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!
Change Log - LootLink
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
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.
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.
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.
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
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.
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.
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.
I've posted a new update that should fix the server item count display issue and that also takes care of a number of display/UI issues in the auction scan. Clearly, I don't use the auction scan often myself.
(bows to Telo) Thanks for the update! No logon bugs or similar with v3.03.0 on WoW 3.3.3 live.
But an odd behavior have noticed with v3.03.0 over the past two days. Using it with an ancient, continually updated database/saved variables here that contains over 72000 items on my server (one server only). Been doing regular auction house scans with /lootlink scan, as have in the past. The chat feedback after typing that in currently shows:
Quote:
LootLink (version 4.00) status:
LootLink: 72746 items known [0 on (myserver name)], data version 2.00
LootLink: extra tooltip information hidden
LootLink: full mode; full-text search is enabled
LootLink: will perform a full auction scan the next time you talk to an auctioneer.
On a subsequent /lootlink scan, it goes up by a few items (assuming its seeing new items): 4 on (my server name) and so on. But then on exiting WoW, restarting and doing /lootlink scan again, it shows again0 on (my server name). But for ...items known, the number has increased by 4 (to 72750). This happens each time on exiting, coming back and rescanning the auction house after a few hours.
In the prior LootLink v3.02.1, it showed the entire 72K+ items as "...on (my server name)". Doesn't seem to be an issue chat linking items out of the LootLink database that are for sure in my server cache. As in the items linked are lacking a <Generated by LootLink from cached data> tag in the tooltip. And yes, there are many (many) linkable items in the database, despite /lootlink scan saying there are 0 on my server.
A problem with v3.03.0 handling an old database? Will it cause issues with saving new items in the future?