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[v1.0.0-1.0.5] Auto-Transmo Gems

Posted: Sun Feb 17, 2013 6:27 pm
by Zizzo
This thread in Ideas speaks to an inconvenience that has long mildly annoyed my non-Alchemist characters: having to go to inventory and manually transmo all the gems you've accumulated. The seemingly obvious solution, as requested by the parent thread, is to add a game option to put gems in the transmo chest when you first pick them up just like everything else; as the parent thread points out, though, this turns into an inconvenience for Alchemists, who would now have to go to inventory and check for gems in their transmo list before transmogrifying anything. The compromise, I think, as I have implemented in my Auto-Transmo Gems addon, is simply to ignore the option if you know any talents that use gems.

Now, before I merge this into ZOmnibus, I want to check a couple things:
  • The talents I'm keying off of to ignore the new "Auto-transmo gems" option are Create Alchemist Gems, Extract Gems, Imbue Item and Gem Golem; am I missing any (or including any I shouldn't)?
  • The parent thread mentions certain gems that we wouldn't want going into the transmo chest in any event. The addon checks for this by looking for "unique=true" on the gem it's considering; is that sufficient to catch all of them?
[edit 2013-11-12 11:54pm: Technical info:]

Code: Select all

Hooks:
  GameOptions:tabs [to add our game option]
  UseItemMenu:generate [to add our 'Extract gems' action]
  UseItemMenu:use [to implement our 'Extract gems' action]
Superload:
  mod.class.Player:
    pickupFloor() [to do the putting of gems in the transmo chest]

Re: [v1.0.0] Auto-Transmo Gems

Posted: Mon Feb 18, 2013 6:14 pm
by Crim, The Red Thunder
One request if you merge this with Zomnibus, can we make an option in the menu to turn it off? While it might make sense for non-alchemists, alchemists would get annoyed having to manually move the gems after every level, lest they lose there ammo materials. An option to enable-disable the feature would solve that issue before it cropped up.

Re: [v1.0.0] Auto-Transmo Gems

Posted: Tue Feb 19, 2013 1:13 am
by Zizzo
Crim, The Red Thunder wrote:One request if you merge this with Zomnibus, can we make an option in the menu to turn it off? While it might make sense for non-alchemists, alchemists would get annoyed having to manually move the gems after every level, lest they lose there ammo materials. An option to enable-disable the feature would solve that issue before it cropped up.
[scratches head] Um... I tried to be clear about that in the original description:
  • There already is a game option, "Auto-transmo gems".
  • Said option is automatically ignored, and gems kept out of the transmo chest as per default behavior, if the player has learned any talents that use gems.

Re: [v1.0.0] Auto-Transmo Gems

Posted: Tue Feb 19, 2013 2:42 am
by Crim, The Red Thunder
Uhh.... *reads again* oops. :oops:

My mistake then, apparently I misunderstood. Sorry. *hides in shame*

Re: [v1.0.0] Auto-Transmo Gems

Posted: Tue Feb 19, 2013 4:09 am
by Zizzo
Crim, The Red Thunder wrote:Uhh.... *reads again* oops. :oops:

My mistake then, apparently I misunderstood. Sorry. *hides in shame*
No worries. :wink:

On further review, I think I'm going to punt Extract Gems from the list of overriding talents, on the premise that the player could theoretically take Stone Alchemy from an escort quest and learn Extract Gems just to convert junk into gems for money. I've also found a couple psionic talents that look like they use gems, Matter is Energy and Telekinetic Grasp; should they also override the auto-transmo?

Re: [v1.0.0] Auto-Transmo Gems

Posted: Tue Feb 19, 2013 4:25 am
by lukep
Personally, I'd check for Imbue Gem, create alchemist gems, and Matter is energy.

Those are the only ones that actually consume gems, all of the other talents treat them the same as regular equipment.

Re: [v1.0.0] Auto-Transmo Gems

Posted: Wed Feb 20, 2013 12:42 am
by Zizzo
lukep wrote:Personally, I'd check for Imbue Gem, create alchemist gems, and Matter is energy.

Those are the only ones that actually consume gems, all of the other talents treat them the same as regular equipment.
That makes sense; done and done. I've pushed out v2 with those changes. And I think with all that settled, I can go ahead and merge this into ZOmnibus, once I get all my other up-in-the-air addon work settled.

Re: [v1.0.0] Auto-Transmo Gems

Posted: Sat Feb 23, 2013 11:19 pm
by Zizzo
Pushing out v2a with a small bugfix: we probably shouldn't show the "Auto-transmo gems" option to the user if they don't have the transmo chest yet... :oops:

Re: [v1.0.0] Auto-Transmo Gems

Posted: Fri Mar 15, 2013 4:43 am
by Zizzo
And migrated to v1.0.1.

Re: [v1.0.0-1.0.1] Auto-Transmo Gems

Posted: Fri May 10, 2013 2:58 am
by Zizzo
And migrated to v1.0.3.

Re: [v1.0.0-1.0.1] Auto-Transmo Gems

Posted: Wed May 22, 2013 1:05 am
by Zizzo
And migrated again to v1.0.4.

Re: [v1.0.0-1.0.4] Auto-Transmo Gems

Posted: Wed Nov 13, 2013 4:53 am
by Zizzo
And migrated again to v1.0.5. Note that the addon's game option now lives in its own tab in the Game Options dialog, which appears to be the intended usage of the new GameOptions:tabs hook.

Re: [v1.0.0-1.0.5] Auto-Transmo Gems

Posted: Wed Nov 13, 2013 5:20 am
by grooog
You do some great QoL work, Zizzo. Thanks for this!

Re: [v1.0.0-1.0.5] Auto-Transmo Gems

Posted: Wed Nov 13, 2013 5:46 am
by Doctornull
Zizzo wrote: [*] The talents I'm keying off of to ignore the new "Auto-transmo gems" option are Create Alchemist Gems, Extract Gems, Imbue Item and Gem Golem; am I missing any (or including any I shouldn't)?
Mindslayers also use gems, so the Telekinetic Grasp talent would also be an indication that the character might want to keep his gems.

For addon classes, maybe a special "gem_use=true" flag we can put on a talent? Then you can run through all the talents, and if you see any with "gem_use=true" then you can react appropriately even if it's a talent you've never seen before?

Cheers!

Re: [v1.0.0-1.0.4] Auto-Transmo Gems

Posted: Wed Dec 11, 2013 3:29 am
by Zizzo
Zizzo wrote:Note that the addon's game option now lives in its own tab in the Game Options dialog, which appears to be the intended usage of the new GameOptions:tabs hook.
So... it seems I may have misconstrued DarkGod's intentions on this matter. I've pushed out v2f with the "Auto-transmo gems" option moved back to the Gameplay tab. We Apologize for the Inconvenience.(TM) :oops:
Doctornull wrote:Mindslayers also use gems, so the Telekinetic Grasp talent would also be an indication that the character might want to keep his gems.

For addon classes, maybe a special "gem_use=true" flag we can put on a talent? Then you can run through all the talents, and if you see any with "gem_use=true" then you can react appropriately even if it's a talent you've never seen before?
I completely missed this, sorry... :oops: I'll try to come back to this later; DarkGod has been subtly hinting that I should be pushing addons out to the Steam Workshop with some dispatch. :wink: