So @noah ,
I guess we misunderstood your use case. By the way you were describing things, we were envisioning a scenario where a user avatar is created, and they need to have an initial set of items - i.e., a cheap sword, a cheap shield, worn leather armor, worn boots, etc. Thus, we thought allowing you to add that to a bundle (where maybe you'd have a different bundle per character class) would make sense.
But I guess that's not what you are getting at? From your message:
It differs somewhat from the goal of "dynamically distributing a single item at once."
I mean - if it's a quantity of a SINGLE item as you say - then our existing AwardUserItem() call does allow you to specify a quantity. That said, I suspect you mistyped and meant to say "dynamically distributing MULTIPLE items at once" - which, as you say, would require an AwardMultipleUserItems() call.
Anyway, we can queue up an AwardMultipleUserItems() call on the roadmap - but we're doing heavy lifting on new features for 6.0 right now - and this is easily handled via a custom script (and remember, calls from scripts are just 1/2 API count each, so it's more efficient that way too) - so it won't be top priority at this point.
So - in summary - I can't promise this will be in the next release. Never say never (sometimes the devs fit extra stuff in once the main features are complete) - but I'd say unlikely for 6.0 - more likely for 6.1 or 6.2.
But as I noted - easily handled via a script, right? Unless I'm missing something?
Paul.
Paul.