Opened 7 years ago

Last modified 5 years ago

#1115 confirmed change

Improve squelch UI

Reported by: takkaria Owned by:
Milestone: v4 Keywords: ui squelch
Cc:

Description

Someone on oook said, "It's annoying that I can't e(x)amine items in the item squelch settings. Why not combine the item squelch settings with the excellent autoinscription interface, which allows much more fine-grained control?"

The solution is probably to just make the squelch interface the same as the object knowledge, which shouldn't be hard (since the object knowledge interface already includes some squelching functionality).

Change History (7)

comment:1 Changed 7 years ago by magnate

  • Keywords squelch added

Since you can already squelch some item types in the knowledge menu (flavoured items, spikes, books and lights), you basically mean expanding this functionality to weapons, armour and ego types, right? I guess we'd need to introduce squelch levels for weapons and armour, at least {bad}. {average}, {good} and {excellent}. Interesting thought.

comment:2 Changed 7 years ago by takkaria

I don't mean expanding the functionality so much as integrating it with the rest of the squelch UI. Quality squelch would still be separate.

comment:3 follow-up: Changed 7 years ago by eddiegrove@…

Isn't integration simply removing the squelch menu? Then expand the object knowledge to include everseen objects not seen in the current game. You could either add (unseen) to the name of unseen objects or add another column "seen" marked yes or no.

comment:4 in reply to: ↑ 3 Changed 7 years ago by magnate

Replying to eddiegrove@…:

Isn't integration simply removing the squelch menu? Then expand the object knowledge to include everseen objects not seen in the current game. You could either add (unseen) to the name of unseen objects or add another column "seen" marked yes or no.

This is what I was trying to get at. You'd also need quality squelch levels for wearables, rather than just Yes/No? in the Squelch column. That would be ok - just use the s key to cycle through bad, average, good, all.

comment:5 Changed 7 years ago by eddiegrove@…

Quality squelch is different, because the granularity is tval rather than sval. IMO quality squelch isn't consistent, so just do whatever is convenient until it is removed or redone properly [if that is possible]. It certainly does not fit into the paradigm that the player does not know the edit files.

comment:6 Changed 6 years ago by magnate

  • Milestone changed from 3.2.0 to 4.0

Not a bug or refactor: punting to 4.0

comment:7 Changed 5 years ago by magnate

  • Status changed from new to confirmed
  • Summary changed from Integrate squelch and autoinscriptions more to Improve squelch UI

Renaming because this is basically about two things:

  • making the knowledge menu able to provide fine control of squelch. This is almost there - already done for affixes and base items, but not for quality squelch (if we're going to re-do that).
  • making the pop-up squelch menus aware of affixes. So as well as "all items of this type" and "all equal or worse items of this type" it needs to say "all items with this affix" ... for each affix. (It also needs to allow "all <this tval> with this affix" as well as all items with the affix.)
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