Inventory suggestion

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hspace
Joined: Fri Jul 17, 2015 9:52 am
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Inventory suggestion

Post by hspace » #108817

The way the current inventory is coded is that you have to click on an item to equip it.Clicking on the storage slot does nothing.It is difficult sometimes to equip certain small items like energy blades pieces of wires or other pixel thin items.So my suggestion is that you are able to equip items by clicking on the storage slots instead of clicking on the actual items.
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CPTANT
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Re: Inventory suggestion

Post by CPTANT » #108818

would be great for those tiny items like e swords, I frequently miss click those in the heat of battle.
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MisterPerson
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Re: Inventory suggestion

Post by MisterPerson » #108819

This is one of those "why the fuck don't we already do this???" type suggestions that annoys the shit out of me whenever I remember it isn't the case.
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Amnestik
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Re: Inventory suggestion

Post by Amnestik » #108820

Yeah, I was having trouble adding clips to the detective's shoulder holster about twenty minutes ago.
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Stickymayhem
Joined: Mon Apr 28, 2014 6:13 pm
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Re: Inventory suggestion

Post by Stickymayhem » #108824

Even pockets work like this.

This is why I always keep my esword in my pocket. It's just backpacks and other shit that don't.
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Malkevin

Re: Inventory suggestion

Post by Malkevin » #108826

Didn't they used to work like this?
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Steelpoint
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Re: Inventory suggestion

Post by Steelpoint » #108828

Other servers do similar, this is a good idea.
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Cheimon
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Re: Inventory suggestion

Post by Cheimon » #108836

Yes, this is a good idea, I still miss things like the security belt when putting handcuffs in it and get spammed with "you can't equip that!".

It would make the UI a lot harder to misclick, which can only be a good thing.
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PKPenguin321
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Re: Inventory suggestion

Post by PKPenguin321 » #108943

IIRC the only reason this doesn't exist already is because it would require a rewrite of inventory code or something and nobody's willing to do it

Whoever adds it is pretty much gonna be the hero of the /tg/ codebase forever
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Remie Richards
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Re: Inventory suggestion

Post by Remie Richards » #109084

PKPenguin321 wrote:IIRC the only reason this doesn't exist already is because it would require a rewrite of inventory code or something and nobody's willing to do it

Whoever adds it is pretty much gonna be the hero of the /tg/ codebase forever
It doesn't require major work.

Code: Select all

/obj/screen/inventory
	var/slot_id //This lets us work out what slot on the mob has the item.


/obj/screen/inventory/Click()
    var/obj/item/I = usr.get_item_by_slot(slot_id)
    if(I) //Item in slot
          I.attack_hand(usr) //Pickup item.
    else
          do_the_usual_junk()

and that's about it.


EDIT
Ok I can't quite believe this but... this is already the case!
Like... have we all been under mass hysteria? Clicking the inventory slot ALREADY EQUIPS THE ITEM TO YOUR HAND.


unless I'm getting excited over nothing and you guys mean some other aspect of our messed up inventory...?
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Malkevin

Re: Inventory suggestion

Post by Malkevin » #109098

Malkevin wrote:Didn't they used to work like this?
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Remie Richards
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Re: Inventory suggestion

Post by Remie Richards » #109102

https://github.com/tgstation/-tg-station/pull/10990

Here you go, Backpacks/Boxes/Any Storage Item now allow you to click around the item to grab it, instead of pixel hunting.
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Re: Inventory suggestion

Post by PKPenguin321 » #109235

Remie Richards wrote:https://github.com/tgstation/-tg-station/pull/10990

Here you go, Backpacks/Boxes/Any Storage Item now allow you to click around the item to grab it, instead of pixel hunting.
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i play Lauser McMauligan. clown name is Cold-Ass Honkey
i have three other top secret characters as well.
tell the best admin how good he is
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