If DatEdit is what a unit can do, FireGraft is how a unit is operated: button sets, requirements, and how the panel looks when the unit is selected.
Merely enabling FireGraft has a side effect: selecting several units that share a button set stops showing the buttons properly. Select a Marine and a Firebat together and Stim Pack is gone; a Vessel and its hero together and the spell buttons are gone. Know this before deciding to use it.
The status list decides the shape of the panel. Which one you pick changes a great deal of what is shown, and some of them change behaviour too.
| 건물 | On a unit this removes the attack and armour upgrade display and the kill count, and adds a Stim Pack research that does nothing. |
|---|---|
| 유닛 | An ordinary unit. On something that can produce, the production queue is not shown. |
| 격납유닛 | The Reaver and Carrier one: a five slot production queue, and it works on buildings too. |
| 부화유닛 | The egg one. It looks like one slot but functions as five. |
| 수송유닛 | Dropship and Shuttle: loaded units are shown. |
| 선택불가 | Everything vanishes but the wireframe and the name. |
The Reaver status list connects directly to build-queue detection: switch to it and you can see the five slots, which is how you watch a queue fill while debugging. Put it back for release.
The order of the button list does not matter, because each button carries its own position. And always scope a requirement to the unit it belongs to: left always-allowed, the button appears on units you did not mean.
Never leave a button set's requirement string empty: it crashes on 64-bit, crash list #15. And never add any button to button set 228 - #48.
Detecting a button press with the build queue