AutoItemMacro

A general-purpose consumable macro generator for World of Warcraft.
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v1.0.0

File nameAutoItemMacro-v1.0.0.zip
Uploaded
Sep 10, 2026
Downloads
3
Size
15.6 KB
Flavors
Retail
File ID
8850937
Type
R
Release
Supported game versions
  • 12.1.0

What's new

AutoItemMacro

v1.0.0 (2026-09-10)

Full Changelog Previous Releases

  • Read the version from the toc instead of hardcoding it
    AutoItemMacro.lua carried its own ADDON_VERSION copy, so every release
    would have needed a hand edit to match the tag, and any release where
    that was forgotten would have shown a stale version in the window title.
    VoidShieldHelper sidesteps this by never stating a version in Lua; this
    addon shows one, so it reads the one the packager already substitutes
    into the toc. Nothing left to bump by hand.
    The token is matched by character and never spelled out in the Lua,
    comments included: the packager substitutes inside .lua as well as .toc,
    so a literal copy would come back as the version string and inverte the
    check. Verified that the only occurrence left in any packaged file is
    the toc Version line itself.
    X-Curse-Project-ID moved up next to Author, matching where
    VoidShieldHelper keeps it.
  • Point the release workflow at the CurseForge project
    The workflow already ran BigWigsMods/packager with CF_API_KEY in the
    environment, but the packager decides where to upload from the TOC, not
    from the workflow file, so with no project id it packaged and published
    to GitHub and skipped CurseForge entirely.
    X-Curse-Project-ID is that id. Project 1689791.
  • Add a minimap button and an addon compartment entry
    /aim was the only way in. Now the logo has somewhere to live, there are
    two more: a minimap button, and an entry in the addon compartment next
    to the minimap, which reuses the IconTexture already declared for the
    AddOn list.
    All three routes share one ToggleUI, so the combat refusal that the
    slash command had is now the same everywhere instead of being a property
    of one entry point.
    The button is hand-rolled rather than built on LibDBIcon, matching what
    AniMods settled on. This addon ships as a single file with no libraries,
    and pulling in LibStub, CallbackHandler, LDB and LibDBIcon to place one
    button would be most of its weight; borrowing another addon copy would
    make our button appear and vanish with THEIR install. The geometry is
    still LibDBIcon own, so it sits on the same ring at the same size as
    everyone else, handles square and tri-corner minimap shapes, and reads
    the minimap actual size rather than assuming the default radius.
    It is built at PLAYER_LOGIN, not ADDON_LOADED: minimap addons resize and
    reshape the minimap as they load, and placement depends on both.
    Dragging follows the cursor angle around the minimap centre, so the
    button cannot be dropped off the ring, and the OnUpdate that tracks it
    is installed only for the duration of a drag. Position is saved as an
    angle, and a checkbox in the editor bottom bar hides the button.
  • Use the logo in the addon, and split the artwork by size
    The icon now appears in three places in-game: the AddOn list via
    IconTexture, the editor window title bar, and as an inline badge on the
    addon chat lines, which also collapses the repeated
    |cffffff00AutoItemMacro:|r prefix into one constant.
    All three of those draw the logo at 14-20px, and the avatar does not
    survive that. Downscaling it, the frame chrome and the aim wordmark both
    dissolve into a muddy square. So there are now two pieces of artwork:
    Media/Avatar.png 512px, framed wordmark, the CurseForge project
    avatar. Shown large, uploaded on the website, and
    kept out of the addon zip.
    Media/Logo.tga 64px, the mark reduced to just the priority stack,
    full bleed and gold throughout so the lower entries
    still read on a dark background. This is the only
    one the addon itself loads.
    Neither file could do the other job regardless of the art: WoW cannot
    load PNG and CurseForge will not take a TGA.
    The reduced mark needs gaps as tall as its bars and no glow. With the
    avatar spacing the three bars blend into one solid block at 14px.
  • Add an addon icon
    Artwork for the CurseForge project avatar and the in-game AddOn list: an
    aim wordmark over a lit priority bar with two dim ones below it, set in
    a WoW item-slot frame. The wordmark ties the avatar to the /aim command
    and the aim_ macro prefix, and it is the only direction tried that stays
    readable at the 64px CurseForge lists render at.
    Media/Icon.png is 512x512 for the project avatar, uploaded on the site
    and excluded from the addon zip. Media/Icon.tga is 64x64 and is what
    ships, since the game cannot load PNG; the .toc points IconTexture at it.
    Tools/make-icon.ps1 draws both, so the icon is source rather than an
    opaque binary. It needs nothing but System.Drawing, and keeps the two
    rejected directions around for a later change of mind.
    .gitattributes marks textures binary: core.autocrlf is on here, and a
    line-ending rewrite of a TGA fails silently as a missing in-game icon.
  • Prefix generated macro names with aim_
    New presets are now named aim_macro1, aim_macro2, ... instead of Macro1,
    Macro2, so the macros this addon owns are identifiable in the game macro
    list next to hand-written ones. The prefix costs 4 of the 16 characters
    WoW allows in a macro name; the generated stem plus counter still fits
    well inside the limit.
    Only generated defaults are prefixed -- names the user types in the
    rename box are left exactly as typed, and existing presets keep the
    names they already have.
  • Initial commit: AutoItemMacro v1.0.0
    Consumable macro generator addon. Set up for CurseForge release via
    BigWigsMods packager (tag-triggered GitHub Actions workflow).

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