# In-game macros (no addon, retail-shaped) enBoxer only sends keystrokes. Bind these in WoW on **every** account. **The example profile targets retail (The War Within era, 2026).** Forever is not out yet, so the macro set is whatever current retail uses. If Interact with Target is missing on a client, the loot map will not walk or loot until a later helper (not shipped). Match keys to `game_binds` in the profile. ## Interact with Target (keybind, no macro needed) In WoW: **Key Bindings → Targeting → Interact with Target**. Bind it on every account to the same key (the example uses **Alt+J**). enBoxer routes the keystroke to every captured slot — no macro needed. > Do not bind Interact Target to a mouse button; that is unreliable while enBoxer is routing mouse clicks. Turn **Auto Loot** on in-game so the corpse is looted when the alts arrive. ## Auto-Interact (the legacy "CTM") "Click to Move" was removed in Warlords of Draenor (2014). What multibox guides still call CTM is the `autoInteract` CVar: when on, your character walks up to the target and interacts automatically instead of needing a separate walk + interact sequence. enBoxer turns it on for the duration of an interact/loot map and turns it off afterwards. CVars are not keybindable, so these need to be macros. **CTM On** — `game_binds.ctm_on` (example Shift+F3): ``` /console autoInteract 1 ``` **CTM Off** — `game_binds.ctm_off` (example Shift+F4): ``` /console autoInteract 0 ``` If `/console autoInteract` is rejected (some protected profiles, a SecureCVar-protected client), the equivalent is: ``` /run C_CVar.SetCVar("autoInteract", "1") ``` and `"0"` for off. ## Assist and Follow (per-character macros) The example profile stores a default key under `game_binds.assist` and `game_binds.follow`, and **overrides them per character** under `characters[].assist_key` and `characters[].follow_key`. The override is what every account actually binds in-game (so swap-to-slot-N retargets the bind automatically). Pick a different in-game macro **per character** that targets the leader's name. For a Main named Eisheth: **Assist** — bind to whatever you set on the character: ``` /assist Eisheth ``` **Follow** — bind to whatever you set on the character: ``` /follow Eisheth ``` If you swap leaders, edit the `assist` / `follow` macros on each client to match the new main's name, or just swap which client is the leader. Built-in keybinds `Targets → Assist Target` / `Follow Target` only assist or follow the **current target**, which is not what multiboxing wants when the alts need to name-target the main. That's why enBoxer ships the per-character macro override. ## Optional, class-dependent (in-game keybinds, no macro) - **Pet Attack** — Key Bindings → Pet Actions → Attack. Useful for Hunter / Warlock / DK / Demon Hunter. Wire it through enBoxer with `game_binds.pet_attack`. - **Target Last Target** — Key Bindings → Targeting → Target Last Target. Useful as a "retry" if the first interact was on cooldown. Wire it with `game_binds.target_last`. Both are pure in-game keybinds; enBoxer just routes the keystroke. ## One loot press (the `loot` map) 1. Target the corpse or NPC on the primary. 2. Press the loot hotkey (example Alt+G). That key is consumed; the primary does not interact unless the map targets `current`. 3. Alts assist, Auto-Interact on, Interact with Target once, walk `walk_delay_ms`, interact or loot, Auto-Interact off. 4. enBoxer's `interact.style` controls how aggressively Auto-Interact stays on: `standard` (on, then off), `auto` (stays on after the press), `hold` (on while the hotkey is down, off on release). Do not mash. A second interact while they are still pathing is how characters run circles. If they stop short, raise `walk_delay_ms` (2500–4000), or use `interact.style: auto` (CTM stays on), or `interact.style: hold`. ## Smart interact shortcut (`bind: smart_interact`) The example profile's `loot` map (Alt+G) and `interact` map (Alt+I) both use a **smart shortcut**: a single user keypress fires the full chain (CTM on → Interact with Target → sleep `walk_delay_ms` → CTM off). It is what ISBoxer did with a "Mapped Key" — you press one key, the multibox software sends the whole chain. In enBoxer the shortcut is `bind: smart_interact` in a step: ```yaml - name: loot hotkey: "Alt+G" steps: - bind: assist target: others - bind: smart_interact # <-- smart shortcut target: others ``` The engine expands that one step at compile time. Driven by `profile.interact`: | `interact.style` | What happens on the press | CTM after the press | | ---------------- | ----------------------------------------------------------------------------------------- | --------------------- | | `standard` | `ctm_on` → `interact` (`game_binds.interact`) → sleep `walk_delay_ms` → `ctm_off` | off | | `auto` | `ctm_on` → `interact` | stays on (toggle off via `ctm_off` when you want) | | `hold` | `ctm_on` → `interact` (Down); put `bind: ctm_off` in `release_steps` to turn it off on release | matches the hotkey down/up | Walk distance and follower latency are absorbed by `walk_delay_ms` (default 2500 ms). If your alts stop short, raise it (2500–5000 ms is typical for indoor encounters). If you need per-step control (different keys, branches, conditional delays), use the manual form: ```yaml - name: loot_manual hotkey: "Ctrl+Alt+G" steps: - bind: assist - bind: ctm_on - bind: interact - delay_ms: 5000 - bind: ctm_off ``` Both forms are tested in `engine::tests`; see `interact_smart_shortcut_standard_emits_full_sequence`, `…_auto_emits_two_no_tail`, `…_hold_emits_press_only`, and `loot_manual` (which exercises the explicit chain).