WoW:API AttackTarget: Difference between revisions

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<center>'''AttackTarget''' ''-Documentation by AlexanderYoshi-''</center>
{{wowapi}}
 
{{protectedapi|2.0.1|For alternatives, try [[API_SecureTemplates|Secure Templates]].}}
Attacks the players selected target.
Toggles auto-attacking of the player's current target.
 
''Note - if already attacking a target, this toggles auto-attack off --[[User:Goldark|Goldark]] 17:01, 12 Jan 2005 (EST)''


  AttackTarget();
  AttackTarget();
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;''Result''
;''Result''
If you were swinging your melee weapon at your target, you'll stop. If you weren't, you'll start.


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;''Description''
;''Description''


: Attacks the players selected target.
: This is actually a toggle.  If not currently attacking, it will initiate attack.  If currently attacking, it will stop attacking.
: You can test your current attack "Action slot" using [[API_IsCurrentAction|IsCurrentAction(actionSlot)]] for status (you'll have to find the auto-attack slot, though).
: If you need a way to always engage auto-attack, rather than toggle it on or off, one workaround is [[API_AssistUnit|AssistUnit("player")]] this will always attack if you have "Attack on assist" checked in the Advanced tab of the Interface Options panel. Note that you cannot combine this with [[API_TargetNearestEnemy|TargetNearestEnemy()]] in the same function/macro: the "assist" target isn't updated fast enough.
: The macro "/startattack" will always initiate auto-attack (or auto-shot for hunters, if the appropriate interface option is active).
 
The text below is a few years old and is likely no longer accurate.
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{{Template:WoW API}}
:The [[API_AssistUnit|AssistUnit("player")]] method described in the previous paragraph doesn't always work, in particular if you are switching between targets a lot. The most reliable way to make sure your attack is always on, no matter how many times you hit the attack button, is to use the following macro:
[[Category:API Functions|AttackTarget]]
/script if not IsCurrentAction(61) then UseAction(61) end;
[[Category:API Activity Functions|AttackTarget]]
:All that one-line script does is see whether your Attack button is not enabled, and if it isn't, it turns it on.
:To make this work for you:
:1. drag the default Attack icon (it is button #1 on the 1st skill bar by default) to an unused slot, preferably on a skill bar you don't use much. If you want to skip step #2, simply drag the default Attack icon to button #1 of the 6th skill bar (i.e. slot 61)
:2. replace the number 61 in the script with the number of that slot. The slots are numbered 1-12 for the 1st skill bar, 13-24 for the 2nd bar, and so on (25-36, 37-48, 49-60, 61-72).
:3. assign the macro to a button on a skill bar (e.g. button #1 on the 1st skill bar)
 
Slightly longer, but more complete method to just find attack anywhere on your bar.
 
/script if not ma then for i = 1,72 do if IsAttackAction(i) then ma = i; end; end; end; if ma then if not IsCurrentAction(ma) then UseAction(ma); end; else AttackTarget("target");end;
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