Behaviors, Procedures, Rules, and Conditions
This is where you design your behaviors, or import those created by others.
In Pocket Gnome, a "behavior" is a set of four (4) "procedures" that encompass the various phases of combat. Each procedure is made up of a set of "rules" that are defined by "conditions" that you create.
It sounds more complicated than it really is -- if you've ever made an iTunes Smart Playlist, you can make a behavior!
The Four Procedures/Phases
Each behavior is defined by four procedures -- or "phases" if you prefer -- that describe the parts of combat.
Pre-Combat
The first is the Pre-Combat procedure, which is executed before combat begins. This is a good place for rules that get your character ready for combat, like dropping totems or using Power Word: Shield.
Combat
The second is the Combat procedure, which is executed repeatedly until the target is dead and you are out of combat. This is the pew-pew/hack-slash phase, where you define rules to help you kill your target.
Post-Combat
The third procedure is Post-Combat. This procedure is executed after you are out of combat, and is designed for actions that are not useful in combat. These actions might include bandaging, Evocation, re-summoning or feeding your pet, conjuring water to drink, or rebuffing yourself with long buffs like Fortitude, Intellect, Mark of the Wild, and so on.
Regen
And finally, the Regen phase is designed for eating and drinking (bandages and other heals should go in Post-Combat). If you cast any spell or use any ability in this phase, Pocket Gnome will pause for 30 seconds or until you are back to full power.
Rules & Conditions
Conditions
Conditions are the components of rules, the "if/then" logic that defines what actions your character is going to (or is not going to) perform. Pocket Gnome has six (6) base conditions.
Health/Power Condition
The Health/Power Condition allows you to perform a check on the health or power of a unit. The broad term "power" includes Mana, Rage, Energy, Focus, and Happiness (the latter two only applying to pets, obviously). This check can be performed on yourself, your pet, or your target.
For example, you might check your own health to determine if you should cast a healing spell.
Status Condition
The Status Condition checks the unit specified for one of three things: Is it alive? Is in combat? Is casting? Unit status can be useful for performing actions like a spell interrupt on a casting target, checking to see if your pet is dead or alive, or making sure your target is still alive before using a cooldown or item (maybe your last swing killed your target and you don't really need to Shield Wall!).
For example, you can check to see if the target is casting and still alive before Counterspelling it.
Aura Condition
The Aura Condition is probably the most important condition you will use. As its name implies, this condition checks for "auras" -- that is, buffs and debuffs -- on your character, your pet, or your target. Auras are important for many classes, and in many situations.
If you are a Shadow Priest, you want to make sure you are in Shadowform, as well as making sure you don't cast Shadow Word: Pain multiple times on a target that already has it!
If you are a Mage, you might want to Ice Lance a frozen target, or check to see if Ice Barrier is active. You would also want to see if Arcane Intellect or Mage Armor are still up, and re-cast them if they are not.
A Warrior can check his auras to make sure he is in the correct stance (yes, stances are auras -- they are just invisible in game), as well as checking for Rend on his target. Druids could also check auras for stance changing, as well as DoTs like Moonfire or even checking for Regrowth/Rejuv before Swiftmend!
A Hunter's might check for Serpent Sting, or check for an Aspect. A Rogue might want to check for Slice and Dice, or keep Rupture up on a target.
The possibilities for Aura Conditions are nearly endless.
Aura Stack Condition
Like the regular Aura Condition, the "Aura Stack" Condition is used to check for buffs & debuffs. But with the Stack condition, it checks how many of a particular buff or debuff exists on the specified unit. For instance, this condition would allow you to check if you have 3 Mana Taps on you before you decide to Arcane Torrent. Similarly, you could check for stacks of Sunder Armor, Winter's Chill, or any other stacking aura.
Distance Condition
The Distance Condition checks to see how far away you are from your target. It's a pretty straight-forward condition designed to help decide when to cast certain spells, or to figure out if the unit is in melee range. The Counterspell, Serpent Sting, and Slice and Dice conditions above all use Distance Conditions as part of choosing to use those particular abilities.
Inventory Condition
The Inventory Condition checks your inventory for items. Like auras, items can be specified by either their name or their name when searching your inventory. This condition is very useful for making sure you have the items you need to perform the action you want to do. Need to use a bandage? Check to see if you have any left. Time to conjure more water? Make sure there is enough left to drink.
Combo Points Condition
This one only applies to Rogues and is very simple: it checks how many combo points you have on a target. You can see it in action in the Slice and Dice screenshot above.
Additional Settings
Melee Combat
With this option enabled, your character will engage in melee combat with enemies by running to within 5 yards. You can get into serious trouble using this option (ie, running into a pack of 20 when you really only wanted 1), but it's available here. It is often best to pull with a ranged weapon if you have that option available to your class.
Use Pet
This option will use the Pet Attack hotkey (set in the Bot section) to make your pet attack (if you have one). This option only makes the pet attack! You are still responsible for summoning, healing, and feeding your pet.