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Item Linka

 

Project Updated:
Files Updated: Sun, Aug 23 2009
Supports Game Version: 1.3.1
Category: Chat & Communication, and Bags & Inventory
Tags:

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Project Manager: Rhekua
Additional Authors: No additional authors
Current Version: Item Linka 1.0.7 R1
License: GNU General Public License version 3 (GPLv3)
Development Site: CurseForge
Avg Daily DL (last 30 days): 1
Downloads Total: 847
Favorites: 5
Comments: 13
  • About Item Linka
  •  

Item Linka!

An awesome item linker, better than the rest!

What?

You need LibSlash to use this mod.

Why?

Sometimes it is difficult to click on linked items or abilities in chat. This mod places small, easy to use buttons to hover over just like a real item. They fade away with time until they ultimately disappear completely.

How?

  • SHIFT + LEFT CLICK an Item Linka button to link it. If someone links you something in a /tell or otherwise you can link it through Item Linka anywhere you like.
  • HOVER over a button to get tooltip information and halt it from automatically disappearing.
  • RIGHT CLICK on a button to make it disappear.

OLD INFO BELOW

Why?

You might be wondering why I would work on an item linker when Mythic said they are going to release one very soon. I couldn't wait, and I enjoy throwing myself into problems and solving them. So, solved it I did!

How?

  • CTRL + LEFT CLICK an item to link it to the last used chat channel.
  • HOVER over a button to get tooltip information and halt it from automatically disappearing.
  • RIGHT CLICK on a button to make it disappear.

The mod will detect linked items in chat and create a button above the chat window for you to hover over.

If you created a mod that uses itemData tooltips and would like to have ItemLinka handle linking for you, add your window's name to ItemLinka.handleWindows with the following command:

table.insert(ItemLinka.handleWindows, "MyModWindowName")

and that's IT!

  • Downloads (7)
  •  
File Name Release Type Game Version Downloads Date
Addon Curse.com Beta 2.3.3 0 9/29/2008
  File Name Release Type Game Version Downloads Date  
  Item Linka 1.0.7 R1 Beta 1.3.1 128 8/23/2009
  Item Linka 1.0.7 Beta 1.3.1 293 12/16/2008
  Item Linka 1.0.6 Beta Beta 3.0 40 12/15/2008
  Item Linka 1.0.5 Beta Beta 3.0 161 11/27/2008
  Item Linka 1.0.4 Beta Beta 3.0 78 11/23/2008
  • Screenshots (2)
  •  
  • Comments

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  • lhawkerl said 

    Need update for 1.3.1 because moveable settings don't save

    Reply Report Permalink
  • Derkyle said 

    Does this work with the new Mythic item linking feature?

    Reply Report Permalink
  • Rhekua said 

    Yes

    Reply Report Permalink
  • z00g said 

    What's the point of using this in v1.1?

    Reply Report Permalink
  • Rhekua said 

    Read the description.

    Reply Report Permalink
  • Repentz said 

    Hmmm, I have the mods installed and on my side it works fine, but noone else can see the icon pop. They have libslash installed, and they see the [loot linked] message, but no icon appears.

    Reply Report Permalink
  • Love this mod, keep up the great work. Item Linka and Queue Queuer enhance my WHA experience sexponentially.

    Reply Report Permalink
  • Xanthian said 

    Great addon, works like a charm ignore the whiners tbh.

    If only the [ITEM_LINKED] was a clickable link :P
    I guess that is impossible tbh, and Mythic will implement this feature.

    Reply Report Permalink
  • Nemes said 

    This has degenerated. This is the last I'll say on the matter:


    There is no need to hook individual windows. If you take a close look at the Mostly Harmless Item Linker code, as per MoronWar's initial suggestion, you'll find that you actually hook the WindowUtils.OnRButtonDownProcessed method.

    Hooking this method, instead of the individual windows, allows you to link an item by mouseclicking whenever tooltip is displayed.

    MHIL thus worked with nLootLink without any modifications to MHIL or any callbacks from nLootLink.

    Is it clear how less code is required from you?

    Reply Report Permalink
  • Bummey said 

    im gay

    Reply Report Permalink
  • Rhekua said 

    MHIL hooks multiple functions, not just WindowUtils. You have to do this to prevent the game from using the item (this is why I use left click, to prevent accidental use) or picking it up.

    Degenerated? I am telling you how I perceived your message and said I would help sync the mods up and I did. I added a special case for if a key is pressed on your mod's window. I sent you a message about this.

    Once again, it's not less work. You still have to prevent the game from handling the key presses like normal.

    Reply Report Permalink
  • namikaze said 

    I know you say you enjoy throwing yourself into problems, but it seems to me that you just don't want to do anything more challenging than what you did.

    I'll just add this last little bit about community interaction. Take a look at zMailMod and how it interacts with Rolodex and Quick Mail Tool. His notes state that it might be incompatible with some mods, but if you go through his history, you'll see that z00g has bent over backwards to adapt his mod to the community's needs. It's because of that professionalism and community involvement that I use his mail and chat mods. It's because of your lack of professionalism and community involvement that I will not use this one.

    Reply Report Permalink
  • Rhekua said 

    I don't think you understand that Nemes' original post told me to change the majority of the code to fit around his mods and did not offer to do any work himself. He offered later, though I still have not seen a response from the message I sent him on Curse about me handling his nLootLink mod by default.

    Nothing he said I should do was challenging, it's annoying for me, and annoying for other people having to download more Library mods in order to get mine to work.

    I put in hooks for multiple windows and a hook for windows other mods can create AND a function to add their mod to be handled by mine. How is that not supporting the community?

    I do not want to handle every window out there, some mods might not want my mod to handle CTRL+LEFT CLICK or that mod has it's own linking method. That's fine and I will not invade their space.

    Maybe you need programming experience to understand how offensive it is for someone to say your code should be trashed and to use theirs instead.

    Reply Report Permalink
  • Nemes said 

    Very nice work! I was in the process of putting together one of these myself, as an enhancement to nLootLink.

    Question: can you use a custom channel to send the links? I was thinking of having the addon create the channel and then hide it immediately.

    Please add hooks as per MHIL, so that it will work with nLootLink: http://war.curse.com/downloads/war-addons/details/nlootlink.aspx

    Rather than using the long concatenated strings which will probably break on wide strings, you can use LibCereal: http://war.curse.com/downloads/war-addons/details/libcereal.aspx
    I wrote LibCereal as a generic wstring serialiser for just such a purpose. See nLootLink for the implementation.

    Reply Report Permalink
  • Rhekua said 

    So, you want me to completely rewrite my mod so that it will work with your mods? Sorry, but I'll pass.

    Reply Report Permalink
  • Nemes said 

    Calm down - don't be so defensive!


    First up I had a suggestion/question for a way to remove the "jibberish" that silly people like jwillard will whine about.

    Secondly, I was agreeing with MW's suggestion to put in hooks as per MHIL (Mostly Harmless Item Linker) so that it will work with all icons / addons / UI elements, with LESS code required from you.

    Thirdly, I was pointing out that there is a library to do generic serialisation that you painstakingly do by hand in this addon.


    I'm happy to work with you here - we're all part of the same developer community.

    Reply Report Permalink
  • Rhekua said 

    I already remove the 'machine code'. Making a secret channel is more trouble than it is worth.

    Making more hooks IS more work, it is not less. Putting in hooks for the Tooltip.currItemData is fine and I'll take a look at WindowUtil's functions and see how safe it is binding my mod to every single window in the game (I assume). I doubt I'll do this, because making a function for developers who want to use this mod's functionality is much safer and respects other mod's implementation.

    You told me to scrap my existing method that works perfectly fine (I'm concatenating wstrings, not strings) for another Lib that isn't needed/required because everything is working fine already, how can this not be taken offensively? Making the switch will only make ItemLinka dependent on your mod and force users to download more crap, which I do not want. Who does this benefit, when everything works great as is? You.

    The messages you sent could have been delivered better. Your original post sounded like a list of work I should do just to benefit you, as more people will download your mods.

    I don't mind working with you to sync both mods up (that database is pretty cool) but please do not tell people to scrap their code for yours.

    Reply Report Permalink
  • lol, i was gonna download this until i read your response.

    i'll just wait for mythic's version. like i want more pm spam.

    Reply Report Permalink
  • Rhekua said 

    " I already remove the 'machine code'. "

    All ANYONE will see is [ITEM_LINKED] in chat, unless it is through a /tell. You choose what chat channel to link to.

    Reply Report Permalink
  • planemas said 

    Why would you quote your own Engrish :|?

    It seems you're taking it as an insult that somebody is asking you to support a kind of community code standard.

    Reply Report Permalink
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