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BfA content patch (8.2.5)
Rise of Azshara (8.2.0)
Updated:10-01-19 01:47 AM
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Categories:Miscellaneous, Utility Mods, Developer Utilities, WoW Tools & Utilities

Super Duper Macro  Popular! (More than 5000 hits)

Version: 8.2.5.0
by: hypehuman, spiralofhope

This addon is under new maintenance

WowInterface will be kept up-to-date, but still needs to be cleaned up a bit. The source code, a list of all past releases, documentation, and issue tracker, can be found at:

https://github.com/spiralofhope/SuperDuperMacro

This description still needs to be audited.

----

To view recent changes, click the "Change Log" tab at the top of this page.


Open the in-game interface by typing /sdm


This addon allows you to create macros beyond the 255-character limit, and even beyond the 1023-character macrotext limit. However, no individual line in a macro may be more than 1023 characters long (you will get a warning). The number of lines is unlimited. Super Duper Macro also allows you to share macros with your friends in-game.


This mod allows you to make two types of macros:

  • Button macros are just like regular macros, but they can be as long as you want. You cannot make an unlimited number of them; they share a limit with your regular macros (36 global and 18 character-specific for each character).
  • Floating macros do not have buttons, and are accessed by /click. You can make as many of these as you want.
  • You can also make lua scripts of unlimited length that you can call using "/sdm run <name>" or via sdm_RunScript("name")


Suggestions and bug reports are always welcome. You can post comments on the wowinterface.com page for this addon, or if you want to add something yourself, you can upload it in the "Optional Files" tab.


Alternately, create a pull request to my GitHub repo: https://github.com/hypehuman/super-duper-macro


Special thanks to:
  • SuperMacro, which inspired the idea for this addon.
  • All the regulars on the UI & Macro forums, who taught me how to program for WoW.


See CHANGELOG.markdown within this zip file or online at:

https://github.com/spiralofhope/SuperDuperMacro/blob/master/CHANGELOG.markdown
Optional Files (2)
File Name
Version
Size
Author
Date
Type
2.5
128kB
03-04-12 10:27 PM
Patch
1.8.3-4
16kB
06-30-11 11:50 AM
Patch


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Unread 11-08-11, 01:36 AM  
hypehuman
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Originally posted by deep92
It has to do with the standard macro's having a limit of 255 characters, and it seems that the #showtooltip doesn't read past those 255 characters either. At the moment, there's no chance of you getting it right as far as I know.
Thanks for that reply Deep, that's absolutely correct. A while ago I was working on some code that would actually parse your macro code and figure out the appropriate spell to show on the icon... I might take that up again some time.
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Unread 11-08-11, 01:34 AM  
hypehuman
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Originally posted by spiralofhope
Yes, the issue is still there, and it is reproducible in the same way.
Ugh. Okay, I guess it's time for me to download those addons and figure out what the problem is!
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Unread 11-08-11, 01:33 AM  
deep92
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Originally posted by CannibalTribe
Thanks for update, most useful addon ever!

All my macro work fine, but I still have some problems with the #showtooltip

For example:
Code:
#showtooltip
/cast [@mouseover,help] Renew;[@mouseover,harm] Shadow word: Pain
works fine. I point at different things - icon changes.
Code:
#showtooltip
/cast [nomod,harm] Devouring Plague;[mod:shift,harm] Shadow word: Pain
fine too. mod/nomod - icon changes.
Even
Code:
#showtooltip
/cast [nomod,@mouseover,harm] Shadow word: Pain;[mod:shift,@mouseover,harm] Devouring Plague;[nomod,@mouseover,help] Renew;[mod:shift,@mouseover,help] Heal
updates icon properly.

But if I add more (> 4) conditions icon doesnt update anymore.
Same standard macro still works.
It has to do with the standard macro's having a limit of 255 characters, and it seems that the #showtooltip doesn't read past those 255 characters either. At the moment, there's no chance of you getting it right as far as I know.
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Unread 11-07-11, 07:36 PM  
spiralofhope
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Originally posted by hypehuman
Thanks for all that info. I just released a new update (v2.2) and I changed the code for moving the frame. Is the issue still there?
Yes, the issue is still there, and it is reproducible in the same way.
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Unread 11-07-11, 07:33 PM  
spiralofhope
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Originally posted by CannibalTribe
But if I add more (> 4) conditions icon doesnt update anymore.
Blizzard has a character length limit for showtooltip. Maybe this is the problem?
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Unread 11-07-11, 09:31 AM  
CannibalTribe
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Thanks for update, most useful addon ever!

All my macro work fine, but I still have some problems with the #showtooltip

For example:
Code:
#showtooltip
/cast [@mouseover,help] Renew;[@mouseover,harm] Shadow word: Pain
works fine. I point at different things - icon changes.
Code:
#showtooltip
/cast [nomod,harm] Devouring Plague;[mod:shift,harm] Shadow word: Pain
fine too. mod/nomod - icon changes.
Even
Code:
#showtooltip
/cast [nomod,@mouseover,harm] Shadow word: Pain;[mod:shift,@mouseover,harm] Devouring Plague;[nomod,@mouseover,help] Renew;[mod:shift,@mouseover,help] Heal
updates icon properly.

But if I add more (> 4) conditions icon doesnt update anymore.
Same standard macro still works.
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Unread 11-07-11, 03:30 AM  
H0PE
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You rocking our boat with this addon mate! since years I can't play without this, I got pretty nefty macros and this is the only addon that makes it work.

I see you started working on it (again), so I might send you some error feedback because since beginning there is a slight issue with icon selection on some of my macros.

Thanks for the update and fixes!
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Unread 11-04-11, 01:56 PM  
hypehuman
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Thanks for all that info. I just released a new update (v2.2) and I changed the code for moving the frame. Is the issue still there?
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Unread 11-04-11, 12:04 AM  
spiralofhope
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Originally posted by spiralofhope
...I'm going to test some other frames movement solutions to see if there's any change.
I tested with Leatrix Plus and I can indeed reproduce the issue.

But I noticed something interesting. FluidFrames would remember the user's selection. If I /sdm, move and /sdm then FluidFrames remembers and /sdm reappears in the place I moved it to.

Leatrix's feature does not have that sort of memory.

I noticed that if I move a little bit, this issue does not happen, but if I move quite a lot (half way across the screen) _then_ this issue is reproduced.
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Unread 11-03-11, 10:25 PM  
spiralofhope
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Originally posted by hypehuman
Next time you log on, type "/dump sdm_listLocked". You should get "false". Then repeat the steps you posted to cause the bug, and then type "/dump sdm_listLocked" again. If you get false, then the problem is something else. If it's true, then I have to look harder at why this variable is doing that.
I reproduced the issue, and /dump sdm_listLocked always shows false.

This time I was not using Option House or Too Many Addons, but was using Ampere and FluidFrames.

FluidFrames has an option to reset all of its data. I used it, and the issue remains.

Poking around some more, I found some scripting to do the frame movement:

Code:
/run sdm_mainFrame:ClearAllPoints() sdm_mainFrame:SetPoint("TOPLEFT",134, -156)
When I do this, the frame moves. I can close and re-open via /sdm and SDM reappears in its original location.. and this issue is not reproduced.

So now I'm thinking it is either:

UI elements within SDM are basing their own position off of sdm_mainFrame. When sdm_mainFrame is moved via some addon which remembers the new positioning, sdm_mainFrame is shoved over to that location but the rest of the SDM elements get confused. It feels like the other SDM UI elements are overcompensating their positioning.. moving to where sdm_mainFrame and then past it.

or

Fluidframes is the issue.

I'm inclined to believe it's the former, but I'm going to test some other frames movement solutions to see if there's any change.
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Unread 11-03-11, 08:38 PM  
hypehuman
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Thanks for narrowing that down! Unfortunately, I've been too lazy to install all those mods. However, while I was working on an update I noticed a variable I had put in several years ago called "sdm_listLocked". This is usually false, but if it is true, it makes the macro list unresponsive. It's supposed to be true only when a dialog box is shown regarding a particular macro, but I have a hunch that in your case it might be true at the wrong time.

Do me a favor. Next time you log on, type "/dump sdm_listLocked". You should get "false". Then repeat the steps you posted to cause the bug, and then type "/dump sdm_listLocked" again. If you get false, then the problem is something else. If it's true, then I have to look harder at why this variable is doing that.
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Unread 10-28-11, 03:06 PM  
spiralofhope
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Originally posted by deep92
Did you attempt to reproduce the bug with just SDM on? Might save our big friend some trouble trying to figure out what's wrong.
Sorry, I had too many late nights to realize this. =)

--

Steps to reproduce:

The steps can be reproduced without using Too Many AddOns and Option House, but I find using the default UI or moving files around on disk to be extremely annoying.
  1. Install these addons:
  2. Press ESC, click Option House
  3. Confirm that only those four addons are loaded. You can sort by the Status column.
  4. Press enter, and type /sdm to open the SDM window
  5. Click and drag the SDM title bar. Move it down and to the right before releasing the mouse button.
  6. Press enter, and type /sdm to close the SDM window
  7. Repeat steps 4-6.
  8. Repeat step 4. Notice how some of the SDM content has been shifted.
  9. (Here I would say to use Too Many AddOns to disable Option House, but the instructions are a bit annoying. I'll summarize by saying that this bug exists with Too Many AddOne enabled and Option House disabled)
  10. Press ESC, click Option House
  11. Click the checkbox to the left of Too Many Addons, click Reload UI
  12. Repeat steps 4-6, twice. The bug returns.
    • This demonstrates that either [one or the other of Option House and Too Many Addons] or [neither Option House nor Too Many Addons] is responsible. I'm inclined to believe it's neither.
I don't recall how to change the lock status and move a frame without using an addon, but that may also be an avenue to research. Then you could have only Option House enabled and possibly reproduce the issue.
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Unread 10-28-11, 07:31 AM  
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Originally posted by spiralofhope
I am now regularly experiencing this bug.

Of note, I'm using the FluidFrames addon, which may be the catalyst for this issue.
Did you attempt to reproduce the bug with just SDM on? Might save our big friend some trouble trying to figure out what's wrong.
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Unread 10-27-11, 10:57 PM  
spiralofhope
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Originally posted by hypehuman
I just posted an update, but it does not address these bugs as I have not been able to reproduce them. I have experienced the button shifting bug, but not recently. It used to happen when I opened the SDM frame, moved it, closed it, and reopened it. The frame would have returned to its original position, but the buttons would not.
I am now regularly experiencing this bug.

Of note, I'm using the FluidFrames addon, which may be the catalyst for this issue.
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Unread 10-20-11, 03:26 PM  
spiralofhope
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That said, it is possible that in the future I will make improvements to the way that macro code is interpreted.
Gotcha. Working on changing the fundamentals probably isn't a good idea until you're warmed up. =)
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