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Saeris's LootLink  Popular! (More than 5000 hits)

Version: 8.2.9
by: Saeris [More]

Unsupported
This addon is no longer supported by me, Saeris. It grew too large and bloated to continue maintaining, so instead, I created separate, smaller addons to handle each portion of the functionality this addon provided. Doing this allows each of those parts to be written more efficiently and be given the individual attention they need. They are all independent of one another, so you only need to install the components you want. They are:

LinksList
This is the successor to the graphical portion of LootLink. It provides the scrollable, searchable lists of links. It is a plugin-based system, with plugins to handle all four current link types: items, tradeskills, quests, and abilities. Download the "LinksList + All Plugins" compilation, linked in the Overview of LinksList's page, to get all of this functionality.

LinkBot
This is the successor to the AutoLinkBot portion of LootLink. It provides the ability to automatically respond to specially formatted chat-based requests for links. This, too, is a plugin-based system, with plugins to handle all four current link types. Download the "LinkBot + All Plugins" compilation, linked in the Overview of LinkBot's page, to get all of this functionality.

QuickChatlink
This is the successor to the QuickChatlink portion of LootLink. It provides the ability to automatically replace bracketed text that you type with the real link to whatever is indicated between the brackets. As with the others, this is a plugin-based system, with plugins to handle all four current link types. Download the "QuickChatlink + All Plugins" compilation, linked in the Overview of QuickChatlink's page, to get all of this functionality.

VendorValues
This is the successor to LootLink's ability to add vendor prices to tooltips. It provides that functionality with the options for much more customization than LootLink's version.

ItemTooltipIcons
This is the successor to LootLink's ability to display item icons next to tooltips. It provides that functionality with the options for much more customization than LootLink's version.


Other Notes
If you load LootLink and either LinksList_ItemDB_Links, LinkBot_ItemDB_Links, or QuickChatlink_ItemDB_Links (any one of the three), the new libraries will attempt to import your LootLink database. Note, however, that only base items (not suffixes) will be imported. LootLink counts suffixes as individual items, so your total item database size may appear to go down, but really the only thing not being imported are the suffixes.

Additionally, some pieces of LootLink's functionality do not yet have successors, either because they have not been written yet or because I do not plan to write them. They are:

- The ability to store and view item suffixes ("of the Eagle" et al). These are very easy to fake, very hard to verify programmatically, a pain to program around, and provide almost no useful functionality. LinksList has the ability to display them, but currently (and for the foreseeable future) there is no library to track and maintain them.

- The ability to see information about a given tooltip's IDs (base ID, enchant ID, etcetera for items, ID for tradeskills and abilities, ID and level for quests). This is not a priority to create an addon for, but may be implemented eventually.



Overview

This addon is a versatile item database which stores a grand amount of information about any item you've ever seen from any source. Included in this information is the item's name, full tooltip data, vendor price, and the date when it was last truly seen on the current server. Once added to your database, the item can be linked or tried on in the dressing room as if it was present in your bags. The database can be browsed by inputting to the search window any combination of name, full text, rarity, bind type, equip slot, type (armor, weapon, recipe, etcetera), subtype (cloth, one-handed sword, Alchemy, etcetera), minimum and maximum equip level and internal level, and whether it is unique. The database can then be sorted (in ascending or descending order) by any of those attributes by clicking the dropdown menu at the top of the results window.


Prominent features include:

- The conversion of typed item names into real item links (typing "[iron ore]" will replace the text with the real link for Iron Ore, and typing "[scout's blade {28}]" will replace the text with the level 28 version of the Warsong Gulch reward) with optional auto-completion suggestions (simply press Tab to fill in the rest of the suggested completion text, or press Shift-Tab to see other possible auto-completions).

- The ability to perform a full reparse of one's own database, refreshing all search and full-text data to the newest available from the server, and fixing any incorrect or invalid item names.

- The optional display of a great amount of extra item tooltip information (including vendor price, basic IDs, socket IDs, time last parsed, and the item's internal level as the game views it).

- The automatic combing of your itemcache.wdb file for any items which may have eluded parsing through normal means.

- The ability to automatically scan all pages of the auction house for new item data ("/lootlink auctionscan").

- A multitude of extra tooltip item data lines, including the vendor value for the item, the internal level of the item as the game sees it, the item's basic IDs (base, enchant, suffix, and instance), the item's socket IDs (gem 1, gem 2, gem 3, and the gem socket bonus), the time the item was last truly seen on the current server, and the maximum number of the item which can be in a single stack. There are also options to change the text color from the default teal to a plain white, and to include a separator line between the normal tooltip and this data.

- A QuickSearch edit box to quickly perform a search by name instead of opening the Search window (press Enter), or to sort through current search results to find an item matching the text you've input (press Tab), with the ability to quickly clear its contents by pressing Alt + Enter.

- The ability to manually add items to one's database from information available on sites like Wowhead, Allakhazam, or Thottbot, via a simple slash command method ("/lootlink addbybasicdetails" to provide the details yourself, or "/lootlink addbyrequestlink" to attempt to request the data from the server).

- The ability for others to use your database with specially prefixed chat messages. They can type "!item [text]" to have the first 9 results of searching your database by name for [text], or they can type ">item [text]" to have a single result sent to whatever form of chat they used to place the request.

- A small, mobile minimap-style button which can be clicked to toggle the results window, and dragged by holding Shift, Ctrl, or Alt. Also, its text will turn yellow whenever a new item enters your database, and displays a list of the last twenty items to have been added, just as the results window's title text does.

- The ability to perform a quick command line database search by name with either "/lootlink search [item name]" or "/ll s [item name]", the first ten results from which will be printed to the chat frame.


Many more features are available, but those are the most prominent ones. Most of these features are configurable, either by slash command ("/lootlink help") or by clicking the "Options" button in the browse window. You may also choose to bind a key to toggle LootLink's results window in the game's Key Bindings menu.

Additionally, there is one important thing to remember about this addon: To prevent data mining of items which are not supposed to be seen by the public yet, Blizzard has programmed their item server to disconnect clients which request a link to an item which the server has not yet seen. This list of "seen" items resets every time the server goes down for maintenance, which means you may be disconnected if you attempt to link a particularly rare item right after maintenance, even if you had seen the item just the day before. To help avoid this problem, LootLink can display the time an item was last seen in its tooltip (if enabled), including the exact day and time relevant to the current server. If this date is earlier than the last maintenance, the item might not be safe to link, but trying anyway can not do anything more than cause you a very minor inconvenience of logging back in.

Lastly, it is recommended that you perform a full database reparse (via the "Reparse" button on the options screen, or with "/lootlink fullreparse") once a week, preferably a day or two before maintenance, to keep your database up to date.


Note: A premade database of around 34,000 items is available to merge with your own database. The database comes in the form of an addon called LootLink PremadeDatabase, designed specifically for use with this version of LootLink. Once installed and enabled, just type "/lootlink mergedb" to perform the merger.


Coming eventually:

- A set of static data which is loaded, and stored, by LootLink instead of by the game's saved variables loader. This has the potential to greatly decrease the memory requirement of the saved database, as well as the initial login time.

- A right-click dropdown menu for every item in the results list, allowing you to manually alter stored data.



Feedback and Inquiries

I welcome feedback for any of my addons, including this one. However, if the feedback is a bug report or feature request, please use the methods on this page (the "Bugs" and "Features" buttons below the "Download" button in the top right) to alert me, instead of posting in the "Comments" section of this page, as it will take me longer to reply to you if you post there. For feedback or inquiries not related to bugs or features, such as information about translating this addon to another language or a request for a detailed explanation of a certain bit of code, please contact me directly via one of the methods listed in the "Preamble" section of my author portal's introduction text. Following these guidelines will ensure that I read and reply to your message.



History of Changes

See the readme file in this addon's folder, or my author portal, for an explanation of the versioning system.


8.2.9 (2/20/07):
- The base ID of each item is no longer added as part of the hash during reparsing, since it is logically impossible for it to be changed during that process.

- The tooltip hooks now include the GameTooltip methods :SetInboxItem() and :SetSendMailItem().

- All of the tooltip hooks have been changed to call self:GetItem() to get the link for which the additional data must be added, instead of using a unique, context-specific function for each method. This increases efficiency by preventing global lookups for those functions. Also, because of this, the algorithm now checks for the existence of that item link before attempting to call LootLink:Tooltips_AddAllApplicableInfo(), increasing efficiency for scenarios in which the tooltip method is called on an empty item slot, like when hovering the cursor over an empty bag slot.


8.2.8 (2/16/07):
- The login algorithm which finds and stores all possible suffixes now simply iterates over all possible item base IDs until it finds one which is cached, instead of looking for an item in your bags, since at initial login only items in the (potentially empty) backpack are checkable.


8.2.7 (2/16/07):
- The login algorithm which finds and stores all possible suffixes now searches your bags for a valid item to use for this parsing, instead of assuming you have a Hearthstone.


8.2.6 (2/12/07):
- Added a warning popup that will appear at login when the Hearthstone is not cached (which prevents suffixes from being parsed). This is in addition to the chat frame warning which has always been displayed in these cases, and is simply meant to draw attention to that message. The popup also includes a "Reload UI" button which can be clicked to reload the UI, which, as the chat frame warning states, fixes the problem.

- Added additional checks to the algorithm which creates the results list, to prevent it from erroring when a negative suffix ID does not have a list of instance IDs attached to it for some reason.

- Fixed an issue with reparsing where suffix items could be removed if they were expansion suffixes with no stored instance IDs.

- Changed French localization's First Aid display from "Secourisme" to "Premiers soins".

- Changed German localization's Gem Bag parse string from "Edelsteinbeutel" to "Edelsteintasche" and the Mining Bag parse string from "Bergbausack" to "Bergbautasche".


8.2.5 (2/4/07):
- Fixed a bug where items whose tooltips had no fulltext data to store in the database were still having an empty table created for that data anyway. Perform a full reparse ("/lootlink fullreparse") of your database to fix this issue for existing items. On a 43036 item database, this appears to have reduced the total memory requirement by about 11%.

- Possibly fixed an issue with the German localization not recognizing Gem Bags or Mining Bags.


8.2.4 (2/2/07):
- Added some additional checks to the database loading algorithm to ensure that there are no invalid entries in the database which could cause errors elsewhere.


8.2.3 (2/2/07):
- Fixed a bug where data from the hidden chat channel might not be blocked if the AutoLinkBot plugin was loaded before the DataSharing plugin.


8.2.2 (2/1/07):
- Now forcibly hooks ChatFrame_MessageEventHandler to ensure that no data from the hidden channel is displayed. This is inefficient, but as of 2.0.6 it is the only way to block the channel with certainty.


8.2.1 (1/31/07):
- Fixed an issue in the French localization which caused Gem Bags to not be recognized.

- Fixed an error that occasionally occurred when searching via fulltext, relating to a suffix's data being a boolean instead of a table.

- The results window item tooltip is now anchored to the top right corner of the window, rather than relative to the current item slot.


8.2.0 (1/29/07):
- The PremadeDatabase is no longer a plugin, due to it requiring 4MB of memory just to define the function which is called to load the premade database itself, and then another 7MB once loaded. It has been moved to a separate addon, as it once was, called LootLink_PremadeDatabase. The usage is still the same: just type "/lootlink mergedb" once it is loaded. But this way, the addon does not take up that memory prior to actually being used.


8.1.2 (1/29/07):
- Possibly fixed an issue with the PremadeDatabase's merging code that caused errors when used with Light Mode enabled.

- Fixed an error that occurred when enabling Light Mode from the checkbox on the Options screen.

- Updated French localization (thanks to Soligne).


8.1.1 (1/26/07):
- Fixed an error in the compatibility code for AtlasLoot / AtlasLootEnhanced.

- Moved the item icon on the results tooltip to be anchored to the top right corner of the tooltip and extend upward, instead of to the right, to prevent interference with comparison tooltips from other addons. To prevent the icons from extending off of the screen, the tooltip is also now shifted down by 45 pixels from its previous location relative to each item slot.

- Fixed a bug where the hidden data sharing chat channel, if enabled, was not remaining hidden after relogging or reloading the UI.


8.1.0 (1/24/07):
- Added a new tooltip option: the maximum number of the item which can be in a single stack.

- Fixed a bug in the PremadeDatabase plugin that caused it to always assume you had already performed a merger.


8.0.1 (1/23/07):
- Fixed a bug wherein expansion suffixes added to the database at runtime were not properly increasing the database count by plus one.

- Added a warning message to indicate that the UI must be reloaded if a Hearthstone is not in your cache when you first log in.

- Fixed compatibility code referencing an old function, Matching_GetItemTableAndSuffixByName.


See the readme file in this addon's folder for earlier changes.



Developer Notes

The format for one entry in LootLink's database table, LootLink_Database, is organized thusly:

[integer; item's base ID] = {
[1] = string; base portion of the name, the whole thing if there are no subitems
[2] = integer from 0 to 7; item's color in ITEM_QUALITY_COLORS
[3] = { table; item's suffixes, if it has any
[suffixID, positive integer indicating classic suffix] = table OR boolean; fulltext data if applicable or a placeholder
[suffixID, negative integer indicating expansion suffix] = {
[instanceID, integer] = table OR boolean; fulltext data if applicable, or a placeholder
};
};
[4] = integer from 1 to 4; item's bind type in LootLink.BIND_TYPES, or a nil value indicating no binding
[5] = integer-key table; base item's portion of the full text, or the whole thing if there are no suffixes
[6] = integer; item's vendor price in copper
[7] = integer from 1 to 24; item's equip location number from LootLink.EQUIP_LOCATIONS
[8] = integer from 1 to 11; item's type number from LootLink.TYPES_AND_SUBTYPES
[9] = integer from 1 to n; item's subtype number from LootLink.TYPES_AND_SUBTYPES[itemType]
[10] = integer from 1 to 70; item's minimum equip level
[11] = nil or true; item's unique status
[12] = integer from 1 to 999; item's internal level
[13] = string; the item's texture path, if storing these is enabled
};

Each entry in this table has a metatable allowing access to its numeric indices through a more recognizable tag, for use by other addon authors who do not have the above format memorized. None of these are case specific. It should be noted that these access methods are slower and, as such, should not be used in large loops.

itemTable[1] -> itemTable.name or itemTable.na
itemTable[2] -> itemTable.color or itemTable.co
itemTable[3] -> itemTable.suffixes or itemTable.su
itemTable[4] -> itemTable.bind or itemTable.bi
itemTable[5] -> itemTable.text or itemTable.te
itemTable[6] -> itemTable.price or itemTable.pr
itemTable[7] -> itemTable.location itemTable.lo
itemTable[8] -> itemTable.type or itemTable.ty
itemTable[9] -> itemTable.subtype or itemTable.su
itemTable[10] -> itemTable.equiplevel or itemTable.eq
itemTable[11] -> itemTable.unique or itemTable.un
itemTable[12] -> itemTable.itemlevel or itemTable.lv
itemTable[13] -> itemTable.texture or itemTable.tx


The format for one entry in LootLink's results table, LootLink.ResultsList, is different:

[integer; non-skipping real number incrementing] = itemTable

...where itemTable is a direct pointer to an entry in the database. Data about the entry is
stored in temporary negative integer keys in the itemTable, to be removed at PLAYER_LOGOUT. With that in mind, the negative keys are as follows:

[-1] = integer; recursive copy of the item's base ID, for the item button OnFoo functions
[-2] = nil or 0 or 1; the suffix flag, where nil means none, 0 means collapsed, and 1 means expanded
[-3] = integer; the number of suffix items in the itemTable which match the search criteria

Additionally, if there are suffix items, any of those which match the search criteria will have their table's [0] integer key set to true to indicate that they should be added/removed from the list dynamically, as their base item is expanded and collapsed. If they do not have a table, then their boolean will be changed from false to true.

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Unread 03-10-07, 06:15 AM  
Siz
A Wyrmkin Dreamwalker
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Saeris wrote this from scratch using Telo's version as a reference. The goal was to create a LootLink addon that had all the great features from other LootLink-like addons along with support for the latest item link formats all while keeping the database as efficient as possible.

Here's a good quote regarding whether or not the code is original.

Originally posted by Saeris
The larger number of bugs in my addons are due to a different design philosophy. I do not have the time to thoroughly test every change I make, and even if I did (which would make releases much less frequent), I'd probably still miss a bug or two. Instead, I rely on the users to report bugs, which I then fix almost immediately in most cases to make up for the lack of initial testing. What it comes down to is this: Would you rather have more frequent updates with the potential for more bugs, or less frequent updates with the potential for less bugs?

Telo's LootLink has bugs, but most of them are silent, so you'd never notice something was wrong until you inspected the behaviour very closely. I write code in such a way as to actually provoke errors when something unexpected happens, rather than placing additional checks to quietly ignore the issue so that it might never be brought to attention. Fixing bugs which produce errors is much, much easier than fixing bugs which do not show any feedback. This manner of coding also expedites the process by which I produce new features or functionality.

The primary reason for "why bother?" has always been efficiency. Database addons call for utmost efficiency, and Telo's LootLink has much room for improvement. On average, a fully populated item with my database format will use about 0.2 kilobytes of memory, compared to the 0.8 kilobytes or so used by the database format employed by Telo's LootLink and LootLink Enhanced. This is because I take full advantage of the nuances and idiosyncrasies present in the Lua language to maximize performance. Additionally, unlike LootLink Enhanced, my version does not simply build upon Telo's version; this is all completely original code, designed from the ground up with absolute efficiency in mind. I simply chose the name LootLink as an homage to Telo's version, from which I learned a lot about Lua.

Aside from efficiency, there is also the matter of compatibility with the new API. Item links contain eight identification numbers now, but to my knowledge Telo's version still only handles the classic four. There are many things like that which needed to be fixed.
And here is a good quote which should answer your question about compatibility:

Originally posted by Saeris
My LootLink already automatically imports data from Telo's LootLink and LootLink Enhanced, and can import from ItemSync with a /script command. This is in addition to the premade database of ~33k items I provide, which adds to your existing database instead of overwriting it like most of the premade databases do.
Last edited by Siz : 03-10-07 at 06:30 AM.
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Unread 03-10-07, 05:50 AM  
Spahut
A Cobalt Mageweaver

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Telo?

So is is this written from the ground up or a just Telo's code changed a bit?

(and is the data compatible)
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Unread 03-10-07, 02:12 AM  
Siz
A Wyrmkin Dreamwalker
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Some items show up as having zero variations stored yet the plus sign to expand the list shows up. Here's an example of how it looks on the list: + Elemental Plate Girdle (0)

This is how the data for this item looks in my SavedVariables file. Notice the empty array for [3]. Other items which lack suffixes have a line "nil, -- [3]"
Code:
 [18529] = {
		"Elemental Plate Girdle", -- [1]
		3, -- [2]
		{
		}, -- [3]
		2, -- [4]
		[...]
		61, -- [12]
	},
Manually changing empty suffix tables to nil in the savedvariables file while logged out does fix the problem.

A quicker fix for the problem is to change line 75 of LootLink_Matching.lua to
Code:
if (stringfind(currentName..stringlower(suffixNameKeysToNames[suffixIDsToNameKeys[suffixID]] or ""), itemName, 1, plain)) then
Last edited by Siz : 03-19-07 at 10:34 AM.
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Unread 03-09-07, 11:51 AM  
galmok
A Defias Bandit

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I wasn't suggesting to delay the login for 30 seconds. Everything but LootLink would work fine for the first 30 (or less) seconds. Besides, a /console ReloadUI takes about 30 seconds during which LootLink AND everything else is inaccessible. So, my suggestiong would actually improve things (at least after a patch) and detection of a new patch is possible I believe so when no new patch has arrived, LootLink could work as it always has.
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Unread 03-08-07, 03:44 PM  
DeTard
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LOL.... my guild would hate that. From the moment I log on, until the moment I log off, people are always using my lootlink bot to get item links for things. Some worry it bothers me, but I'm glad it works as well as it does. If people weren't using it, I'd probably disable it. No, I wouldn't like it to have a 30 sec delay everytime I log in. Honestly, having to reloadui one time for a non-error (and I mean script error by that) and allowing it to be very dynamic regarding new item suffixes is yet another feature I'm happy with. Guys, it's ONE time following a patch. If you want to say how much you hate spending that extra 30 sec logging in or so, you might as well complain about the 15 min it took you for Blizzard's downloader to start getting the patch correctly. It works the way it is, why fix it?


For those having actual error messages, I believe I introduced corruption into my database by going from version to version and I started over. Try this and see if it works. Move your LootLink.lua file from your WTF\Account\<accountname>\SavedVariables folder after FULLY EXITING the game. Then do another "/ll mergedb" with the LLDB module loaded and see if your errors go away. I had a problem with the "/ll s" slash search command until I rebuilt my database. I lost about 7k items from my database (from 52k down to 46k), but now I'm back up to 50k again. Big deal, I got over it. Guildies whined a lil bit. I humiliated them publicly and made a few "yer mom" jokes and we got over it.
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Unread 03-08-07, 12:38 PM  
galmok
A Defias Bandit

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Originally posted by Siz
The only viable alternative to the current method is to hard-code a table of suffixes into LootLink. This would mean that as soon as Blizzard implements new suffixes or changes current ones LootLink would need to be updated. From what I've seen, Saeris has managed to avoid such hardcoding in many different instances, making it much more likely to work through small changes. The good thing about the current implementation with regards to tech support is that even if the user ignores all the warnings, the errors will disappear on their own after they relog.

Tradeoffs my friend, tradeoffs.

Disclaimer: I am not the author of this addon. [/b]
An obvious way would be to just delay the initialisation of Lootlink until either an item can be found or e.g. 30 seconds after login.
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Unread 03-08-07, 12:27 PM  
Dector
A Kobold Labourer

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I am actually having other issues with this mod since the patch. I have been unable to search for gems in the "Search"/"All Text" field after having already identified the gem. i.e. When I click on search and type in the word red socket in the all text field with "Gems" selected in type - subtype the result will only show cached items. After I link that gem in chat, it will no longer be able to be searched for without the correct nomenclature or at least a partial.
Seeing as how the normal "All Text" fields that I have used before actually search for all the text in an item (including the item note/description) I merely assumed that this mod attempted to perform a similar function. Please forgive me if I am mistaken. If you need me to clarify anything, please ask questions.

Thank you for this mod that I enjoy greatly and I respect your hard work.
-Dector
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Unread 03-08-07, 10:41 AM  
Siz
A Wyrmkin Dreamwalker
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Originally posted by Zidomo
...need to reload the UI for the mod to work properly. This despite efforts in previous revisions to reduce the need for it.
No efforts were made to reduce the need to reload your UI, lootlink was changed from using the hearthstone to using any item present in the user's inventory since some people might not have a hearthstone. Everyone will always have to reload their UI when they first log in after a patch.

One possible way to eliminate the need to reload the whole UI would be to implement a way of restarting LootLink's initialization from scratch. When LootLink loads into memory while you're first logging in on patch day, the item cache is still empty, but by the time you finish loading and are able to see the prompt to reload your UI, all the items on your character and in your bags should now be present in your local cache. Instead of clicking a button to reload the UI, we could click a button to "restart lootlink"

LootLink could also set a timer (similar to what is done for the AddByRequestLink feature) to remind itself to restart on its own after a period of time, but the optimal time would be vastly different between users. Also, the user would see errors if they tried to use LootLink before it was restarted.

Or is it only as easy as moving the code which creates the suffixIDsToNameKeys and suffixNamesToNameKeys tables into its own function that is called, say, when the user first tries to open up LootLink (or use the command line search) after they've logged in on patch day. Set a flag on login when this is necessary?

Originally posted by Zidomo
This really needs to change. Some may not appreciate spending twice as long logging in after a patch as they would otherwise. Others may ignore the mod request to reload the UI, causing tech support issues with the mod no longer working.
If the methods mentioned above are not possible, then the only viable alternative to the current method is to hard-code a table of suffixes into LootLink. This would mean that as soon as Blizzard implements new suffixes or changes current ones LootLink would need to be updated. From what I've seen, Saeris has managed to avoid such hardcoding in many different instances, making it much more likely to work through small changes. The good thing about the current implementation with regards to tech support is that even if the user ignores all the warnings, the errors will disappear on their own after they relog.

Tradeoffs my friend, tradeoffs.

Disclaimer: I am not the author of this addon.
Last edited by Siz : 03-08-07 at 12:45 PM.
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Unread 03-08-07, 12:42 AM  
Zidomo
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Originally posted by Siz
Allow me to quote myself.
Gotta love it when others take over tech support for mods they don't write .

No problems here after the patch with 8.2.9. Except for the request and need to reload the UI for the mod to work properly. This despite efforts in previous revisions to reduce the need for it.

This really needs to change. Some may not appreciate spending twice as long logging in after a patch as they would otherwise. Others may ignore the mod request to reload the UI, causing tech support issues with the mod no longer working.
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Unread 03-07-07, 04:09 PM  
Siz
A Wyrmkin Dreamwalker
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Originally posted by Warlock82
Yup, the new patch seems to have borked Loot Link.
Allow me to quote myself.

Originally posted by Siz
Those of you seeing the "suffix not recognized" message need to relog or reload your UI.

Lootlink relies on having at least one item in your local cache in order to generate a list of possible item suffixes when you first log in. When you first log in on a patch day, your local item cache is empty because the patch cleared it. LootLink detects this and shows a popup box which you likely ignored or cancelled.
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Unread 03-06-07, 07:19 PM  
Warlock82
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Yup, the new patch seems to have borked Loot Link. I was able to get it semi-running but I was getting several errors and it was lagging the game to an unplayable state. So I had to disable it Hopefully a new version is coming soon.
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Unread 03-06-07, 06:43 PM  
Dector
A Kobold Labourer

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This event Occurred during login after patch. It said that I had no items in my cache, though when I opened lootlink everything was there and available for me to select.
Did not occur any other login attempts after that though it happened with EACH character's first login after the patch.

Still love the mod.

Date: 2007-03-06 19:37:00
ID: 43
Error occured in: Global
Count: 1
Message: ..\AddOns\LootLink\LootLink_ItemTables.lua line 708:
attempt to concatenate field '?' (a nil value)
Debug:
[C]: ?
LootLink\LootLink_ItemTables.lua:708: addSuffixItem()
LootLink\LootLink_Parsing.lua:76: Parsing_ParseFromTable()
LootLink\LootLink_Parsing.lua:103: Parsing_ParseFromString()
LootLink\LootLink_Main.lua:64: Main_OnEvent()
LootLink\LootLink_Main.lua:185:
LootLink\LootLink_Main.lua:185
AddOns:
AllInOneInventory- ArcHUD2, v2.1- Atlas, v1.9b1- AtlasBattlegrounds, v1.8.6- AtlasDungeonLocs, v1.8.6- AtlasLoot, vAtlasLoot Enhanced v2.04.00- AtlasOutdoorRaids, v1.8.6- Bongos, v7.1.13- BongosActionBar, v7.1.13- BongosCastBar- BongosRollBar- BongosStats- BongosXP- CharactersViewer, v24- CooldownBars, v2.0.5- DamageMeters, v5.2.0- Decursive, v2.0.0 BETA 6-Pub- FlightMap, v2.0-2- DoTimer, v2.2- DruidBar- EnhTooltip, v4.0.0- HealPoints, v2.3- Informant, v4.0.0- ItemRack- Khaos- KLHThreatMeter, v19.11- LootLink, v828- MetaMap, v20003-18- MetaMapFWM- MobHealth, v3.2- MobInfo2, v3.24- PerlArcaneBar- PerlCombatDisplay- PerlConfig- PerlFocus- PerlParty- PerlPartyPet- PerlPartyTarget- PerlPlayerBuff- PerlPlayer- PerlTarget- PerlTargetTarget- CharacterProfiler, v2.0.5b- sct, v5.4- Stubby, v1508- SuperInspect, v2.1-beta-20 - SuperInspectUI- Swatter, v4.0.0- TankPoints, v2.4.1- TheoryCraft2, vBeta v.0013- Titan, v3.0.5.20003- TitanBag, v3.0.5.20003- TitanClock, v3.0.5.20003- TitanCoords, v3.0.5.20003- TitanFactions, v20003r04- TitanGoldTracker, v1.9- TitanLootType, v3.0.5.20003- TitanRepair, v3.0.5.20003- TitanRider, v3.0.5.20003- UberQuest, vReborn 2.00.2
Last edited by Dector : 03-06-07 at 06:47 PM.
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Unread 03-01-07, 08:04 PM  
Dridzt
A Pyroguard Emberseer
 
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Code:
[2007/03/02 00:55:16-1269-x1]: LootLink-828\LootLink_ItemTables.lua:708: attempt to concatenate field '?' (a nil value)
LootLink-828\LootLink_Parsing.lua:76: in function `Parsing_ParseFromTable'
LootLink-828\LootLink_Parsing.lua:103: in function `Parsing_ParseFromString'
LootLink-828\LootLink_Main.lua:64: in function `Main_OnEvent'
Lootlink 829, enGB client.

Got that error when a group member (the only blacksmith in party) passed on a BoP blacksmithing pattern.
Plans: Felsteel Helm

When the lines: xxxxx passed on Plans: Felsteel Helm
Everyone passed on Plans: Felsteel Helm
appeared in chat, I got that error.
I didn't get a roll prompt as is the rule with BoP patterns in TBC since I'm not a blacksmith myself.
So the first time the item appeared was in the chat for the party member passing on it.

Edit: I got the exact same error in similar circumstance.
Dungeon boss dropped rare cloak that is bind on pickup and "Unique".
Since I was already wearing that item, I got no prompt to roll on it.
Link first appeared in chat as other members of the party were greed/need/passing on the item.
Last edited by Dridzt : 03-03-07 at 10:04 AM.
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Unread 02-28-07, 11:56 AM  
galmok
A Defias Bandit

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Another error with the chat link search. Often when I have completed a search (hitting tab), an extra ] is inserted at the end of the line. I can delete the ] but as soon as I type another character, the ] is inserted again. It is not possible to send the line without the ] at the end.
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Unread 02-27-07, 03:08 PM  
galmok
A Defias Bandit

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Mouse over on search results corrupts database!

I was searching for cloth shoulders that had the word "magic" in them. I got about 12 hits. However, when I held the mouse over the items, all but 5 items were removed from teh search result. Renewing the search did not show me the items again. Reparsing and the researching also didn't show the items again. And one of the items I even have in my bank have activly handled in that session.

The item I test with is "Spaulders of the Torn-Heart". After I mouse-overed, the savedvariables file had this to say:

[30925] = {
"Spaulders of the Torn-heart", -- [1]
3, -- [2]
nil, -- [3]
nil, -- [4]
nil, -- [5]
24553, -- [6]
3, -- [7]
1, -- [8]
1, -- [9]
0, -- [10]
[12] = 109,
},

Obviously, Lootlink has removed the full-text description (no, I did not enable light-mode). Again, the item is in my inventory and even if I message myself with the item link and click on it to display the tooltop, Lootlink fails to update the description. Somehow, Lootlink doesn't handle the tooltips properly. Is LootLink likely to get confused by other addons adding stuff to the tooltip? The other lootlink addons I had never had such trouble.

I also have relatively large problems producing links as I type. Some turn out fine, but very often [Mote of anything] will only complete to [Mote] which is of course wrong as I have 6 kinds of Motes in my inventory. If I have this situation and press shift-tab (or is it ctrl-tab) so select the next match, I get this error:

Message: ...ink\Plugins\QuickChatlink\LootLink_QuickChatlink.lua line 228:
bad argument #1 to 'next' (table expected, got nil)
Debug:
[C]: ?
[C]: next()
...ink\Plugins\QuickChatlink\LootLink_QuickChatlink.lua:228:
...ink\Plugins\QuickChatlink\LootLink_QuickChatlink.lua:220
[C]: securecall()
..\FrameXML\ChatFrame.lua:2968: ChatEdit_OnTabPressed()
[string "ChatFrameEditBox:OnTabPressed"]:2:
[string "ChatFrameEditBox:OnTabPressed"]:1

Both errors are severely reducing the usefulness of LootLink. :-/
Last edited by galmok : 02-27-07 at 03:44 PM.
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