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Aard Inventory Manager
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This plugin manages your inventory and gives you tools to analyze and use
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items in your inventory.
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The first step you'll need to take is to find an out-of-the-way room where
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you won't disturb anyone and then run "dinv build confirm". This step
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will identify all items you are wearing, all items in your main inventory,
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and all items in containers in your inventory. This will take roughly 5
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minutes depending on how many items are in your inventory. If you need to
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halt the build simply go to sleep or go AFK. You can "refresh" your
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inventory later to complete the process of identifying everything you are
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carrying.
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Once you have a completed inventory table available, I recommend making a
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manual backup in case something goes wrong in the future. You can restore
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from the backup and avoid the long build process again. If anything in
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your inventory has changed since the backup, your next refresh will simply
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update it to what you currently have. To make a manual backup named
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"my_first_awesome_backup" type "dinv backup create my_first_awesome_backup".
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See "dinv help backup" for more details about creating, viewing, and restoring
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backups.
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Type "dinv help" for all available usage options. For detailed examples of
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how to use each option, simply type "dinv help <option>".
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Usage
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=====
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Inventory table access
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dinv build [confirm]
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dinv refresh [on | off | all] <minutes>
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dinv search [id | full] <query>
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Item management
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dinv get <query>
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dinv put <container relative name> <query>
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dinv store <query>
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dinv keyword [add | remove] <keyword name> <query>
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dinv organize [add | clear | display] <container relative name> <query>
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Equipment sets
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dinv set [display | wear] <priority name> <level>
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dinv snapshot [create | delete | list | display | wear] <snapshot name>
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dinv priority [list | display | compare] <priority name 1> <priority name 2>
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Equipment analysis
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dinv analyze [list | create | delete | display] <priority name> <positions>
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dinv usage <priority name | all> <query>
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dinv compare <priority name> <relative name>
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dinv covet <priority name> <auction #>
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Advanced options
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dinv backup [list | create | delete | restore] <backup name>
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dinv reset [list | confirm] <module names | all>
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dinv forget <query>
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dinv notify [none | light | standard | all]
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dinv cache [reset | size] [recent | frequent | all] <# entries>
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dinv tags <names | all> [on | off]
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Using equipment items
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dinv consume [add | remove | display | buy | small | big] <type> <name or quantity> <container>
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dinv portal [use] <portal object ID>
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dinv pass <pass ID> <# of seconds>
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Plugin info
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dinv version
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dinv help <command>
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Release Notes
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=============
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1) There currently is no mechanism to change stat prioritization other than manually modifying the
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plugin. This is high on the list of new features and a GUI supporting this will hopefully be
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coming in the future.
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2) If you give an item to an enchanter to boost the item's stats, you may pull the old stats from a
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cache instead of using the new enchantments when you get the item back. In this case, you may use
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the "dinv forget <query>" option to remove that item from your inventory table and its related caches.
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The next inventory refresh will pick up the new stats for the item.
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3) Most aard operations that modify an item's stats are detected and automatically trigger a
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re-identification. For example, enchantment spells, sharpening, reinforcing, tpenchanting, and wset
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all are handled transparently. The one known exception is the setweight command which is not
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currently handled by aard's invitem system. Until this is changed (or until we include a trigger
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watching for setweight) you will need to use the "dinv forget <query>" option on an item that changes
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weight in order to "forget" the old stats and then pick up the correct weight (and other stats) on
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the next inventory refresh.
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4) Wands and staves are not re-identified as they are used. As a result, the number of charges
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shown in the item's display may not match reality as the item is used. If this mode is not added
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to the aard invitem system, we may need to add a trigger to watch for this and update charges
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accordingly.
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5) The plugin does not automatically open containers that are closed. As a result, you won't be able
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to get/put items in a closed container. Keep your containers open! :)
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6) If you add a keyword to an item, drop it, and then pick it back up, the new keyword will still
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be available on the item if it is still in your cache. However, this is not the case for common
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consumable items. For example, we treat all duff beer potions as being identical so that you don't
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need to individually identify each potion. As a result, the cached versions of those common items
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won't maintain custom keywords.
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7) If the plugin tags are enabled, they will echo an end tag at the conclusion of an operation. However,
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if the user goes into a state that doesn't allow echoing (e.g., AFK) then the plugin cannot report the
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end tag. In this scenario, the plugin will notify the user about the end tag via a warning notification
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instead of an echo. Triggers cannot catch notifications though so any code relying on end tags should
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either detect when you go AFK or cleanly time out after a reasonable amount of time.
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Feature Wishlist
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================
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1) Add a way to create and update stat prioritizations. A GUI would be a very convenient way
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to handle this.
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2) Implement a mechanism to (more) fully identify items if the identify wish is not available.
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For example, we could use lore, the identify or object read spells, or Hester's identify
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service found at "runto identify". This would be a manual process to "clean up" partially
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identified items.
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3) Add a display option to de-duplicate potions and pills in search results
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