auto.lua says:

    -- Inscribed things won't be destroyed! 
        if obj.note ~= 0 then return end

So a script "Destroy everything whose inscription contains "junk"" is doomed. I personally just commented the line out. But at the very least there could be a particular string that allows this to pass. (=k would work, =g means 'always pickup'...)

Second: With that line commented out, my destroy 'junk' script does _not_ trigger on things that are already in my pack. Carrying an 'Empty Bottle {junk}' means it is safe. But picking up a bottle off the ground that I already inscribed properly triggers the destroy action.

NeilStevens: We actually depend on that behavior; not auto-destroying inscribed items, to protect certain quest items that are otherwise junk types. So I'm reluctant to do that sort of thing.

Besides, if you have a script that inscribes something as junk, why not just have the script destroy the item directly?

ShrikeDeCil: I don't use the _automatizer_ to get 'junk' on there. I use a Macro. But destroying from inside a macro is obfuscated by extremely long description items, and stacked items. A 'Macro' can go 'off the rails' much more easily. I already have 'item a' (A Fireproof book of something or other) marked '!k!k!k' for a reason. :/

I'm trying to use the Automatizer to weed through the questionable things faster. I can have 'everything that's obviously crap' destroyed automatically. But what about a *Defender*? I want to at least glance at the item before it gets blasted. Even with my decent level sorcerors - it _might_ have a useful resist or something. So this is what I've got:

  1. Automatizer: Complete crap is simply destroyed. (Corpses...)
  2. Automatizer: Items that are marginal get inscribed "@{1@k1{d1 new". (Rune of Protection)
  3. Macro: Identify everything.
  4. Manually glance at my inventory. This is very quick.
  5. Macro: One macro uses '@{1' to mark whatever is first 'loot', One macro to mark it junk.
  6. Automatizer: Everything marked junk is destroyed.

One seemingly simple way to prevent quest items from getting blasted is requiring a specific inscription in order for the Automatizer to be able to consider destroying the object. ("=k" comes to mind). You can't protect people from being daft with a quest object. But I'd think it would be better to (eventually) make '{quest}' a pseudo-inscription of the item, like discounts.

Second question: While looking at auto.lua, is see "object_pickup(-item)" in the Automatizer's 'pickup' section. Where should I be looking to see an equivalent _drop_ function? I've gone through the 'LUA API' thing, but I didn't see any function 'object_*'? This would allow one more Automatizer action 'Drop'.

Third question: Pondering this rule: Destroy all non-excellent light sources... if I have a non-fueled light.

Back to my sorceror in Erebor - where there's items 4 deep everywhere that I want to examine. Briefly.

ShrikeDeCil: back to add: Item Inscriptions, down to '=' is where I thought '=k' should mean 'kill this item' came from. The text '=d' doesn't auto-drop things either.

Actius: For your macro/inscribe/automizer interaction, try it like this: everything you want to keep is inscribed, so have the automizer delete things if they've been identified and are not currently inscribed. To uninscribe something inscribe with space (or whatever other character) and then backspace over that space to get rid of it and hit enter.

ShrikeDeCil: Excellent Actius. Rule 1 "Inscribe _everything_". Rule 2 "Destroy crap". Rule 3 "Destroy all identified non-inscribed". BTW, there's the command '}' (right curly brace) that's a direct 'uninscribe' command.

ShrikeDeCil/Automatizer (last edited 2006-02-18 21:07:33 by ShrikeDeCil)