1) Updated path to aardwolf_colors.lua to account for users not keeping plugins in the plugin dir

2) Temporarily commented out the status bonus thread since it appears to have caused a conflict
   for a user.  I need to investigate that further.
3) Temporarily commented out the auto refresh at login since it was causing a lot of spam for
   new users.  I'll look into a better way of handling that.
master
Durel 7 years ago
parent e5560e8e76
commit 6188ba5554

@ -579,7 +579,7 @@ require "serialize"
require "tprint"
require "gmcphelper"
dofile(pluginPath .. "aardwolf_colors.lua")
dofile(GetInfo(56) .. "\\worlds\\plugins\\aardwolf_colors.lua")
----------------------------------------------------------------------------------------------------
@ -1003,12 +1003,14 @@ function inv.init.atActiveCR()
-- Kick off an immediate full inventory refresh so that we have an accurate view of what
-- the user has. They may have logged in without using the plugin and moved things around
-- or added and removed items.
--[[FIXME: temporarily disable the login refresh because it was confusing for chars on a new build
retval = inv.items.refresh(0, invItemsRefreshLocAll, nil, nil)
if (retval ~= DRL_RET_SUCCESS) and (retval ~= DRL_RET_UNINITIALIZED) then
dbot.info("Initial full inventory rescan could not complete: " .. dbot.retval.getString(retval))
dbot.info("Please run \"@Gdinv refresh all@W\" to ensure the plugin knows that you didn't do " ..
"something evil like logging in via telnet to move items around :P")
end -- if
--]]
end -- if
end -- if
@ -13546,10 +13548,11 @@ function inv.statBonus.load()
-- inv.statBonus.timer.update() function here. Unfortunately, that function relies on mushclient
-- components that may not be available when we load right at the start. Instead, we simply
-- kick off the timer manually and then let it self-perpetuate once it is going.
--[[FIXME: this appears to cause a conflict for one user during the initial build step
check (AddTimer(inv.statBonus.timer.name, 0, inv.statBonus.timer.min, inv.statBonus.timer.sec, "",
timer_flag.Enabled + timer_flag.Replace + timer_flag.OneShot,
"inv.statBonus.set"))
--]]
if (spellRetval ~= DRL_RET_SUCCESS) then
return spellRetval
else

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