It's inefficient to continually walk by the office, so how can you talk to her as soon as she becomes available without having to schedule a special meeting? Skype for Business includes a tagging feature that allows you to tag people for alerts when their status changes. The alert is a pop-up on your screen with the contact's picture and a message that tells you the status has changed. If the person you've tagged isn't already in your contacts list, they'll be added to it.
Go to your contacts list or use the search field to find the person you want to tag. Right-click their contact information and select Tag for Status Change Alerts. If you no longer need to be notified of a person's status changes, you can untag them to stop the alerts. There are two ways to untag a contact. Either click Untag when the alert pops up or follow the steps below. Right-click the person's contact information. Note the checkmark next to Tag for Status Change Alerts.
Click it to untag the contact. Add a contact in Skype for Business. 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. Remember that buffs and debuffs sometimes have different names than the items, abilities, and talents that provide them. 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.
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. Conditions On the icon editor, you will notice three tabs: Main, Conditions, and Group settings.
This section is all about 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. 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. Instead, the hunter makes another icon to check for the buffs ";;", and on the units "arena", 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. 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.
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. I'm not going to go into too much detail here, as most of the settings are self-explanatory. 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.
The most common problem people encounter is caused by not entering the name correctly during configuration. 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. Check the icon's settings in the other tabs of the icon editor. Go to Page Addon Info. Add Favorite. Compatibility: Shadows of Argus 7.
They're also a bit better now at cleaning up things that expired. For dynamically centering groups. You can turn this back on in the General options.
Get out there and kill some demons! It is now done on each icon. Dig in to check it all out! This was breaking cooldown sweeps on icons with Icon Alpha Flash animations where the alpha would go to 0. In its place are 3 new conditions that should be much easier to use. Its functionality can be replicated using the counter notification handler on a Combat Event icon.
This also prevents situations where no animations will play even though one should be. It prevents the overlap that happens when checking "player; party; raid". Works with Bar and Vertical Bar group display methods to show the amount of health, mana, etc. Manipulates a stopwatch-style timer when it is triggered. There is no evidence that this has been abused by anybody. This icon type is mainly useful for tracking your multi-dotting on targets which might not have a unitID.
This icon type reacts to messages like "Must be behind the target" or "You are already at full health". This should also help with taint issues. It is still bad practice to enter units like that, though. These groups can be enabled and disabled on a per-profile basis. This ID will persist no matter where it is moved or exported to.
Configure a counter that can be checked in conditions and displayed with DogTags.
Their functionality can be obtained using an On Condition Set Passing trigger. 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. This can be changed back to the old behavior with a checkbox in the top-left corner of the tab in the Icon Editor.
TellMeWhen is a WoW addon that provides visual, auditory, and textual notifications about cooldowns, buffs, and pretty much every other element of combat. the absolute necessities. As always your feedback is the greatest help to improving the rotations and features of the profiles. You can click here to contact me.
You need to enter "boss1", which has always been the proper unitID. Previously, they would be enabled for all icons because of a change made by ElvUI's developers. The condition will now be comparable to the total percentage increase granted by mastery instead of the value that has to be multiplied by your spec's mastery coefficient which is no longer shown in Blizzard's character sheet.
One benefit of this is that the suggestion list will now always be locale-appropriate. This is the result of a new, robust system for managing items. GCDReplacedNameFirst condition substitution will no longer fail to compile when the spell being subbed in contains a double quote. You will have to re-adjust your old layouts to achieve old functionality, which will probably require adding a second anchor to any affected text displays. Allows you to create an event handler that reacts to the state of a condition set. Essentially allows you to have a "default state" for icon animations.
Probably didn't succeed. Still need help getting these completely up to date, though! If you notice something missing, please let me know! Please report any missing spells. It is enabled by default. Colors still suck, but at least they should work better now. Single-spell functionality should hopefully remain unchanged. There were so many changes that I lost track of them.
If anything is missing, please open a ticket. The most immediate effect of this is that the main tab in the icon editor is now divided into panels for each component that is contributing to an icon. You can now create text layouts that can be applied to an icon to dictate how the texts for that icon will be displayed. I recommend that you just start configuring TellMeWhen to see what all has changed. Settings that already had this faulty upgrade occur may notice that the "Pass Through" setting on some of their events was toggled from checked to unchecked.
Displays information about combat events according to filters that you can set. Full support for events, including text output. You can now pick animations to play when an icon event occurs, such as having the screen shake or an icon flash. Added some manual checks in case the events don't fire when they should. Colors are now defined in the main optons globally, with the option to configure them per icon type and override the global settings. Only applicable to icon types that check units. Very old means pre-v4. It does still require OmniCC, though.
Translators wanted! Does what you would expect it to do. Leaving the red ' ' in will now default the unit to its full range, and there is now a tooltip showing all units being checked when holding down a modifier key, similar to the name editbox. If enabled, forces the icon to be hidden if there is not an active timer on the icon.
Those checking abilities such as raging blow or execute should probably enable this option. The result is an increase in efficiency at the cost of a bit of accuracy in some obscure cases. Durations are now defined per spell within an icon, instead of having the same duration for all spells within an icon.
More information is available by choosing one of these types in-game. This has been fixed. Guess what this one tracks? If you have a large number of icons, you will almost certainly notice a difference.
Retrieved 4 November 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. Lindenblatt ultimately pulls through for me but there were some bits where I was disquieted until that happened. If you put in a spellID, it will require that spellID be matched. She should be pursuing her dream of becoming a veterinarian. Overall I loved everything about this book and highly recommend you lovely readers to check out this book.
This is not the number of stacks, but rather the actual number of auras 3 warlocks in your raid cast 3 corruptions, etc. This allows you to announce something to WoW's chat say, yell, party, raid, guild, emote, etc when icon events are triggered the same events that sounds already use.
Announcements actually work now. I apologize for the inconvenience. Icons received from newer versions of TMW that your current version may still have an occasional error, so please always ensure that you are upgraded to the latest version of TMW before reporting an error with importing. You can have a few framerates back. This is only temporary while I sort out the changes with Masque. If you have any suggestions on how to make the GUI for it look better, please let me know.
It should be mostly functional, but if you find anything that is breaking or not working how it probably should, open a ticket. Why don't I just leave it alone now? The "blank" icon texture will not appear unless you completely restart WoW. This icon type is for simply checking the state of a condition. The icon can be set to a specific spell texture or texture path via the name editbox. This shouldn't affect you if you manually disabled these options.
Sorry, guys! This will allow for much more flexibility, e. Note that this is forcibly checked if 'Only if equipped' is checked, and an item that is equipped is considered to be in your bags. Now, handle them! You will need to toggle this off if you don't want it. For example, if you are configuring a "Spell Cast" icon type, the list will show only spells with cast times, as well as the cast equivalencies. More information regarding this feature will be in the documentation that I will hopefully start writing soon.
Their implementation is a little unorthodox though, so the order of them is not guaranteed compared to be the same as the order in your unit frames if your unit frames display these units. It could be cleaner, but at least its more efficient. You will need to completely restart WoW when upgrading past this version if you want to configure anything.
This icon type will allow you to track the cooldown of any spell of any valid unit, provided that you specify the cooldown length. Instant casts and channeled spells are guaranteed Gone is the dropdown, in is a dialog that combines all of the old dialogs 4 of them into one. This will pave the way for many more useful settings, like some of the ones below.
When meta icon 1 is checking meta icon 2, meta icon 1 will show an icon that meta icon 2 did not show if it gets that far down the list without finding one to show.