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Old April 5, 2011, 17:08   #1
dhegler
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DSM squelch as good!!!

I found my first Dragon Scale Mail [40, +11] and it squelched with my body armor set to "good". It should have had high resists, ie Chaos, so why did it squelch? Ah, I set body armor back to average and it reappeared on the floor. Phew!
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Old April 5, 2011, 17:44   #2
Derakon
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You can also hit 'K' to toggle visibility of squelched objects. And if you go into the knowledge window (~) you can set auto-inscriptions for objects; put !k on DSM and it won't squelch.
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Old April 5, 2011, 18:08   #3
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Didn't know about the "k" thing... Good to know. And, maybe the issue can be fixed in the build, because despite the fact I have played this for years, only a year ago I figured out that squelching doesn't nerf the object entirely... Probably some people out there have no idea as well.
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Old April 5, 2011, 18:09   #4
Timo Pietilš
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Originally Posted by Derakon View Post
You can also hit 'K' to toggle visibility of squelched objects. And if you go into the knowledge window (~) you can set auto-inscriptions for objects; put !k on DSM and it won't squelch.
Which version has that 'K'? I tried and it didn't do anything to me (3.2.0).
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Old April 5, 2011, 18:26   #5
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Oh, maybe that was added in the nightlies then. It's pretty dang handy, anyway.
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Old April 5, 2011, 18:36   #6
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Originally Posted by Timo Pietilš View Post
Which version has that 'K'? I tried and it didn't do anything to me (3.2.0).
3.2 has an option something like hide_squelchable. I used it enough I might even remember it, perhaps "=ag". In the nightlies, that has been removed and the 'K' command [I have no idea the rogue key] added to replace it.
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Old April 5, 2011, 20:32   #7
Max Stats
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3.2 has an option something like hide_squelchable. I used it enough I might even remember it, perhaps "=ag". In the nightlies, that has been removed and the 'K' command [I have no idea the rogue key] added to replace it.
I don't know the rogue key either, but I found I can toggle it by hitting Return and using the popup menu to select the command. Also, now that keymaps always use the 'standard' keyset regardless of the keyset you are playing with, you can choose any key and make a keymap for that key with its action set to 'K'.
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Old April 6, 2011, 20:58   #8
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Quote:
Originally Posted by dhegler View Post
I found my first Dragon Scale Mail [40, +11] and it squelched with my body armor set to "good". It should have had high resists, ie Chaos, so why did it squelch? Ah, I set body armor back to average and it reappeared on the floor. Phew!
Sadly this is a fundamental limitation of the current pseudoID-based squelch implementation. The function squelch_level_of() checks the pseudoID level, and if something is not an ego item (that's {excellent} or better), it is squelched as good (or lower). It is impossible, without special casing tvals in that function, to prevent non-ego items being squelched as good.

IMO we should take another look at this, because there are already certain base items (like high DSMs and BoC/MoD) which have properties which make them intrinsically the equal (or more) of ego items. This problem is only going to get worse, I think, as we get more inventive with items. I think perhaps we should look at defining pseudoID by something other than ego-ness.
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Old April 6, 2011, 21:13   #9
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Alternately we can switch to rune-based ID, and then let the user set squelch based directly on properties.

(Yeah, as soon as someone actually implements rune-based ID, I know, I know...)
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Old April 6, 2011, 21:16   #10
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Alternately we can switch to rune-based ID, and then let the user set squelch based directly on properties.

(Yeah, as soon as someone actually implements rune-based ID, I know, I know...)
Is rune-based ID a necessary pre-requisite for property-based squelch? I'm all for rune-based ID, but I think we could probably implement property-based squelching anyway. The devil is in the detail of the UI for such a thing: you'd need a 2D scrolling matrix of every object flag on every base item ...
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