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02/04/15, 07:07 AM   #15
Baertram
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Yep that function 1.GetItemUniqueId(_iBagId, _iSlotId) was the one I was referring to.

I read somewhere that the String conversion by function Id64ToString(GetItemUniqueId(_iBagId, _iSlotId)) was creating no unique strings anymore! So there could have been one string saved to the SavedVariables, for two different items. But maybe I got this wrong?
So you could not be sure to read the correct string ID from the SavedVariables again.

If this is fixed now BornDownUnder can use this method to distinguish the different armor/weapons for his equipment swapper and the unbound items that are not part of the equipment build shouldn't be touched anymore.

For ItemSaver and FCOItemSaver this could only work for items that don't stack. Otherwise you would have to mark every single potion etc....
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