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LootLink  Popular! (More than 5000 hits)

Version: 4.01.4
by: Telo [More]

3.03 is a major update. See the Change Log tab for more details.

LootLink is a browseable, searchable database of every item that you come across in game. The database is initially empty, but as you encounter and interact with item links, drops, quest items, vendors, the auction house, and other players' items, they are added to the database. In practice, I find that it doesn't take very long to build up a large collection of items.

It's then easy to search for interesting things in game. Want to find non-combat pets? Search for All text:summon and dismiss. How about epic leather armor with plus healing? Try: All text:healing, Rarity:Epic, Type:Armor, Armor subtype:Leather.

For users familiar with Lua's regular expression syntax, you can use a regular expression for the All text field if you hold ctrl while clicking Okay in the search box. If you want to find epic leather armor with at least +100 healing, you can modify the above example by using All text:healing done by up to 1.. and and holding ctrl while choosing Okay.

From the browser, you can shift-click items to add a link to that item into your chat edit box or ctrl-click them to try them on in the dressing room.

Display the browser by binding a key to it -- look for the LootLink Buttons keybinding section, which contains the Toggle LootLink binding -- or by typing /lootlink or /ll in a chat edit box. There are various other options accessible via chat commands; use /ll help for a list.

New in 3.03.3, LootLink supports chat auto completion of links. Just start typing [ and any part of an item name to get a popup window with completion matches. Cycle through the matches with Tab and use ] to select your choice, which will replace the fragment that you've typed with the link to the selected item. See the Change Log tab for more details, if interested.

If you'd prefer to turn this functionality off, use /ll autocomplete to toggle it off or on.

Feel free to provide feedback via this thread. Thanks!

4.01.4:
  • Upped internal data version from 2.00 to 2.01 due to removing an old, unread field
  • Cleaned up the data upgrade code a bit
  • Removed the code that set the unread field, meaning fewer calls to Blizzard API functions on scans
  • Added some buffer time to processing of UNIT_INVENTORY_CHANGED events to improve performance; only the first one that occurs every 0.5 seconds will cause a self scan

4.01.3:
  • Added some missing chat message types to the list of scanned types so that links will be picked up from those
  • Cleaned up the code that inspects other players so that it's a better citizen
  • Added guild bank scanning
  • Improved zoning speed by eliminating unnecessary inventory scans

4.01.2:
  • Fix various bugs resulting from the addition of a reforging parameter to the game's itemlink string format; this affected linking, scanning text, and probably a few other areas of functionality.

4.01.1:
  • Fix bug with arg1, arg2, etc. values in event handler -- this was causing obvious problems when loot roll boxes would appear, and less obvious problems with scanning your inventory and chat links.

4.01.0:
  • Compatibility fixes for the 4.0.1 patch.

3.03.9:
  • Fixes a bug that required new items to be scanned twice on a server before they would be fully added.

3.03.8:
  • Minor fix so that inserting links into the chat edit box works with the new chat system
  • Converted more global variables to locals

3.03.7:
  • Lots of work around preventing combat-affecting taint
    • Brand new SimpleDropDown library to avoid using the built-in UIDropDownMenu system
    • getglobal function calls changed to _G array references
    • UIPanelLayout attributes used instead of modifying UIPanelWindows
    • Removed unneeded scripts from the internal parsing tooltip
    • Internal parsing tooltip hidden when finished so that it doesn't remain parented to UIParent
    • Converted a number of global variables to locals
  • AtlasLoot modules are loaded earlier so that source info is available for autocompletion tooltips if the LootLink browse window has not yet been opened
  • Added support for tabbing between fields in the search window

3.03.6:
  • For performance reasons, LootLink will no longer scan units during combat
  • Similarly, if the player's inventory changes during combat, it will be scanned at the end of combat, but not during
  • Removed an unused local function
  • Did a little more cleanup around startup behavior

3.03.5:
  • Fix bug where using Tab when the autocomplete popup was up while replying to a whisper would both move the selection and cycle through the people who had recently sent you tells

3.03.4:
  • When a LootLink tooltip is shown, the internal data for that item is checked for consistency and, if needed, corrected
    • This was already partially being done, but the old code wouldn't catch name or color changes

3.03.3:
  • Added chat auto completion of item links:
    • Typing a [ character in a chat edit box will begin looking for matching items
    • Following this up with an item name or part of one will display a popup window of matches
      • You'll see the tooltip for the selected match
      • You can mouse over any of the matches to see its tooltip
    • You can use Tab or Shift-Tab to cycle through the matches
    • Continuing to type will narrow the choices to match the typed text
    • Typing a ] character will insert the appropriate item link. Some notes:
      • You can also click on one of the matches to insert it, if you prefer
      • If the item link isn't in the client's cache, the full name will be inserted instead
      • If you are in combat, nothing will be done to the chat edit text, to avoid any taint issues
    • If you know the itemid of an item, you can type [itemid: to find matches for that itemid
      • For example, [49982: will match the normal version of Heartpierce
  • Added /ll autocomplete option to toggle this auto complete behavior off and on

3.03.2:
  • Remove the (now unused) showinfo and hideinfo commands and their help

3.03.1:
  • Fix initial calculation of count of server items
  • Fix auction scanning to again hide the items and display progress in terms of pages scanned
  • Fix bugs around using /ll scan before opening the AH window

3.03.0:
  • Major update:
    • Stored items are indexed by both itemid and name, so all items with duplicate names are now tracked
    • If you have AtlasLoot installed, LootLink tooltips will include drop information pulled from AtlasLoot
    • You can now search on iLevel and for Bind to Account items
    • Glyph support added
    • Heroic item support added
    • Support for parsing Unique-Equipped added
    • Bug fixes around nil server index
    • Removed sell price storage and all code around addition of data to generic tooltips
    • Removed support for the ancient pre-1.10 data format
    • Added new hookable event functions that are passed LootLink ids instead of names

3.02.1:
  • Fix taint of INSCRIPTION global variable.
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Unread 10-15-10, 08:24 AM  
Telo
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Originally posted by Zidomo
Really appreciate your efforts updating this for WoW 4.x, Telo.

But big one problem still with 4.01.1 (also present in 4.01.0). Unable to link any item out of the LootLink frame, whether its to Say, Guild, Whisper or anything else.

Tested linking a 100% certain server-known item (that had in backpacks): Honeymint Tea. No problems linking the item in chat to those locations. Then tried linking it from LootLink (via a circa-3.x saved variables file). The link would not be transmitted. Add your own text to it, no difference; both your text and the link would not be transmitted.

Tried doing the same on other characters with various other server-known items, no difference. No errors were thrown, but the problem was consistent.
Thanks for the bug report, Zidomo! This should be fixed in v4.01.2. I had totally missed the fact that there was a new parameter added to the game's itemlink string, which was causing all sorts of problems, this one being the most obvious.
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Unread 10-15-10, 04:59 AM  
Zidomo
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Really appreciate your efforts updating this for WoW 4.x, Telo.

But big one problem still with 4.01.1 (also present in 4.01.0). Unable to link any item out of the LootLink frame, whether its to Say, Guild, Whisper or anything else.

Tested linking a 100% certain server-known item (that had in backpacks): Honeymint Tea. No problems linking the item in chat to those locations. Then tried linking it from LootLink (via a circa-3.x saved variables file). The link would not be transmitted. Add your own text to it, no difference; both your text and the link would not be transmitted.

Tried doing the same on other characters with various other server-known items, no difference. No errors were thrown, but the problem was consistent.
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Unread 08-11-10, 04:04 PM  
thekitchensink
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Minimap Button

A Minimap Button for this would be great, just give it a name in code and I can grab it with Buttonhole and save space. Thanks!
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Unread 07-24-10, 12:56 PM  
Telo
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Originally posted by ShadowDrakken
any word on a fix for 3.3.5?
I've fixed a bug where items had to be scanned twice to be fully added to the database. I then tested with a brand new, empty LootLink saved variables file and items were added correctly. Please let me know if you're still having problems after trying the 3.03.9 update.
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Unread 07-07-10, 11:33 AM  
ShadowDrakken
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any word on a fix for 3.3.5?
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Unread 06-27-10, 06:24 PM  
ShadowDrakken
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new install of LootLink is not working in 3.3.5

the UI comes up, but the database is empty and does not fill from chat, auction or personal inventory

every time I open the UI for the first time during a play session, it gives a database conversion message
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Unread 06-10-10, 03:58 AM  
Telo
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Originally posted by Dridzt
I went back to this after years.
Like it alot.

One thing I find myself constantly trying to do though is /lootlink partial item name

Any chance that could be added?
A case to the slash handler, when unknown text is found after the
command to open the browser with the text search pre-filled and result list.
I'll be working on some search improvements next, so I'll go ahead and add this at the same time I do those.
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Unread 06-08-10, 04:20 AM  
Dridzt
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I went back to this after years.
Like it alot.

One thing I find myself constantly trying to do though is /lootlink partial item name

Any chance that could be added?
A case to the slash handler, when unknown text is found after the
command to open the browser with the text search pre-filled and result list.
Last edited by Dridzt : 06-08-10 at 04:58 AM.
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Unread 06-04-10, 09:57 PM  
Telo
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3.03.7

I've uploaded 3.03.7 with the following changes:
  • Lots of work around preventing combat-affecting taint
    • Brand new SimpleDropDown library to avoid using the built-in UIDropDownMenu system
    • getglobal function calls changed to _G array references
    • UIPanelLayout attributes used instead of modifying UIPanelWindows
    • Removed unneeded scripts from the internal parsing tooltip
    • Internal parsing tooltip hidden when finished so that it doesn't remain parented to UIParent
    • Converted a number of global variables to locals
  • AtlasLoot modules are loaded earlier so that source info is available for autocompletion tooltips if the LootLink browse window has not yet been opened
  • Added support for tabbing between fields in the search window
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Unread 06-04-10, 02:48 AM  
Telo
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Originally posted by Telo
Thanks for the report and the kind words. I'll look into fixing this!
Unfortunately, this looks like a Blizzard bug. I could be wrong, but it seems like the best way to fix this is to replace my use of the built-in UIDropDown menu system with my own code. It'll end up taking longer than I'd hoped.
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Unread 06-03-10, 08:23 PM  
Telo
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Originally posted by villiv
hello Telo. its really nice to see you in here again.

just a report about tainting. i got it when i open the world map window in combat with no other addons but ll.
Thanks for the report and the kind words. I'll look into fixing this!
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Unread 06-03-10, 05:04 AM  
villiv
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hello Telo. its really nice to see you in here again.

just a report about tainting. i got it when i open the world map window in combat with no other addons but ll.
Code:
6/3 19:52:32.665  Execution tainted by LootLink while reading WorldMapQuestFrame1 - Interface\FrameXML\WorldMapFrame.lua:1474 WorldMapFrame_SelectQuestById()
6/3 19:52:32.665      Interface\FrameXML\WorldMapFrame.lua:1450 WorldMapFrame_DisplayQuests()
6/3 19:52:32.665      Interface\FrameXML\WorldMapFrame.lua:1521 WorldMapFrame_UpdateMap()
6/3 19:52:32.665      Interface\FrameXML\WorldMapFrame.lua:175
6/3 19:52:32.665      SetMapToCurrentZone()
6/3 19:52:32.665      Interface\FrameXML\WorldMapFrame.lua:142
6/3 19:52:32.665      WorldMapFrame:Show()
6/3 19:52:32.665      Interface\FrameXML\UIParent.lua:1582 <unnamed>:SetUIPanel()
6/3 19:52:32.665      Interface\FrameXML\UIParent.lua:1403 <unnamed>:ShowUIPanel()
6/3 19:52:32.665      Interface\FrameXML\UIParent.lua:1313
6/3 19:52:32.665      <unnamed>:SetAttribute()
6/3 19:52:32.665      Interface\FrameXML\UIParent.lua:1980 ShowUIPanel()
6/3 19:52:32.665      Interface\FrameXML\UIParent.lua:1964 ToggleFrame()
6/3 19:52:32.665      TOGGLEWORLDMAP:1
6/3 19:52:32.665  An action was blocked in combat because of taint from LootLink - WorldMapBlobFrame:Show()
6/3 19:52:32.665      Interface\FrameXML\WorldMapFrame.lua:1458 WorldMapFrame_DisplayQuests()
6/3 19:52:32.665      Interface\FrameXML\WorldMapFrame.lua:1521 WorldMapFrame_UpdateMap()
6/3 19:52:32.665      Interface\FrameXML\WorldMapFrame.lua:175
6/3 19:52:32.665      SetMapToCurrentZone()
6/3 19:52:32.665      Interface\FrameXML\WorldMapFrame.lua:142
6/3 19:52:32.665      WorldMapFrame:Show()
6/3 19:52:32.665      Interface\FrameXML\UIParent.lua:1582 <unnamed>:SetUIPanel()
6/3 19:52:32.665      Interface\FrameXML\UIParent.lua:1403 <unnamed>:ShowUIPanel()
6/3 19:52:32.665      Interface\FrameXML\UIParent.lua:1313
6/3 19:52:32.665      <unnamed>:SetAttribute()
6/3 19:52:32.665      Interface\FrameXML\UIParent.lua:1980 ShowUIPanel()
6/3 19:52:32.665      Interface\FrameXML\UIParent.lua:1964 ToggleFrame()
6/3 19:52:32.665      TOGGLEWORLDMAP:1
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Unread 05-27-10, 11:05 AM  
Telo
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Originally posted by Zidomo
Done some more thorough testing of this recently. v3.03.5, WoW 3.3.3a live, USEnglish client/server. Curious to know: why is it swallowing a giant amount of CPU time only while in combat?

Tested with Addon Profiler & OptionHouse (CPU profiling enabled). Idle: 0.0 to 0.010 CPU/second, which is fine. But in combat (over 90 seconds): 11-13 CPU/second every two "ticks", for a median of 4.57 over the 90 seconds.

That's very high; can contribute to people's GUIs lagging in combat. And very odd to have a loot mod consuming that in combat. No looting was taking place, no item mouse-overs were taking place.
If you weren't mousing over any unit frames, was the character you were using to profile a hunter? It looks like UNIT_INVENTORY_CHANGED fires whenever you use an arrow from your inventory, which will trigger a full scan of your character. I suppose PvP is another possibility, since when you target a player, it scans their equipped items.

I'm going to make some changes so that, if an inventory scan is needed, it is postponed until after combat, and I'll go ahead and just discard character scans during combat. I could queue them up, too, but unless I spool them out over time, that could result in a big perf hit at the end of combat.
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Unread 05-27-10, 08:10 AM  
Zidomo
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Done some more thorough testing of this recently. v3.03.5, WoW 3.3.3a live, USEnglish client/server. Curious to know: why is it swallowing a giant amount of CPU time only while in combat?

Tested with Addon Profiler & OptionHouse (CPU profiling enabled). Idle: 0.0 to 0.010 CPU/second, which is fine. But in combat (over 90 seconds): 11-13 CPU/second every two "ticks", for a median of 4.57 over the 90 seconds.

That's very high; can contribute to people's GUIs lagging in combat. And very odd to have a loot mod consuming that in combat. No looting was taking place, no item mouse-overs were taking place.
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Unread 05-23-10, 03:43 PM  
Telo
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Originally posted by Ketua
/cry

Love you man, glad you see your back.
Thanks! Good to be back.
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