1) Ensure that all "dinv portal use [query]" requests only match known portals
2) Added logging to debug intermittent failures accessing tables on disk
Added @Cportal use [query]@W mode. This is backwards compatible with the previous
versions which required the unique ID of the portal. However, you now have the
flexibility to use "dinv portal use leadsTo qong" or "dinv portal use key wok" or
another other query that uniquely identifies a portal. See "@Gdinv help portal@W"
for more details.
1) Tweaked set creation settings to be slightly faster and more responsive if the
user sends commands to the mud while the set is being created
2) Updated ability checking module (e.g., "dual wield") to use aard's new gmcp class
information instead of relying on an asynchronous call to "showskill"
3) Fixed a bug where dinv could mistakenly think you still had access to dual wield
if you tier without logging out/in.
4) Updated dinv to check if you have access to a particular weapon skill before
choosing that weapon for an equipment set. Note that dinv does not check if you
have a weapon skill practiced -- that's up to you -- but dinv will no longer
select a weapon for you that is not even available to you at your current mort.
Also, note that weapons selected during an analysis are chosen based on weapon
skills available at the time the analysis is created.
1) Fixed bug that potentially lost item flags when identifying some rare items. If
the id output had a flag line with no end space, it was mistakenly skipped.
NOTE: Unfortunately, regaining the "lost" flags requires either forgetting and
refreshing impacted items or performing a full build again.
2) Fixed bug that could cause temporary hang during the remort process. The "stats"
command is not available during the remort process and dinv had the potential to
stall and timeout if it attempted to check your stats during the remort window.
3) Updated regen mode to enable/disable the sleep/wake aliases when regen is enabled
or disabled. This avoids a potential conflict with other plugins that sleep.
4) There is the potential for a "sleep" custom exit to conflict with the sleep alias
enabled by the regen mode. To work around this, use " sleep" for cexits. The
regen "sleep" alias will no longer trigger if there is a space before "sleep".
5) Fixed bug where the regen mode could potentially try to wear a regen ring that was
too high a level for the character
6) Added "catchall" alias for any dinv commands that are malformed
1) Added preliminary "dinv report ..." mode to report item and set summaries to a channel
2) Fixed a potential crash if a set was displayed that included a partially identified item
3) Fixed a bug where a tempered or envenomed item's score could include credit for bonus
stats after the temper or envenom expired
4) Dinv now avoids unnecessary warning and error messages if you attempt to access a snapshot
that includes items you no longer possess. It will wear/display any available items that
you still have but it will not complain if you no longer have everything in the snapshot.
5) Clarified helpfile for consume mode
that includes items you no longer possess. It will wear/display any available items that
you still have but it will not complain if you no longer have everything in the snapshot.
when the temper/envenom added a stat that was not previously on the weapon.
2) Fixed extraneous "fence" messages that were not suppressed when the mud was running using
the echocommand mode
can't wear anything at the "ready" location. Instead, you must wear it as the "readied"
location. Dinv now translates "ready" to "readied" as necessary.
2) Added "@Gdinv consume display owned@W" mode to list only items in your consumable table
that you actually have in your inventory. This gives you a quick summary of what you are
actually carrying and suppresses items if you don't have any of that item type.
that you don't own since you can't get items out of them anyway. Unfortunately, dinv mistakenly
ignored unowned containers as well. Whoops. That's fixed now.
2) Fixed incompatibility with pathing on some mush installations. For some unholy reason, some mush
installs report your current directory with an absolute path and some as a relative path. Even
worse, your current directory changes as mush is running so if you do use a relative path to
access dinv's data, that path may break depending on when you access it. Dinv now calculates a
true full path to the dinv data directory when the plugin starts and uses that exclusively.
now uses the relative paths returned by GetInfo(85) and GetInfo(60). This should improve
compatibility on some systems that didn't correctly report full path names.
1) Fixed a dinv bug that could mistakenly skip valid equipment sets if your spellup gave stats
higher than the ceiling for equipment stats at the target level. This could happen if you
received an imm spellup or an SH spellup when you were at a low level.
2) Dinv will no longer attempt to identify items in a container if the container is owned by
another player. The previous dinv version could generate a lot of warnings if you ran a
refresh while holding someone else's container (e.g., from a CR).
3) Updated "@Cdinv weapon@W" helpfile to indicate that damage type information is required
in order to use that mode. Dinv has access to a weapon's damage type if you have the
identify wish, if dinv identified the item in Hester's room in Aylor, or if the item is
owned (fortunately quest weapons are owned).
in order to use that mode. Dinv has access to a weapon's damage type if you have the
identify wish, if dinv identified the item in Hester's room, or if the item is owned
(fortunately quest weapons are owned).
another player. The previous dinv version could generate a lot of warnings if you ran a
refresh while holding someone else's container (e.g., from a CR).
higher than the ceiling for equipment stats at the target level. This could happen if you
received an imm spellup or an SH spellup when you were at a low level.
1) Fixed a bug in how offhandDam was displayed in priority output. Due to case insensitivity, it could
appear that offhandDam was not being used or had a value of 0.
2) Added a reminder that invmon can be disabled if the plugin is disabled
3) The @Cstore@W mode will no longer attempt to store an item if it is already in a container
4) Increased the number of allowable items to be consumed in one command from 4 to 10. It's up to
you to not quaff a bunch of pots when you don't need them :p
1) Fixed a bug in the @Cconsume@W mode for staves and wands that incorrectly removed the item from your
inventory table after a single use. This could require you to refresh to re-identify a partially
used staff or wand.
2) Fixed a conflict between the "light" damage type and "light" equipment location in priorities. If
you use "~light" in a priority, that refers to the damage type. The new option "~lightEq" refers
to the light equipment location.
3) The @Ccovet@W mode now properly gags current bids on items. The previous code mistakenly showed some
bids when an auction item was identified.
4) Removed a warning about failing a backup if you were in combat when the backup was attempted. That
case isn't actually an error and the backup will simply run later.
2) Updated @Cignore@W mode to allow you to ignore containers that haven't been identified yet.
This could be helpful if someone gives you a container to hold for them and you don't want to
bother identifying the contents of that container.
3) Names in a priority are now case-insensitive. "allPhys" and "allphys" should both work now :)
4) Displays object ID for each item reported in "dinv ignore list". This makes it easier to
see what is happening if you have multiple bags and are ignoring only some of them.
1) Fixed a bug where dinv successfully detected a missing item but failed to remove the missing
item from your inventory table. This could cause refreshes to repeatedly report the issue.
2) Fixed searches using the "foundAt" property. The previous code didn't handle partial matches
for area names and wouldn't let you use spaces in area names so you couldn't really use foundAt.
3) Added support for quivers (sorry rangers!)
4) Soldiers can now use sets that don't require light offhand weapons
1) Fixed GMCP config support on older (r1825) mush builds that could not natively handle it
2) Added @Gdinv ignore list@W option to report which (if any) locations are currently ignored
3) The @Cconsume@W mode now actually ignores ignored containers
4) The @Cconsume@W mode now supports wands and staves. Using one is interpreted as getting it
and holding it.
2) The @Cconsume@W mode now actually ignores ignored containers
3) The @Cconsume@W mode now supports wands and staves. Using one is interpreted as getting it
and holding it.
4) Updated helpfiles to make "dinv ignore ..." more prominent and accessible
5) Reordered stats in set display to match the stat order in aard's stats command
6) Added stub for reporting set stats to a channel
1) Added support for aard's new gmcpconfig capability. This greatly simplifies the plugin
initialization and no longer requires us to manually toggle prompt and invmon at startup.
2) Added support for Winds of Fate collector case. That case is a bit wonky. It's a container
that can be placed in other containers and it has unique and variable output when it is ID'ed.
3) Improved error handling when accessing an unknown container by avoiding unnecessary asserts
4) Removed unhelpful warning when accessing an unidentified container
initialization and no longer requires us to manually toggle prompt and invmon at startup.
2) Added support for Winds of Fate collector case. That case is a bit wonky. It's a container
that can be placed in other containers and it has unique and variable output when it is ID'ed.
3) Improved error handling when accessing an unknown container by avoiding unnecessary assert
1) Improved quality of reports generated by the @Ccompare@W and @Ccovet@W modes by eliminating
noise not directly related to the item under analysis
2) Updated background stat checking thread to pause when the user is idle. This should help improve
estimates for each level's average spellup since we won't sample stats when the user isn't active.
3) Updated @Cregen@W mode to keep a swapped item in inventory instead of taking the time
to properly store it. It's faster and it shouldn't bother you to have an extra item in
your main inventory when you are sleeping.