If you want to prevent an unbound item, where you got a second item of the same type in your inventory, to be equipped by your tool, you could check my function "isBindable()" in teh FCOItemSaver source code to see how to check if the item is bindable or not bindable or already bound.
But if your addon, like mine, is using the item ID to determine the item, this item ID will be the same for the 2 items (as they are the same in the game).
There might be other IDs for items, like the 64bit uniqie IDs, but I have read there is some trouble if you save them to the SavedVariables and try to read them back to your addon.
This might get fixed with update 1.6 as there are new 64 uniqie ID functions.
|