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Old March 7, 2011, 15:01   #1
Max Stats
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Squelching by numbers

This is an idea that I will admit up front will probably be more difficult to implement than it sounds. I thought about changing squelching from a simple Yes/No to allowing the user to specify a "squelch number" to be applied as follows:
  • For wands and staffs, once the specified number of charges in inventory is met or exceeded, further items will be squelched.
  • For items that boost a stat, items with a pval lower than specified will be squelched. This is complicated by the addition of multiple pvals; you might have to use an average or total of all pvals, or just exclude these altogether.
  • For other items (rods, consumables, books, etc. along with any wearables with no pval, such as =FrAct), once the total quantity in inventory is met or exceeded, further items will be squelched.
  • This will have no effect on the "quality squelching" options.
I have already thought of a few complications, such as whether to include the home inventory or only the characters inventory (I am leaning toward including both). Also, on items with multiple pvals, one might be more important than others (such as speed on "Trickery), if we go by an average or total, we will probably have either desirable ones squelched or less desirable ones unsquelched. Given that most of these are comparatively rare items, we might be able to live with these being difficult to squelch accurately.

You could still completely squelch an item by setting its squelch number to zero. This would mean that squelch values would have to start out set to a sufficiently high number (like 999) that the item is effectively unsquelched.

I like this idea because my magic using characters like to carry around enough safety copies of basic spellbooks to protect them from being lost to damage, but at some point I want to stop picking them up so I don't become encumbered. Same for warriors liking to have a certain number of each rod, along with the fact that once you have two +n stat rings, additional +1 to +n stat rings are meaningless. However, I also recognize that the details of implementation are likely to be very sticky and want to see if it is really a viable option.
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Old March 7, 2011, 15:13   #2
Timo Pietilš
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Quote:
Originally Posted by Max Stats View Post
This is an idea that I will admit up front will probably be more difficult to implement than it sounds. I thought about changing squelching from a simple Yes/No to allowing the user to specify a "squelch number" to be applied as follows:

I like this idea because my magic using characters like to carry around enough safety copies of basic spellbooks to protect them from being lost to damage, but at some point I want to stop picking them up so I don't become encumbered.
I think inscription works better here. Even if I don't want to pick up matching item I would like to know where they are and what they are. Something like =g20 to pick up at most 20 of matching objects.
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Old March 7, 2011, 15:35   #3
Max Stats
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Originally Posted by Timo Pietilš View Post
I think inscription works better here. Even if I don't want to pick up matching item I would like to know where they are and what they are. Something like =g20 to pick up at most 20 of matching objects.
I like this idea too. It gets rid of the clunkiness that would be introduced to the squelch menu, and removes the need to default to a ridiculously large "squelch number" to start everything out unsquelched. You also wouldn't have items suddenly appearing on the map if something squelched by quantity got destroyed in your inventory.

How would this idea work for stat rings and such, though? These items don't necessarily stack with each other. If I have two +8 speed rings and inscribe them with @g9, would that work? If multiple items of the same type are inscribed with different numbers, do we go with the highest?

I wouldn't care which way it was done, as long as it makes things easier to deal with.
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Old March 7, 2011, 16:17   #4
Derakon
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Of these the only one I really see being useful is squelch-by-pval. Reason being, you'll find a lot of =CON over the course of the game, but odds are only one or maybe two with a modifier of 5+. If you're running around with a =CON +3, it'd be nice to be able to squelch all the other +3-or-lower rings you find. The same thing happens to a lesser extent with =Speed, "WIS, etc.

For the others, there's little enough manual work involved in handling what they'd do that I don't see the value in trying to automate it, especially given the UI headaches that would be involved in trying to cleanly communicate exactly what's going to happen.
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Old March 7, 2011, 18:01   #5
Tiburon Silverflame
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I like squelching by pVal.

I could see the "don't auto-pickup when I have N charges already" inscription, I suppose, but for me it wouldn't be that big a deal.
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Old March 7, 2011, 18:40   #6
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Another vote for the squelching by pval.

Also, and on an unrelated note, DSM armor needs to be separated from standard armor in the quality squelching. DSM is a good find long after normal magical armor is squelched. I have seen comments on this elsewhere a while back, but it hasn't changed yet.
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Old March 8, 2011, 03:35   #7
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Actually, the DSM is worse than just being squelched at that level. I am squelching only average armor in average armor in my current game, but my magical law DSM that I am wearing is showing squelched. It was not squelched prior to squelching average armor.
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Old March 8, 2011, 04:40   #8
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In 3.2, you just ought to auto-inscribe every DSM with !k.
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Old March 8, 2011, 15:30   #9
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That works ok; I had used !*, but then got excess warnings on activation. I'm using nightlies, and assume this is on the list to correct for 3.3?

Also noticed the Bronze DSM is still in the object menu list in the nightlies. That may be related to my older save file that has actually seen those though.
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Old March 8, 2011, 18:02   #10
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Also noticed the Bronze DSM is still in the object menu list in the nightlies. That may be related to my older save file that has actually seen those though.
It has to do with a small bug. Instead of removing items, sometimes they are changed to still be there but have 0 chance of being generated. There are a couple of places in the code where that is not handled properly.

I have a bunch of changes to submit that have been waiting for a stable nightly. Hopefully the last bugfix I care about will propagate before any new bugs are introduced.
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