Item Quickslots are still not working quite right
When we create an Item quickslot, we have two choices, we can create it with a "generic" item by setting the first part of the item data to 0 (for instance "0x0,0x70018E4E" is a generic Lamb and Mushroom Soup) or we can set the quickslot to a specific instance of the item ("0x030A000198B82346,0x70018E4 E" would refer to a specific stack of Lamb and Mushroom Soup occupying an inventory slot).
No matter which way we create the quickslot, the quantity shows the total quantity of all of that type of item in inventory. However, if we assign a generic id, the quickslot will not activate ANY of the instances of the item. If we used a specific instance, the quickslot will work until that slot is all used up, then it will continue to show the quantity from the other slots but will stop working. This can't be working as intended.
I can understand that when a specific instance is assigned, it might make sense not to move on to another stack automatically (the Lua plugin developer would have to account for this by reassigning instances to generic IDs) but if that's the case then the quantity for a specific instance should only show that stack's quantity. However, when using a generic ID, it would seem more reasonable that quickslots should simply use the first stack found until it is used up and then go on to the next stack. Obviously Turbine is updating the quantity so they are already accessing every stack, there's no reason they can't simply activate the first stack found.
As it is today, it's at best confusing to users, at worst, it's not working in a way that is useful.
EDIT:
To actually work correctly, Item quickslots should search the equipped items then the bag inventory, when locating an item to use, that way "clicky" items would also activate correctly with a quickslot, even using a generic ID.
Last edited by Garan; Mar 15 2012 at 10:39 AM.
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