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TurnInEverything
- 0 Likes
- World of Warcraft
- 15,524 Downloads
- Supports: 4.2
- 12 Average Daily Downloads
- Comments
- Created 5/6/2009 1:16:37 AM
- Updated 7/7/2011 12:51:36 AM
- 43 Favorites
- Project Site
- License: BSD License
- Release Type: Release
- Newest File: v2.1.8
About TurnInEverything
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
------------------------------------------------------------------------
r76 | profplump | 2011-07-07 05:51:32 +0000 (Thu, 07 Jul 2011) | 5 lines
Changed paths:
A /tags/v2.1.8 (from /trunk:75)
Tagging as v2.1.8
Bug fixes for 0-choice quests. (Bug noted and analyzed by user_396629)
Better logic/code readability for the new gold/usable modes.
------------------------------------------------------------------------
r75 | profplump | 2011-07-07 05:49:27 +0000 (Thu, 07 Jul 2011) | 1 line
Changed paths:
M /trunk/TurnInEverything.lua
Only use gold-mode/usable-mode when there are multiple choices (no practical effect, but better code readability. Explictly handle reward==1/choices==0 rather than accepting any value for reward when choices==0.
------------------------------------------------------------------------
r74 | profplump | 2011-07-07 05:36:17 +0000 (Thu, 07 Jul 2011) | 1 line
Changed paths:
M /trunk/TurnInEverything.lua
M /trunk/TurnInEverything.toc
Bug fix from user_396629 -- 0-choice quests are not handled
------------------------------------------------------------------------
r72 | profplump | 2011-07-05 08:07:40 +0000 (Tue, 05 Jul 2011) | 1 line
Changed paths:
M /trunk/TurnInEverything.lua
Only select the highest-value on usable==0 when usable mode is enabled
------------------------------------------------------------------------
r71 | profplump | 2011-07-05 07:58:49 +0000 (Tue, 05 Jul 2011) | 1 line
Changed paths:
M /trunk/TurnInEverything.lua
M /trunk/TurnInEverything.toc
Add "Gold Mode" and "Usable Mode". Enable "Usable Mode" by default.
------------------------------------------------------------------------
r69 | profplump | 2011-07-05 06:21:15 +0000 (Tue, 05 Jul 2011) | 1 line
Changed paths:
M /trunk/TurnInEverything.toc
Works fine in 4.2
------------------------------------------------------------------------
r68 | profplump | 2011-07-05 06:20:13 +0000 (Tue, 05 Jul 2011) | 1 line
Changed paths:
M /trunk/TurnInEverything.toc
Works fine in 4.2
------------------------------------------------------------------------
| File Name | Release Type | Game Version | Downloads | Date |
|---|---|---|---|---|
| v2.1.8 | Release | 4.2 | 2,753 | 7/7/2011 12:51:36 AM |
| v2.1.7 | Release | 4.2 | 756 | 7/5/2011 3:21:33 AM |
| v2.1.6 | Release | 4.2 | 107 | 7/5/2011 1:23:19 AM |
| v2.1.5 | Release | 4.1 | 1,836 | 5/6/2011 3:43:41 PM |
| v2.1.4 | Release | 4.0.6 | 1,713 | 3/3/2011 6:22:41 PM |
| v2.1.3 | Release | 4.0.1 | 3,301 | 10/14/2010 12:20:08 PM |
| v2.1.2 | Release | 4.0.1 | 58 | 10/14/2010 11:46:16 AM |
| v2.1.1 | Release | 4.0.1 | 1 | 9/13/2010 6:12:59 PM |
| v2.1.0 | Release | 4.0.1 | - | 9/7/2010 7:29:58 PM |
| v2.0.6 | Release | 3.3.5 | 4 | 9/2/2010 4:25:33 PM |
| v2.0.5 | Release | 3.3.3 | - | 4/3/2010 5:36:41 PM |
| v2.0.4 | Release | 3.3.3 | - | 3/29/2010 2:37:55 AM |
| v2.0.3 | Release | 3.3.0 | 1 | 3/13/2010 8:47:49 PM |
| v2.0.2 | Release | 3.3.0 | - | 3/13/2010 7:08:08 PM |
| v2.0.1 | Release | 3.3.0 | - | 3/10/2010 10:59:30 PM |
| v2.0.0 | Release | 3.3.0 | - | 3/10/2010 4:58:31 AM |
| v1.0.11 | Release | 3.3.0 | - | 12/9/2009 10:42:55 AM |
| v1.0.10 | Release | 3.2.0 | - | 8/15/2009 3:05:41 AM |
| v1.0.9 | Release | 3.2.0 | - | 8/15/2009 1:01:54 AM |
| v1.0.8 | Release | 3.2.0 | - | 8/15/2009 12:21:39 AM |
| v1.0.7 | Release | 3.2.0 | - | 8/5/2009 12:29:12 AM |
| 1.0.6 | Release | 3.1.0 | - | 6/6/2009 2:58:02 PM |
| 1.0.5 | Release | 3.1.0 | - | 5/23/2009 4:49:07 AM |
| 1.0.5-beta | Beta | 3.1.0 | - | 5/18/2009 4:39:18 PM |
| 1.0.4-beta | Beta | 3.1.0 | 1 | 5/10/2009 5:39:56 AM |
| 1.0.3-beta | Beta | 3.1.0 | - | 5/10/2009 4:33:57 AM |
| 1.0.2-beta | Beta | 3.1.0 | 1 | 5/9/2009 9:12:02 PM |
| 1.0.1-beta | Beta | 3.1.0 | - | 5/7/2009 5:24:18 AM |
| 1.0.0-beta | Beta | 3.1.0 | 9 | 5/6/2009 2:54:38 PM |

Comments
1) /tie
Instead of saying invalid command, tell you the current operation settings.
eg. tie enabled [gold mode]
Similar could be achieved with /tie tourn.
2) /tie help
With a very straightforward list of help options, such as
usage: /tie COMMAND
tie commands:
enable - enable TurnInEverything
disable - disable TurnInEverything
usable - pick quest items that are usable
gold - pick quest items of gold value
tourn - tourneyment options
Similar could be done with /tie tourn help.
So next time I poke at TIE I'll give it a shot, but no promises.
= 1 or choices ==0) and reward
to the following
= 1 and reward
http://wow.curseforge.com/addons/questomatic/
https://github.com/risky/Questomatic
However that addon keeps trying to turn in incomplete quests. Being able to mindlessly pick up and turn in quests is what I'm looking for. This addon only does half of that job.
I also use other addons to automatically select turnins and to give suggestions based on reward value.
If all of that functionality were wrapped into this addon, it would be even better.
I could be misunderstanding what you're asking for, or maybe I just don't play the way you do. Give me some more details and I'll see what I can do for you.
- 1 NPC dialog is skipped
- 2 Pick up any available quest automatically
- 3 Turn in any completed quest which has no reward choices
- 4 Completed quests with reward choices have their values displayed, and the highest value one is selected (selected, but the quest is not turned in)
I was hoping that four could be implemented in this addon. Related addons:
http://www.wowace.com/addons/onechoice/
http://www.wowinterface.com/downloads/info7121-VendorBait.html
http://wow.curse.com/downloads/wow-addons/details/greedy_quester.aspx
I'm going to check out OneChoice. I've used the other two to mixed effect.
So if you're just worried about gold you can enable "Gold Mode", but it may not always do what you mean. With selective use of the shift-disable function it may or may not be useful to you.
If you think there is some way to "select" quest rewards without accepting them please let me know and I'd be happy to look into it.
In any case I'll take a look at the goblin in question and see what behavior I'd expect from his quests. If you can give me an NPC name or ID I'd appreciate it.
As for #4, it's not what I wrote the add-on for -- it's nothing I'd ever use -- but it's probably not hard to add. Next time I'm doing add-on work (probably soon, as I need to test/patch for 4.2) I'll take a look at what's required to read the items values.
I works - to some extent - today, but I still have to manually select the quest from him. Is that because he is also a Rogue Trainer ?