auto-squelch released

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LinaButterfly
Yeek
Posts: 11
Joined: Wed Sep 18, 2013 7:38 am

auto-squelch released

#1 Post by LinaButterfly »

Hello everyone,

Auto-squelch is an add-on that helps reduce clutter in your transmog chest by automatically transmogrifying items of types and grades that you specify (useful after clearing vaults and other high drop locations).
What the Addon does:
Auto-squelch addon automatically transmogrifies items specified by the user. For example, an archmage might want to get rid of all shields and massive armors that are not true artifacts. the addon will automate that for them, so when they open their transmogrification chest there will be less clutter for them to go through.

How to use it:
After installing the addon, start a new character. Press ALT+SHIFT+T and a dialog should appear. The dialog has a drop down list at the top to choose the item category you wish to specify (weapons, armor, jewelry, inscriptions and tools). After choosing a category, a list of item types is displayed (e.g. longsword, battleaxe, mindstar ...etc for weapons). Each type has a number of checkboxes next to it specifying item grade (i.e. yellow, orange, purple ...etc) just check the boxes for the items you want to automatically transmogrify. Every time you try to rest or autoexplore, the addon will go through the contents of your transmog chest, and transmogrify all the items you specified.
The addon will only transmog items inside your transmog chest. any item sitting in your normal inventory is safe.


Technical information:
Hooks: ToME:load to add the keybind
Overload: Adds AOAutoSquelch.lua to the dialogs directory
Superload: Game:setupCommands() to add the keybind
Player:restCheck() to auto-transmogrify items
I have tested the addon, and didn't find any bugs. If you do find bugs, kindly report them in this thread.
The addon shouldn't conflict with other addons. I tried my best to make it play nice. Again, if you find any conflicts, kindly report them here.
the addon can be downloaded from: http://te4.org/games/addons/tome/autosquelch

Enjoy!
Last edited by LinaButterfly on Sat Sep 21, 2013 7:12 pm, edited 1 time in total.

Jeoshua
Cornac
Posts: 37
Joined: Sat Sep 14, 2013 2:08 pm

Re: auto-squelch released

#2 Post by Jeoshua »

This is yet another addon that won't get the attention it deserves due to a bad checksum. As I understand it:

The md5 given to the site must match the md5 of the file. This information can be found in the logs (and if on OSX, the terminal can give a value missing one letter)
The short-name of the mod given in init.lua must match the short-name given on upload

Right now it tells me bad addon version, which means I can't get online with my character while using this mod. The short-name, I assume, can be found in the directory name, which is "auto-squelch", while init.lua says that the short-name is "autosquelch". This doesn't match up. I would change it myself and see if it fixes the problem, but any changes to the file will, of course, change the computed md5 value.

Doctornull
Sher'Tul Godslayer
Posts: 2402
Joined: Tue Jun 18, 2013 10:46 pm
Location: Ambush!

Re: auto-squelch released

#3 Post by Doctornull »

OS/X tip: download Emacs, run "M-x shell", and use that to buffer and search the output. It will never lose letters as Terminal allegedly does.
Check out my addons: Nullpack (classes), Null Tweaks (items & talents), and New Gems fork.

Jeoshua
Cornac
Posts: 37
Joined: Sat Sep 14, 2013 2:08 pm

Re: auto-squelch released

#4 Post by Jeoshua »

Emacs?! Heathen! Just type M-C-A-S-Butterfly and take over the world, I assume. Makes a great OS, now all it needs is a decent text editor!

</holyflame>

8)

LinaButterfly
Yeek
Posts: 11
Joined: Wed Sep 18, 2013 7:38 am

Re: auto-squelch released

#5 Post by LinaButterfly »

Hi,

thanks for bringing this to my attention. I'm not really sure what to make of it (this being my first addon and all) but I did change the shortname of the addon on te4.org to match the short name in init.lua. The problem still seems to persist.

I am on Windows, so I'm pretty sure I've got the MD5 right.

Any ideas?

Jeoshua
Cornac
Posts: 37
Joined: Sat Sep 14, 2013 2:08 pm

Re: auto-squelch released

#6 Post by Jeoshua »

It seems like there have been quite a few mods with this problem. I'm not sure that the website is properly parsing some changes to the files once they're uploaded.

From what I see, there are multiple ways that you were spelling the short name, tho.

"auto-squelch"
"autosquelch"

You need to pick one and go through the files with a fine-toothed comb (or a global find-replace) and make sure that only one is ever used, then recompute the md5 and upload the mod fresh, with the same short-name, I would think.

LinaButterfly
Yeek
Posts: 11
Joined: Wed Sep 18, 2013 7:38 am

Re: auto-squelch released

#7 Post by LinaButterfly »

Solved (I think)

The problem seems to have been that init.lua had "version = {1,0,3}" while the site had it as 1.0.4
Thanks again for pointing it out

Jeoshua
Cornac
Posts: 37
Joined: Sat Sep 14, 2013 2:08 pm

Re: auto-squelch released

#8 Post by Jeoshua »

Well, I am a tester, by trade ;)

And yes, it is now validating properly!

Jeoshua
Cornac
Posts: 37
Joined: Sat Sep 14, 2013 2:08 pm

Re: auto-squelch released

#9 Post by Jeoshua »

I'm really liking this. It streamlines the process of getting things transmogged, and really extends that system. My one gripe is that the game still warns you on level change that items will be lost forever, making the sequence for changing levels longer than it strictly needs to be. It always felt like a part of a tutorial left in the game. Might it be possible to remove that warning and just pop up the transmog chest, instead of warning us about what we all already know after we get through that dialog the first time?

As well, gems are missing from the autosquelch.

LinaButterfly
Yeek
Posts: 11
Joined: Wed Sep 18, 2013 7:38 am

Re: auto-squelch released

#10 Post by LinaButterfly »

I'm really glad you're enjoying this.

As for the warning; yes, it's a minor inconvenience, but an inconvenience nonetheless. However, it is not the problem that this addon was meant to address, and might get some negative reaction from people that it might confuse new players or something. maybe adding it as an optional checkbox might not be too much work though.

Gems don't go through the transmog chest, and I was too lazy to make a special case for them. Keep in mind that gems will use different code that will probably look at tier and specific type (i.e. topaz vs. opal) as opposed to type and subtype (e.g. weapon/longsword). If I were to add a new algorithm to the addon, I think specifying inscriptions and charms by type would be a higher priority (I really don't care how powerful that acid wave rune is. I'm just not going to use it)

Other options that come to mind are Arcane vs. arcane disrupting, or maybe even specifying ego types (but that would turn into an interface nightmare). But, for now at least, I think keeping it simple might be the best approach. Maybe when I get more code confident....

grooog
Higher
Posts: 52
Joined: Fri Nov 01, 2013 5:54 pm

Re: auto-squelch released

#11 Post by grooog »

Clicking all the categories can be a tiny bit tedious, especially on a laptop touchpad.

What if selecting a higher rarity automatically selected all the rarities below it? For instance, if I'm not interested in artifact greatswords, it's probably safe to say I'm not interested in anything of lower quality as well. Or maybe my equipment is at the point where I don't really need greens anymore, so I click greens on everything; clearly, I don't need whites either.

Would you be up for making that tweak to it?

hyprformnce
Yeek
Posts: 12
Joined: Fri Mar 07, 2014 6:06 am

Re: auto-squelch released

#12 Post by hyprformnce »

Are there any plans to update this addon? It looks incredibly useful, but I can't get the addon to work despite selecting categories in the dialog.

edit: it had a conflict with marson's rest/autoexplore addon

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