Description
TurnInEverything automatically turns in all completed quests, pasting any progress and reward text into the chat frame. The intent is to let you read the quest story without worrying about about the NPC wandering away, being attacked, etc. Or alternatively to ignore the story and clicking for quests you've already done 1000 times — with the text copied to your chat frame it's your choice to read or ignore it without being stuck within dialog range of the NPC.
Usage
Right-click on quest turn-in NPCs. Watch the magic. There's nothing else to it.
If there's only one quest reward TurnInEverything automatically accepts that reward. If there's more than one choice for the quest reward TurnInEverything will examine all the options and:
- if none of the items are usable, TurnInEverything will accept the item with the highest vendor sell value
- if only one item is usable, TurnInEverything will accept that item regardless of the vendor sell value
- if more than one item is usable TurnInEverything will wait for the user to select a quest reward manually
If you'd prefer that TurnInEverything always allow user input, or always select based on the vendor sell value these behaviors can be modified by enabling or disable "Usable Mode" and "Gold Mode" as detailed below.
You can temporarily disable automatic quest completion by holding the shift key while opening the gossip/quest frame. This should help work around A) bugs in my code and B) situations where you don't want to turn in all completable quests. Be sure to hold down the shift key at each click in the process, otherwise the progress events will trigger automatic turn-in even if the initial click didn't.
Slash Commands
TurnInEverything now supports slash commands for in-game configuration. All slash commands can be called either as /tie or /turnineverything as is most convenient for your usage.
Usable Mode
By default, TurnInEverything will examine all reward choices, and if only one is usable, will accept that item. Likewise, when no items are usable the item with the highest vendor sell value is selected. This behavior is called "Usable Mode". If you would prefer that TurnInEverything always waits for user input when there is more than one quest reward (i.e. traditional TurnInEverything behavior) you can disable this mode. To toggle "Usable Mode" use the command:
/tie usable
Gold Mode
TurnInEverything supports "Gold Mode" where the quest reward choice with the highest vendors sell value is always accepted, regardless of usability or the number of choices. While this mode may be useful for some players caution is advised — if you care about anything other than the vendor sell value of the quest rewards this mode is likely to make choices you don't like. That being said, you can toggle "Gold Mode" with the command:
/tie gold
Argent Tournament
I've added specific support for Argent Tournament Purse/Writ quest rewards, so TurnInEverything can now automatically select a reward for such quests. I was (and still am) planning to support a more general "training" system to allow you to teach TurnInEverything which rewards you would like for any quest, but it's been so long since I promised that I figured I could at least add support for the Argent Tournament quests. To set the quest reward you'd like just type:
/tie tourn purse
or:
/tie tourn writ
and TurnInEverything will automatically select the Champion's Writ or Champion's Purse. To disable this feature type:
/tie tourn none
and TurnInEverything will go back to the default behavior of letting you choose a reward manually.
Enable/Disable
You can enable/disable TurnInEverything with the slash command:
/tie disable
and re-enable it with:
/tie enable
Roadmap
Coming Features:
- disregard_lc has requested a method to automatically accept a specified reward in repeatable quests. I had the same thought while I was turning in the Thanksgiving quests. So I'll see if I can work something like that out. Currently I'm thinking of a "learning" mode for TIE, where you hold down a modifier during quest reward — and/or enabling the learning mode via a /slash command — selection and TIE will remember and automatically select the same reward next time you turn in that quest.
- Along the same lines, I'm going to add a learning mode to let you add quests and NPCs to the ignore list. This is somewhat like the exception list I suggest below, but using the new learning mechanism I have in mind instead of typing quest names. This should be both easier to use and more reliable, as it will use quest/NPC ID numbers instead of names.
Possible Features:
(If I'm properly motivated to learn how to write a configuration UI, or can find some appropriate code to steal)
- Make the bypass modifier key user-configurable
- Make the bypass modifier key invertible, so the default does nothing and click-with-modifier activates automatic completion
- Add an in-game-modifiable, quest-name-based exception list, to permanently disable automatic completion of certain quests
- Make the exception list invertible, so that the default does nothing and only listed quests are automatically completed
Known Bugs
None currently, but I just released 2.0, so that probably won't last long.
Contact
If you have an interest in additional features, any bugs to report, or anything else to contribute let me know at: zach-curse@kotlarek.com
Facts
- Date created
- May 06, 2009
- Category
- Last update
- Jul 07, 2011
- Development stage
- Release
- Language
- enUS
- License
- BSD License
- Curse link
- TurnInEverything
- Downloads
- 20,399
- Recent files