26 March 2026 update: The script has been rewritten as OpenMarket, the former script (Snickelmarket) will no longer be updated, and I recommend uninstalling it. The new script has some functionality removed.
Displays quality and weapon/armour bonuses on the item market/auction house/bazaars. For bugs/feature requests please send mail.
General info:
Top of the script can be modified to preference.
Quality % is an estimate calculated from damage/accuracy/armour.
PDA compatible (if the script doesn't work in PDA, try changing the run time from end to start.)
Planned updates:
Add to display case, inventory, item market listings.
Shout out to supporters: RandomMan1, Whom (RIP), Macaria, LegendaryKing11, BottomFrag, Heart, Bish, everyone who's given a thumbs up. Sorry if I missed anyone.
It can be annoying constantly refitting attachments, so I have two solutions to propose:
1. Remember the last selected weapon mods for each individual weapon. This would be ideal but it could be a lot of information to store. If an attachment is in use by another weapon, it won't equip.
2. Remember the last selected weapon mods for each weapon slot. For example if you have a laser and extended mags on your ArmaLite and switch to a SIG, they will stay equipped on the SIG. If a weapon mod won't fit on the new weapon, it won't equip.
At the moment, loadouts remember weapon mods, but they can be finnicky to set up and there's a limit to them.
I propose adding a button to the loadout menu to duplicate a loadout. Perhaps each loadout could have a small dropdown menu. For example loadout three would have the options "Copy Loadout #1" and "Copy Loadout #2". This would make setting them up a bit easier for those who just want to have minor adjustments between them.
Good news everyone. After talking to Whom, we've discovered that the standard user info websocket which opens in each tab is still running if the player is in fed. This means fedded faction members can still be forced into chain watching duty!
For $10 billion I am willing to write a script which operates on fedded accounts that will notify members if the chain timer is running low. Guaranteed to only intercept data from a single focused tab! 100% legal! Your members are not absolved of their duties simply because they've landed in federal jail.
I consider the current system useful for if you wanted to easily spot, for example, a yellow item with a high enough quality that it shows up as the next tier, but I understand this is not useful for you if it's difficult to distinguish between yellow and orange in the first place. I'd rather add some sort of visual indicator that makes it easier for you to tell them apart. If I added the the weapon class (yellow/orange/red) in text, but otherwise kept the quality colours working as they currently do, would that be a reasonable solution for you?
What about a separate script which would make weapon classes more perceivable on any page?
Ahh okay, I think Torn should have some accessibility features. Here's a thread I found making a suggestion, it might be worthwhile bringing more attention to it.
To explain the colours, it's split into quarters, so the lowest 25% will be a teal colour, next is darker blue, then purple (or pink for you), then gold. For weapons this is extended to 300%, so 0-75% teal, 75-150% blue, 150-225% purple, 225%+ gold.
In the market, there are yellow weapons from around 80% to 180%, there are orange weapons from around 140% to 220%, and red weapons as low as around 200%. So, there is some overlap there, but the colours do not perfectly correspond.
I will work on making the pink/purple more distinct, but if you want to adjust it now, you can edit the script and go to line 67 starting with "tiers: {" and change to any colours you like. If you search the net for "colour hex codes" you can find sites that will help you get a code to paste in the colours you want.
It's possible for me to adjust the script so that the colour for the quality directly corresponds to the weapon class (yellow/orange/red), but that would probably still be difficult for you to distinguish between yellow and orange unless we use a different colour. What could be more useful is changing the colours that the game uses so that yellow, orange and red are more distinct. Or maybe, instead of "Q x.xx%" for example, it could be "Y x.xx%", "O x.xx%", "R x.xx%"? Or "Q x.xx% Y"? What do you think?
A new version is coming, so I'll re-evaluate the colours. Are you using light mode or dark mode? Also, are you colourblind (I don't mean this in a rude way, just want to be sure to accommodate this)?
The quality percentages for yellow/orange/red weapons overlap so it's not possible to match based on that, but I could check to see if it's a normal/yellow/orange/red weapon and then match the quality colour to that. I figured it wasn't really necessary since the background/border of the image shows the colour. What are your thoughts on that?
Good news everyone. After talking to Whom, we've discovered that the standard user info websocket which opens in each tab is still running if the player is in fed. This means fedded faction members can still be forced into chain watching duty!
For $10 billion I am willing to write a script which operates on fedded accounts that will notify members if the chain timer is running low. Guaranteed to only intercept data from a single focused tab! 100% legal! Your members are not absolved of their duties simply because they've landed in federal jail.
I never knew that the current websocket behaviour was marked as a bug 10 months ago. Can we ever expect a fix at the source? Seems like an easier solution than having questionable userscripts be developed, then developing tools to monitor websocket activity that shouldn't exist in the first place.
Really deeply concerning to me that MrRightSA may have caught a permafed simply due to keeping track of the market on multiple tabs, seemingly with the help of my script which just displays some public info on the page.
I was curious how the admin team was tracking people using websocket mug scripts since websockets don't work that way. There is no way to tell if and what scripts are being used (which is presumably why it's taken months for people to start getting banned for it). Everything that a script could be doing once the connection is made is client side, so it's very possible a false positive could be caused by someone just having a lot of market pages open. If that's what happened there that's really not a great look, and I really don't want to delete my script because nerds who spend too much time looking at the market could be getting flagged due to their faction also having a mug bot.
Would be nice to get some transparency from the people in the admin team who investigated the matter.
Also it is very difficult to determine where the line is. Earlier bogie stated it's on script developers to ensure compliance, but there is also no intent to make the rules as easy as possible to interpret. Today I updated my market script so it will only update a page in focus. Functionally everything should be exactly the same, unless you use multiple windows to view the market. Was it illegal before? I have no idea. It would never be ruled illegal, because who cares about a simple market script, but it could be argued it was technically breaking the rule. I can't imagine how much of a pain it would be for a much larger project like TornTools.
Using websockets is not scraping nor a non-api request so the the rule seems fuzzy to me tbh. I don't mug and think these bots should be explicitly disallowed, but it's pretty heavy handed to permanently ban people for a "clarification".
Works on burglary, disposal, cracking and arson, depending on what you enable in CONFIG at the top of the script.
Does not work on mobile/PDA yet.
Also spelled flavor, for any Americans who might be searching the forums for this.
We all appreciate the work that went into writing flavour texts, but the big popup shifts things around in a frustrating way when trying to spam crimes.
This removes the flavour text box and places the outcome somewhere out of the way. Works for arson and burglary, let me know if you'd like it expanded to other crimes.
Bugs: Might put outcomes in the wrong place due to a Torn bug. Some rewards might not be accounted for if they have unusual behaviour, e.g. no alt text like ammo.