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@ -88,7 +88,7 @@ dbot.version : Module to track version and changelog information and update the
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save_state="y"
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save_state="y"
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date_written="2017-08-12 08:45:15"
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date_written="2017-08-12 08:45:15"
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requires="4.98"
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requires="4.98"
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version="2.0028"
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version="2.0029"
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>
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>
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<description trim="y">
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<description trim="y">
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<![CDATA[
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<![CDATA[
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@ -5880,14 +5880,18 @@ function inv.items.identifyCR(maxNumItems, refreshLocations)
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if (name ~= nil) then
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if (name ~= nil) then
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local cacheEntry = inv.cache.get(inv.cache.frequent.table, name)
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local cacheEntry = inv.cache.get(inv.cache.frequent.table, name)
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if (cacheEntry == nil) then
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if (cacheEntry == nil) then
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-- TODO: It would be nice if we could keep wands and staves in the frequent cache, but wands
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-- and staves can have variable levels and they aren't necessarily identical. Also, they
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-- can have varying numbers of charges which means that they can't be considered identical.
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-- NOTE: Wands and staves may not be completely identical. The # charges can vary. Also,
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-- in some game-load cases, they can vary in level. Nevertheless, the advantages of
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-- treating wands/staves as being identical so that they can be in the frequent cache
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-- outweigh the disadvantages. If you buy 100 starburst staves, you really don't want
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-- to manually identify each one :p
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itemType = inv.items.getStatField(objId, invStatFieldType)
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itemType = inv.items.getStatField(objId, invStatFieldType)
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if (itemType == invmon.typeStr[invmonTypePotion]) or
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if (itemType == invmon.typeStr[invmonTypePotion]) or
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(itemType == invmon.typeStr[invmonTypePill]) or
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(itemType == invmon.typeStr[invmonTypePill]) or
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(itemType == invmon.typeStr[invmonTypeFood]) or
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(itemType == invmon.typeStr[invmonTypeFood]) or
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(itemType == invmon.typeStr[invmonTypeWand]) or
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(itemType == invmon.typeStr[invmonTypeStaff]) or
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(itemType == invmon.typeStr[invmonTypeScroll]) then
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(itemType == invmon.typeStr[invmonTypeScroll]) then
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colorName = inv.items.getField(objId, invFieldColorName)
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colorName = inv.items.getField(objId, invFieldColorName)
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@ -8437,9 +8441,7 @@ function inv.items.displayItem(objId, verbosity, wearableLoc)
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local statLine
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local statLine
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if (typeField == invmon.typeStr[invmonTypePotion]) or
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if (typeField == invmon.typeStr[invmonTypePotion]) or
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(typeField == invmon.typeStr[invmonTypePill]) or
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(typeField == invmon.typeStr[invmonTypePill]) or
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(typeField == invmon.typeStr[invmonTypeScroll]) or
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(typeField == invmon.typeStr[invmonTypeScroll]) then
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(typeField == invmon.typeStr[invmonTypeWand]) or
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(typeField == invmon.typeStr[invmonTypeStaff]) then
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header = "@WLvl Name of " .. formattedType .. "Type Lvl # Spell name@w"
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header = "@WLvl Name of " .. formattedType .. "Type Lvl # Spell name@w"
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local spellDetails = ""
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local spellDetails = ""
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for i,v in ipairs(spells) do
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for i,v in ipairs(spells) do
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@ -8447,6 +8449,24 @@ function inv.items.displayItem(objId, verbosity, wearableLoc)
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end -- for
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end -- for
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statLine = string.format("@W%3d@w %s%s%s", level, formattedName, typeExtended, spellDetails)
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statLine = string.format("@W%3d@w %s%s%s", level, formattedName, typeExtended, spellDetails)
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-- We don't display # of charges for wands and staves. First, invitem isn't triggered when you
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-- use a staff or wand so it would be a bit of a pain to try to trigger on each brandish/zap, find
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-- the staff/wand used and update the charges. It's do-able, but just not implemented yet. The
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-- bigger reason to ignore charges for wands and staves is the frequent item cache. If we use #
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-- of charges to distinguish wands and staves, we can't put them in the frequent item cache since
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-- one instance of a wand/staff may not be identical to other instances. Since they aren't identical,
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-- we'd need to ID each item -- which defeats the purpose of caching the info in the first place.
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-- Trust me, if you buy 100 starburst staves, you'd rather have them in the frequent cache even if
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-- it means your inventory table doesn't know how many charges are on each instance.
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elseif (typeField == invmon.typeStr[invmonTypeWand]) or
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(typeField == invmon.typeStr[invmonTypeStaff]) then
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header = "@WLvl Name of " .. formattedType .. "Type Lvl Spell name@w"
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local spellDetails = ""
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for i,v in ipairs(spells) do
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spellDetails = string.format("%s%3d %s ", spellDetails, v.level, v.name)
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end -- for
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statLine = string.format("@W%3d@w %s%s%s", level, formattedName, typeExtended, spellDetails)
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elseif (typeField == invmon.typeStr[invmonTypePortal]) then
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elseif (typeField == invmon.typeStr[invmonTypePortal]) then
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header = "@WLvl Name of " .. formattedType ..
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header = "@WLvl Name of " .. formattedType ..
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"Type Leads to HR DR Int Wis Lck Str Dex Con@w"
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"Type Leads to HR DR Int Wis Lck Str Dex Con@w"
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@ -13831,7 +13851,7 @@ function inv.set.displaySet(setName, level, equipSet)
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local objId = equipSet[v].id
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local objId = equipSet[v].id
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-- Highlight items that are currently worn
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-- Highlight items that are currently worn
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local locColor = "@y"
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local locColor = "@W"
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if inv.items.isWorn(objId) then
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if inv.items.isWorn(objId) then
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locColor = "@Y"
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locColor = "@Y"
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end -- if
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end -- if
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