AutoAttack by Vincent of Blackhand (D.A.Down)

  1. Intro:
    AutoAttack is a WoW add-on for automatically selecting the next combat action. I play characters of every class, which makes it hard to remember the appropriate combat actions when switching characters, especially if I haven't played it in a while. When repeatedly killing mobs for quests, it also gets tedious thinking about the sequence of actions to take. So after modifying LazyRogue for another player, I decided to write a similar mod that could be used for any class.

  2. Installing:
    Just unzip AutoAttack into your "World of Warcraft\Interface\AddOns" folder. You can create the sub-folders if they don't already exist.

  3. Configuration:
    Minimal configuration is required as AutoAttack automatically checks the available ActionBar actions when logging on. Only actions that show up on at least one of your ActionBars will be use (it doesn't have to be a visible one). If you don't want an action to be used, you can disable it with the '/aause' command. Warning: If you don't have an Attack action on your ActionBars, there won't be any default melee attack action! When you change your ActionBars (like when you level and train new actions), you must use the '/aa scan' command for the changes to be recognized.

    The only required configuration is to go to the Main Menu, select Key Bindings and assign a key to the AutoAttack 'Perform combat action' command (it will be near the bottom of the list after all the standard commands). I use the Backspace key and the mouse 'scroll left' button as I find them the most convenient to use. There is also an alternate 'instant' key binding that can be used to modify the action selection for different situations (typically favoring melee or group actions).

    You can also assign keys to the commands to switch mount and form. These may not be useful for some characters and are just provided as a convenience. They are not needed for combat actions.

  4. Action Use:
    Each time you press the 'action' key (as defined in Key Bindings), AutoAttack will select the next action to be performed. Only one action will be made for each key press due to a Blizzard restriction on actions to prevent automated play while AFK. If a suitable action can't be found, no action will be taken. The particular action selected will depend on the character class and the combat conditions. Note that addons can't move the player around or chase targets.

    The 'instant' action will typically favor instant cast spells and melee action, but is detailed for each class.

    When not in combat and with no target selected, only pre-combat buff and healing actions are selected. When a friendly target is selected, healing and buffs can be applied to the target. When an attackable target is selected out of combat, pre-combat buffs are checked first and then an attack is initiated if the target is within range.

    Once in combat, the action selected depends on the actions available, the target range, the target type and the health of both the player and the target. Buffs will be maintained where practical and healing spells used if needed and available. When still in combat after a kill, Hunters and Warlocks will select their pet's target. If a target is immune to an action, it will be remembered until logout and not used again on targets with the same name. Use the '/aa immune' command to display detected immunities.

    Refer to the class action sections for class specific actions. Several classes can use some actions more effectively when the addon MobHealth is also loaded. AutoSelect also works well with this addon.

  5. Class Actions
    Each class has a set of actions defined in the localization file. Actions will only be used if they appear on the ActionBars. Lower level characters will have fewer available actions but will still make good use of the limited selection. Some specialized actions like AoE spells are not used because selection logic can't determine the appropriate time to use them, so these should be activated manually when needed. A wand will be activated with Mages, Priests and Warlocks if mana drops below 20% and will be deactivated when the next action is attempted.

    Druid: Each druid combat form has its own action selection logic:
    Spells: Mark and Thorn buffs are used. Starfire or Wrath is used to initiate combat. Moonfire DoT is maintained on the target. If health drops below 90%, Rejuvination is used and below 60% a heal is used. Melee attacks will be used if the target is in melee range and it will be debuffed with Faerie Fire.

    Use: Self buffs are applied first and then friendly targets are buffed. To maximize target damage, start the next action just as the current action completes. As the target enters melee range, the next action will initiate a melee attack in addition to casting. When the target initiates the attack, Moonfire will be the first spell used.

    Instant: When not in combat, Roots will not be used. In combat, only instant cast spells will be used so when ranged, Moonfire will be repeatedly cast (good for killing retreating targets).

    Bear: Enrage is used to prebuff when a target is selected but not in combat. A Roar debuff is maintained. Maul is the default action. If spell casting is detected, Bash is used. If health drops below 15%, Frenzied Regeneration is used.

    Use: To use Enrage, selected a target and use action outside of melee range. Swipe isn't used as multiple attackers can't be determined.

    Cat: Prowl is used if there isn't a target in melee range. Ravage or Shred is used to initiate combat. Rake and Fury are used when available and Claw is the default. Rip is used as a finishing combo move.

    Use: Use action before selecting a target to Prowl. When you are initiating combat, it is assumed that you are behind your target. Ravage will be attempted in stealth and Shred when not.

    Hunter: The Hawk aspect is selected if available and Monkey isn't already selected. A pet is called if not active or revived if found to be dead. The target is Marked and the pet attack is activated. If no pet is available, a Concussive Shot is used, otherwise a Serpent Sting or Aimed Shot is used unless the target uses mana, in which case a Viper Sting is used. Arcane Shot is used when available. Auto Shot is the default ranged action. In melee range, Raptor Strike is used. If health drops below 10%, Feign Death is used. If pet health drops below 30%, Mend Pet is used. Note: Aimed Shot lacks animation, so a click sound is used to indicate that it is in progress.

    Pet Feeding: You pet can be automatically fed when not happy. In order for this to work, you must first select the inventory slot where the pet's food is located by positioning the cursor over the food and entering the command '/aafeed'. If the slot becomes empty a warning is given and you can either move food to that slot or select a different slot. While a pet is feeding, an attack won't be started.

    Use: Aspect of the Hawk is used in ranged combat and Aspect of the Monkey in melee, but if Aspect of the Wild is manually selected, it won't be replaced. If Call Pet warns of a dead pet, Revive Pet will be used. Any target that isn't in melee range will be marked first. A pet attack will be initiated before the first shot unless the pet is already fighting. If your pet has a target and you don't, your pet's target will be used. When a pet dies, revival isn't attempted while fighting, but a target must be selected before a call/revive check is made.

    Mage: Frost/Ice Armor and Arcane Intellect buffs are used. Food, water and a mana gem will be conjured if usable. Frostbolt is used to initiate combat except with targets using mana, when Pyroblast or Fireball is used. If spell casting is detected, Counterspell is used. Arcane Missiles is the normal attack with Fireball and Frostbolt as backup. Fire Blast is used in melee range, with Cone of Cold as a backup when health is below 50%. If mana drops below 15% and a mana gem is available, it will be used.

    Use: Self buffs are applied first and then friendly targets are buffed. To maximize target damage, start the next action just as the current action completes. As the target enters melee range, the next action will initiate a melee attack in addition to casting and if mana is over 50% or health is under 20% the Mana Shield will be used. Food and Water can be conjured and will be used out of combat if health or mana is below 60% (the actions and the conjured items must be on the ActionBars).

    Instant: In melee combat, only instant cast spells will be used.

    Warnings: If both Frost and Ice Armor appear on your ActionBars, the last one found will be used unless you disable one. If you have more than one type of conjure food, water or mana gem on your ActionBars, you can get stuck on the conjuring action!

    Paladin: The Blessing of Might buff is used, but the Aura selection isn't changed. Exorcism is used on Undead and Demon targets. When available. Seal of Light is used on both the player and the target. If spell casting is detected, Hammer of Justice is used. If player health drops below 50%, Holy Light is used. When health drops below 20%, Divine Shield, Divine Protection or Blessing of Protection will be used.

    Use: Make sure you have an Aura active and activate your buff before entering combat. After selecting a target do 1 action to activate your Seal, then when you are in melee range, do 2 actions (use Judgement, reactive Seal). Melee combat will proceed without actions, but use action as needed to maintain buffs and heal. After a kill, start the next attack while your Seal is still active to save reactivating it.

    Priest: Fortitude and Inner Fire buffs are used. Holy Fire, Mind Blast and Smite are the main attacks and the DoT debuff Shadow Word: Pain is maintained. If player health drops below 85%, Renew is used and below 55% with a Shield, Heal is used. When the target is a player or in melee with less that 50% health, Psychic Scream is used followed by Mind Flay. When available, Inner Focus is used to reduce the mana cost of Shield and Heal spells. If spell casting is detected, Silence is used.

    Use: Self buffs are applied first and then friendly targets are buffed. When a target is selected outside of casting range, Shield will be used first, otherwise Shield won't be cast until the Pain debuff is active (if available). As the target enters melee range, the next action will initiate a melee attack in addition to casting. When the target attacks first, Pain will be the first action and Shield the second. To maximize target damage, start the next action just as the current action completes.

    Instant: Burn Mana will not be used to start combat.

    Rogue: Stealth is used if no target is selected. When the target is ranged, Shoot/Throw is used. To initiate combat in melee range, Garrote, Backstab or Stun is used. Riposte and Ghostly Strike are used when available. Sinister Strike is the default action. Evasion is used if health drops below 50% and Gouge below 30%. If spell casting is detected, Kick or Gouge is used. Eviscerate is used when combo points are complete or when it is estimated that it would kill the target.

    Use: Use action before selecting a target to enter stealth. If you don't want to use a ranged attack, be sure that you are in melee range before using action when a target is selected. When you are initiating combat, it is assumed that you are behind your target. Garrote will be attempted in stealth and Backstab when not.

    Instant: When not in combat, indicates a frontal attack instead of the usual rear attack. In combat, indicates using a Backstab from behind (typically used in a group when the target is attacking another player).

    Shaman: Lightning Shield and Rockbiter Weapon buffs are used. Lightning Bolt is the main ranged attack and isn't used in melee. When in range, Flame shock is used if the target is over 50% health, otherwise Frost Shock or Earth Shock will be used. In melee, the Stoneskin Totem will be used and if the target is close to the player in difficulty, the Searing Totem will be used. If health drops below 50%, Healing Wave is used.

    Use: In or out of combat, buffs are maintained and healing used on low health. Lightning Bolt is used whenever the target is outside of melee range. The presence of a Searing Totem isn't detected, so it won't be recast until at least 40 seconds have passed. Magma and Fire Nova totems and Chain Lightning aren't used because multiple attackers can't be determined.

    Instant: In melee combat, only instant cast spells will be used.

    Warlock: The Demon Skin/Armor buff is used. The minion is used to initiate the attack (must be summoned first). If the next action occurs before the minion engages the target, Immolate will be cast. Corruption, Siphon Life and Immolate are maintained on the target. If the player mana is below 70% and health is above 90%, Life Tap will be used. In melee combat Curse of Weakness replaces Curse of Agony and if player health drops below 70% Death Coil and Drain Life will be used. Curse of Agony and Immolate will be used as long as the target has over 20% health. If the target uses mana and has over 15%, Drain Mana will be used. Shadow Bolt is the default action.

    Use: Summon your minion before using actions. The pet attack is the first combat action unless the pet already has a target. The Pet's target will be used if the player doesn't have one. Immolate will be the first spell cast only if you aren't already in combat, otherwise it will be cast after Corruption, Curse of Agony, Siphon Life. In melee range, Curse of Weakness will be used if Curse of Agony isn't active and visa-versa. If mana drops below 70% and health is above 90%, Life Tap will be used to exchange health for mana.

    Instant: Shadow Bolt will not be used.

    Warrior: Charge is used to initiate combat (when possible). Heroic Strike is the default attack. Battle Shout is the only buff used. The Rend debuff is maintained. Overpower, Disarm, Revenge and Sunder Armor are used when available. If spell casting is detected, Shield Bash is attempted. Execute is used for finishing a kill. For humanoid opponents, Hamstring is used to slow retreats when their health drops below 50%. Intimidating Shout is used if player health drops below 20%.

    Use: Select a target out of melee range and Charge will be the first action if close enough. When out of melee range and Charge fails, Shooting will be attempted. When not in combat with a target and beyond shooting range, Bloodrage is used. Multi-target actions aren't used because multiple attackers can't be determined.

  6. Mount/Form switching:
    The 'mount' and 'form' commands provide context switching. Unless your character has BOTH a mount and an alternate form, the two commands will have the same effect. If you are mounted or are using an alternate form (mainly druids), either command will cancel the mount or form status and record the mount or form that was in use.

    As it is possible to have multiple mounts, AutoAttack requires that the mount action be on a hotkey and that the switch key be used to dismount from the desired mount. Once it has been recorded, it will be saved between logins and used for the next mount request. To select a different mount, manually activate the new mount and then use the switch key to dismount.

    Only druids have multiple forms available. Shaman have a travel form and the hunter Aspect of the Cheetah/Pack is treated as a form. Like mounts, the switch key must be used to disable the form to record it before it can be activated with the switch key. The last druid form switched out of will be the next one switched into. To change the recorded form, manually select a different one.

  7. Chat commands:
    Chat commands are entered in the chat edit box with the prefix '/autoattack' or '/aa'. They are primarily for checking action selections. The following commands are defined:
    /aa debug – toggles the debug flag for tracing action selections.
    /aa help – displays the list of commands (add '?' for descriptions).
    /aa immune – displays the current list of detected action immunities.
    /aa scan – rescans the hotkey assignments (use if you change the hotkeys).
    /aa slot – displays the hotkey slot assigned to each action.
    /aafeed – selects the inventory slot for feeding a hunter's pet (position the cursor over the slot).
    /aafeed off – disables automatic pet feeding.
    /aause <name> – toggles whether the action <name> is disabled (must match the ActionBar name).


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Last update: 8/1/06