enBoxer/docs/NOTES.md

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Notes (WoW + Hyprland)

Interact with Target

The game bind does what a right-click on the current target would do: attack, loot, gossip. With Click to Move (autoInteract), the character faces and walks to the target. They stop if the interact happens. They do not stop if they miss. Spamming the bind makes them circle. That is the game, not a timer in enBoxer.

Walking is the client. walk_delay_ms only holds Click to Move on long enough to arrive, then turns it off so a stray click does not send people running.

Styles:

Style Click to Move Interact
standard on, then off after the delay once
auto left on once
hold on while the hotkey is down on press; CTM off on release

Macros: docs/MACROS.md.

Hyprland 0.56

Lua dispatchers. Example:

hl.dispatch(hl.dsp.send_shortcut({ window = "address:0x…", mods = "ALT", key = "g" }))
hl.dispatch(hl.dsp.send_key_state({ window = "address:0x…", mods = "", key = "e", state = "down" }))
hl.bind("ALT + G", function()  end, { description = "enboxer:loot" })

Binds exist only while a managed game window or an enboxer-vfx overlay is focused.

enBoxer does not start XWayland. Hyprland already runs it. Wine WoW is almost always an XWayland window (xwayland: true in hyprctl clients). Keys go in through XWayland as normal X key events — the same path as a keyboard from the games point of view, not a memory inject.

If a window is native Wayland (including winewayland), unfocused inject often does nothing. For those, enBoxer focuses the window, sends the key, then restores focus.

The Session page lists each window as XWayland/Wine or Wayland.

Visible-pixel capture: grim (default). Overlay: mpv --wayland-app-id=enboxer-vfx plus JSON IPC to reload frames. Covered sources use zwlr_export_dmabuf_unstable_v1 (Hyprland implements the wlroots protocol); gated behind ENBOXER_ENABLE_TOPLEVEL=1. See docs/VIDEO.md.