Help

qUserKey - bind a key to any spell, item or macro

Unit Frames Login to Add Favorites
  • 0 Likes
  • Project Manager: quel
  • World of Warcraft
  • 26,776 Downloads
  • Supports: 4.0.3a
  • 9 Average Daily Downloads
  • Comments
  • Created 11/28/2006 4:07:50 PM
  • Updated 1/22/2011 1:54:08 PM
  • 147 Favorites
  • Project Site
  • License: All Rights Reserved
  • Release Type: Release
  • Newest File: qUserKey v40000h
or

About qUserKey - bind a key to any spell, item or macro


Abstract
Begining with The Burning Crusade, the user interface may bind keys directly to spells, abilities, macros and usable inventory items; however, the game does not provide a gui for making such key assignments. UserKey scans you spellbook, your macros, your inventory (including your bank) and provides a gui for assigning keys to those actions/items.


Also includes a mini-API to allow other Add-On authors to add entries to the UserKey table, allowing custom bindings to their own buttons built using the new secure templates.


Updated for WoW 3.0.2 patch; added options panel in Game Menu | Interface | AddOns. MAJOR FEATURE ADDITION: In 3.0.2, all pets and mounts are converted to spells stored on the Companions interface and are no longer inventory items. Unfortunately, the companions don't honor the normal function for binding keys. As a (hopefully temporary) workaround, qUserKey has the ability to scan your mounts/pets, create macros to call each of them, and let you bind keys to those macros. On the upside, this is nice and simple. On the downside, it can potentially consume a ton of macro slots. This macro generation is disabled by default. You may enable it via the aforementioned options panel.


Usage
UserKey adds a new entry to the main game menu called "User Key Bindings" directly below the original "Key Bindings" button. Click the button and scroll through the available items. Items from the spellbook are displayed first (with tabs/schools indicated), then macros, then usable items. Then click the item you want to bind, press the key you want (including CTRL, ALT, and/or SHFT) just like the official Key Binding interface.

AddOn Authors:
To add your own buttons to the UserKey table, simply call:
UserKey_AddButton(addon, section_name, button_table);
where:
addon = "your addon name";
section_name = "My Clever Title for My buttons";
button_table = { { " name button1", "mybutton1" }, {"name button2","mybutton2"} };

This will add entries to a section titled "My Clever Title for My buttons". When you bind a eky to "name button1," UserKey will perform a SetBindingClick(key,"mybutton1"). Subsequently pressing the key will "click" your button.

If your addon fails to load, the binding will no longer be displayed.

To remove a binding button from the list dynamically, call UserKey_RemoveButton(addon, section_name, button_table). Notes Regarding Inventory Changes The inventory scan checks your bags anytime your inventory is updated. It also checks your bank whenever you open the bank interface. It then labels which bag/bank slot contains the item to make it a little easier to find in your bags. If you consume an item, sell an item or destroy an item, UserKey can't readily tell why the item left your inventory. So, it assumes that any
items that suddenly go "missing" must have been stored in your bank slot. They will be displayed with the tag (bank?) indicating the UserKey isn't really sure where the item is. The next time you open your bank, UserKey will have access to your full inventory. Any (bank?) items that aren't truly in your bank will be removed.

Technically, UserKey could assume that any item that goes "missing" must have been sold/destroyed/lost if you don't have your bank frame open. it's a little safer, though, for UserKey to assume it missed some event firing and therefore assume your item is in the bank. As soon as you open your bank again, UserKey will be able to resynch.

The "reset data" button ONLY clears the text displayed by UserKey. It does NOT undo all of your keybinds. This is primarily a debugging tool that I've left in the mod to facilitate future additions.

The "scan" button rescans your spellbook, macros and inventory. UserKey triggers off many events and should automatically detect any changes to bindable actions. If, however, you find an item doesn't automatically appear in your list, try clicking the Scan button. You can reclick scan as often as you want, it will not create duplicate entries in the display.

re-enabled binding to mousewheel.

Added warnings for an error condition when a user names a macro the same as an existing spell.

Addon Packs Containing This...

Comments

First Previous Page 1 of 6 Next Last
  • #78
    to not even warn that this addon marks char specific keybinds is kind of raw.
  • #77
    The addon works perfectly...almost. I have my entire numberpad mapped, twice actually, but for some reason it won't set 4 of my macros (I have two macros that are mapped and work). I don't get an error or anything which is the weird thing. I click the not bound button and the key combo as usual, and it says that the key is mapped in the yellow font at the bottom, but the words "Not Bound" never go away, and when I click OK and test it out it doesn't work.

    So basically, out of 30 mapped hotkeys, 26 work. Not too bad, I wish it wasn't my oh crap buttons that weren't working, but oh well.
  • #75
    Hi, sorry for my bad english.
    I can't bind any item. When I do "Scan", no item of my bags appears.
    What can I do?
    Thanks
  • #72
    40000d fixes the mouse button binds.
    40000e fixes the modifier keys.
  • #73
    Mouse button binds are still throwing errors:

    Interface\\AddOns\\qUserKey\\qUserKey.lua:457: attempt to concatenate local 'button' (a nil value)
    ["stack"] = "[C]: Interface\\AddOns\\qUserKey\\qUserKey.lua:457: in function `UserKey_OnKeyDown'
    "

    Interface\\AddOns\\qUserKey\\qUserKey.lua:538: attempt to concatenate local 'keypressed' (a nil value)
    "
  • #74
    Got a chance to get Swatter's error report from WoW:
    Message: ..\AddOns\qUserKey\qUserKey.lua line 457:
    attempt to concatenate local 'button' (a nil value)
    Debug:
    [C]: ?
    qUserKey\qUserKey.lua:457: UserKey_OnKeyDown()
    [string "*:OnMouseDown"]:2:
    [string "*:OnMouseDown"]:1


    Message: [string "UserKeyScrollFrame:OnMouseWheel"] line 3:
    attempt to compare number with nil
    Debug:
    [C]: ?
    [string "*:OnMouseWheel"]:3:
    [string "*:OnMouseWheel"]:1
  • #70
    While my problem isn't exactly the same as TastyCroissants, I imagine it's in the same area. I am not able to bind, for instance, Shift+E for Evocation, it only seems to allow single keys currently, rather than multi-key bindings.

    If this could be fixed, it would be exceptionally useful.
  • #71
    While this isn't really a fix to the actual problem, here's a temporary solution to get a key combination like Shift+E work with qUserKey:
    Open qUserKey, scroll to the action you want to bind, then first press and hold(!) your modifier key(s) (e.g. Shift or Ctrl+Shift), click the button to bind a key and finally hit the last one (E or whatever).
    This way the whole key combination gets recognized as one virtual key as it should.
  • #69
    I'm having a problem, the mod always worked perfectly well before 4.0, but now it doesn't allow me to bind keys to scroll up, scroll down, mouse wheel click, and the additional side buttons on my mouse.

    Anyone having the same problem?
  • #76
    I can't bind a macro to mouse up :(
  • #68
    Haven't tried v40000 yet because I think it still doesn't comply with patch 4.0.1 LUA changes:
    https://forums.worldofwarcraft.com/thread.html?topicId=25626580975&sid=1

    I have updated v30300 for my personal use with the necessary changes and it works.

    Global variables this, event, arg1, ..., are no longer available therefore I used the standard variables for the widget handlers (.xml)

    OnClick (self,button,down)
    OnMouseDown (self,button)
    OnMouseUp (self,button)
    OnMouseWheel (self,delta)
    OnKeyDown (self,key)
    OnEvent (self,event,...)

    In the .lua I changed every setglobal/getglobal into _G and:
    - adapted the widget handler functions
    - changed API function GetSpellInfo() to GetSpellBookItemName()
    - inserted code to filter out unavailable Spells
    skillType, spellId = GetSpellBookItemInfo(spellName)
    (skillType must be "SPELL")
  • #66
    4.0.1 compatible version is under test now. Probably will release it this weekend.

    Note that your keybinds are stored on the server, not by this mod. So any binds you made prior to the patch should work fine (mine did), but it's exceedingly difficult to change them until I release the fixed UI.
  • #67
    Awesome news! I've come to rely on this more than I think I realized...lol.
    Also, binds are stored on the server but any bind that involved a spell that got changed either via talents or the simple fact that they removed spell ranks from the game seem to have broken my binds with those...
    Anyways, I'm stoked to be getting this back! I've considered looking for another keybind addon, but if you'll have this up soon I'll just sit tight.
  • #64
    PATCH 4.0 PTR, THIS ADDON IS COMPLETLY UNUSABLE. TONS OF ERRORS!

    I WILL LOVE THE NEXT PERSON THAT BRINGS THIS ADDON BACK TO LIFE IN 4.0+.

    THANKS!
  • #65
    BindPad is a usable alternative for now, but I don't like it as much as I like this mod.
  • To post a comment, please login or register a new account.
Learn how to disable ads
Learn how to disable ads
Login to Curse

Don't have an account? Create One.

Get an epic experience with Curse Premium
  • Faster Addon Downloads
  • Premium-Only Beta Giveaways
  • Ad-Free Curse.com Experience
  • Premium Curse Client
  • and many More Features
  • Learn More »