- Added a size option
- Merchant scans trigger new values event
- Updated db
- Now you can't sync while syncing
- Syncs the values received from a merchant scan
Thx to Arrowmaster for his excellent import utility!
@Antiarc: use the "/cl colamachine channel <addon>" command to use the addon channel. About the querying of values of the channel, I'm not sure I want that in the addon, since it makes it a lot more complex, but I will look into it. I didn't use AceComm since I really saw no reason to use a whole library for something that's pretty straightforward and simple.
First off, I've already added the items Arrowmaster posted so no need for that, and ColaLight includes the default database from Ludwig_SellValues and VendorValues, so you only need to add items if you run his program mining the ItemCache.wdb file and get any result.
You can easily add the items from your Ludwig_SellValues savedvars file to the ColaLight savedvars file, if an item appears twice it saves one of the values to your savedvars file, removing any duplicates and it won't give you an error. If the value differs I'm not really sure which value it takes, that's beyond my understanding of how lua tables work, but my guess is it takes the one that appears the "latest" in the file.
OnTooltipSetItem gives a way of hooking all items displayed in a tooltip nomatter how they get displayed vs the current method ColaLight uses of hooking multiple methods of displaying tooltips in GameTooltip and ItemRefTooltip. And it should work with tooltips caused by some other mods that ColaLight currently doesnt work with, AtlasLoot comes to mind as one of them. I could come up with some example code if you want, I'm actually working with it right now for another addon I'm creating.
Just updated to the latest version but no help. I get this when talking to most vendors:
ColaLight/Core.lua:17053:AceHook-2.1: "SetTooltipMoney" already has an active hook from this source.
I'll try upgrading my Ace2 too, if it isn't up to date.
Hmm, that's really weird, that shouldn't be possible, and i can't recreate it either on my main with a lot of mods, or on test char with only ColaLight and ColaMachine enabled. So my guess is that it's either another mod causing this or that your ColaLight files are corrupted in some way.