* Meta Icon: The "Inherit failed condition opacity" setting has been removed. Meta icons will now always inherit the exact opacity of the icons they are showing, though this can be overridden by the meta icon's opacity settings.
* Meta Icon: Complex chains of meta icon inheritance should now be handled much better, especially when some of the icons have animations on them.
* Diminishing Returns: The duration of Diminishing Returns is now customizable in TMW's main options.
* Buff/Debuff: Ice Block and Divine Shield are now treated as being as non-stealable (Blizzard flags them incorrectly)
* Buff/Debuff: Added an [AuraSource] DogTag to obtain the unit that applied a buff/debuff, if available.
* Buff/Debuff Check: Removed the "Hide if no units" option since it didn't make much sense for this icon type.

* New Conditions added that offer integration with Big Wigs and Deadly Boss Mods.
* New Condition: Specialization Role
* New Condition: Unit Range (uses LibRangeCheck-2.0 to check the unit's approximate range)
* The Buff/Debuff - "Number of" conditions now accept semicolon-delimited lists of multiple auras that should be counted.

====Group Modules====
* You can now anchor groups to the cursor.
* You can now right-click-and-drag the group resize handle to easily change the number of rows and columns of a group, and doing so with this method will preserve the relative positions of icons within a group.
* Added group settings that allow you to specify when a group should be shown based on the role that your current specialization fulfills.

====Icon Modules====
* You can now enter "none" or "blank" as a custom texture for an icon to force it to display no texture.
* You can now enter a spell prefixed by a dash to omit that spell from any equivalencies entered, E.g. "Slowed; -Dazed" would check all slowed effects except daze.

* New text layout settings: Width, Height, & JustifyV.

* The group settings tab in the Icon Editor now only displays the group options for the currently loaded icon's group by default. This can be changed back to the old behavior with a checkbox in the top-left corner of the tab in the Icon Editor.

* Exporting a meta icon will also export the string(s) of its component icons.
* Exporting groups and icons will also export the string(s) of their text layouts.

* Various updates to many buff/debuff equivalencies.
* New buff equivalency: SpeedBoosts

* Code snippets can now be disabled from autorunning at login.
* Dramatically decreased memory usage for icons that have no icon type assigned.
* You can now use "thisobj" in Lua conditions as a reference to the icon or group that is checking the conditions.

* TellMeWhen now warns you when importing executable Lua code so that you can't be tricked into importing scripts you don't know about.

* TellMeWhen_Options now maintains a backup of TellMeWhen's SavedVariables that will be restored if TellMeWhen's SVs become corrupted.

* TellMeWhen no longer includes the massively incomplete localizations for itIT, ptBR, frFR, deDE, koKR, and esMX (esMX now uses esES). If you would like to contribute to localization, go to http://wow.curseforge.com/addons/tellmewhen/localization/

====Bug Fixes====
* Units tracked by name with spaces in them (E.g. Kor'kron Warbringer as a CLEU unit filter) will now be interpreted properly as input.
** IMPORTANT: A consequence of this fix is that if you are enter a unit like "boss 1", this will no longer work. You need to enter "boss1", which has always been the proper unitID.
* Importing/Exporting icons from/to strings with hyperlinks in some part of the icon's data will now preserve the hyperlink.
* Icons should now always have the correct size after their view changes or the size or ID of a group changes.
* Fixed an issue where strings imported from older version of TellMeWhen (roughly pre-v6.0.0) could have their StackMin/Max and DurationMin/Max settings as strings instead of numbers.
* The "Equipment set equipped" condition should properly update when saving the equipment set that is currently equipped.
* Fixed an issue when upgrading text layouts that could also cause them to not be upgraded at all: /Components/IconModules/IconModule_Texts/Texts.lua line 205: attempt to index field 'Anchors' (a nil value)
* Currency conditions should once again be listed in the condition type selection menu.
* The NPC ID condition should now work correctly with npcIDs that are greater than 65535 (0xFFFF).
* Meta icons should reflect changes in the icons that they are checking that are caused by using slash commands to enable/disable icons while TMW is locked.
* TellMeWhen no longer registers PLAYER_TALENT_UPDATE - there is a Blizzard bug causing this to fire at random for warlocks, and possibly other classes as well, which triggers a TMW:Update() which can cause a sudden framerate drop. PLAYER_SPECIALIZATION_CHANGED still fires for everything that we cared about.
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Unread 01-03-09, 08:23 AM  
A Cobalt Mageweaver
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Forum posts: 212
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really like this, i got one question though since my .lua skillz are very limited.

How can i add my own border texture to fit the rest of my ui to this?

great work!
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Unread 01-05-09, 03:43 AM  
A Defias Bandit
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Just a feature request: the ability at the command-line to toggle visibility of each row. Something like /tellmewhen toggle 1 or /tellmewhen [show|hide] 1. This would allow me to quickly switch between configurations when the dual-spec patch hits.

Thanks a ton for this great addon!
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Unread 01-06-09, 01:49 PM  
A Kobold Labourer
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Too much configuration required

I like how customizable this mod is, but I think it could benefit from having some pre-configured spells available (disabled by default though), kind of like Nao!!.
Also, just curious, but is it necessary to have 70kb worth of configuration for each character? Personally I only track a couple of spells per character, so 95% of the config file is unused. It seems like there could be a more dynamic way of storing that information to keep the file size small.
Sorry, I don't mean to nitpick, I do like your mod and I think it's got great potential. Keep up the good work!
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Unread 01-10-09, 08:52 PM  
A Murloc Raider

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I loved this mod playing my DK, but just recently I decided to start leveling my resto shaman. On him I noticed that for some reason that when I'm watching a buff on my focus target (earth shield on tank for this example), Tellmewhen only updates when I change targets, otherwise it won't reflect that the tank no longer has earthshield.

Is there anyway it would be set to update more frequently?
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Unread 01-16-09, 12:41 PM  
A Murloc Raider
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Forum posts: 5
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Buttonfacade support would be awesome so I can blend the buttons with the rest of my UI.

Thanks again!
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Unread 01-17-09, 10:32 AM  
A Black Drake
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Originally posted by shobu
Buttonfacade support would be awesome so I can blend the buttons with the rest of my UI.

Thanks again!
Second that request.
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Unread 01-21-09, 05:10 PM  
A Kobold Labourer
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Great addon, but it doesn't currently display Explosive Shot properly when Lock and Load procs. Any chance of a fix for this?
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Unread 01-23-09, 01:09 PM  
A Kobold Labourer

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More letters...

The addon is working fine so far... except of that I can't insert enough letters in the popup window.

I'm using german client and want to see the cooldown of the "Nitro boosts" on my "Hateful Gladiator's Boots of Triumph".

So the item I have to monitor is "Triumphale Stiefel des hasserfüllten Gladiators" but I can't type all letters in the popup window, in which I have to fill in the FULL item name.

So please add more space for the letters.
Last edited by Privelgus : 01-23-09 at 01:09 PM.
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Unread 01-28-09, 11:49 PM  
A Kobold Labourer

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This mod has been working nicely. Great work.

The only issue I am having is with the famous Malygos drake phase, where u want to monitor the "Engulf in Flames" debuff on target. The issue I seem to have is applying a filter to only show "my debuff" stack. I think the problem is its the "pet" casting the debuff and not yourself, so if you click on option to filter by "only your buff/debuffs" it will not show anything. If you leave that option unflagged, then the debuff shows up, but I am not 100% its mine.

Any ideas? on setting this up with TMW.

Edit Updated 4/18/09 - found another addon for Malygos (MalygosStacks) that focuses on monitoring your duff stacks -- seems to work nicely for this specific encounter which is all I needed. Of course I still use TMW for normal activities of course

Thanks for contributing your work to the gaming community.

edit: spelling correction
Last edited by ARJTPA : 04-18-09 at 09:03 AM.
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Unread 02-08-09, 01:10 PM  
A Kobold Labourer

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Does not work well with Warlock Demonic Soulstone

I'm trying to use TMW with Warlock Demonic Soulstone. It does not work well. I set it as

Icon Type=Cooldown
Item Type=Item

It works when I type /tmw to get into setup mode and then to lock mode. But once I use my Demonic Soulstone and create another one, the icon becomes "?". It is not tracking anymore. Again, once I enter setup mode and back to lock mode, then it is OK again.

Anyway to enable tmw to refresh at present time?
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Unread 02-21-09, 02:05 AM  
A Murloc Raider
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Forum posts: 5
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Starting a few days ago, whenever I log on my Tellmewhen icons are all in the upper left corner of my screen forcing me to move them.

Any ideas why this might be?
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Unread 02-21-09, 02:22 PM  
A Defias Bandit

Forum posts: 3
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Is it possible to do this?

This is a great addon!

I have one question though.

This addon can pop up a button, for example, when a dot expires on a npc.

Is there anyway to make the button popup 2 seconds (for example) before the dot expires?

- Pahbi
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Unread 03-01-09, 09:18 AM  
A Defias Bandit
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i just picked up this mod for my lil shammie and it's very helpful.

one annoying thing though, when i'm on a vehicle such as the dragons in oculus, it lights up everything when i enter combat, but i obviously won't be casting normal spells on a vehicle. is there a turn off for this i'm missing, or am i just stuck with screen clutter?
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Unread 03-17-09, 11:47 AM  
A Kobold Labourer

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Hey i love this addon and would like to know if there is any way to get support for ButtonFacade
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Unread 03-28-09, 07:36 PM  
A Kobold Labourer

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i cant seem to configure this with brain freeze...... Any help be appreciated.

I figured it out. The buff name is actually "Fireball!"
Last edited by Nakawe : 03-29-09 at 09:09 AM.
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