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 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.
- 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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