2) Tweaked psi-melee priority to de-emphasize avedam and offhand average dam
3) Increased I/O access timeouts slightly to compensate for very slow systems
2) Added reporting for how many instances of a consumable are in your inventory when you
use "dinv consume ..." to consume an item
3) Improved "dinv consume display" output format and added the remaining quantity of
each item to the display
1) Fixed triggers that did not handle when the mud was in compact mode. This could
result in timeouts because triggers that depended on hitting an empty line would
not match the compacted output.
2) Fixed case where a user accessed containers before a build was complete. The
previous code could assert errors if invmon tried to access unidentified items.
1) Highlight which items are currently worn when displaying a set (Metria's suggestion)
2) Fixed a bug that failed to detect when a paused note was resumed
1) Fixed another bug in the "dinv portal use" code that mistakenly looked for the
"held" location instead of the "hold" location. Many thanks to Daak for finding
this and submitting the fix!
1) Fixed conflict between searching in "id" mode and using an "id" query. The search
mode that shows object IDs is now named "objid" to differentiate it from a query
searching for a specific ID.
2) Added capability for priorities to specify that an equipment set should not include
weapons with specific damage types
3) Added "dinv weapon ..." mode that supports swapping weapons with specific damage types
to the user if the user went to sleep or went AFK at the wrong time
2) Fixed an "off-by-one" level check that bought the wrong consumable item
if your level exactly matched the level of the item to buy
1) Fixed an error handling bug that didn't properly time out if you failed to run to
a shopkeeper in a "dinv consume buy ..." request
2) Added error checking on the results of all gmcp calls
1) Added "custom" cache to provide long-term storage for custom keywords and
container organize queries
2) Fixed a bug that could potentially lose custom keywords if refreshes were disabled
3) Fixed a bug that prevented caching containers that were pending a refresh scan.
This could result in lost container organize queries in some scenarios (e.g., death).
4) Fixed bug in recovery code that handles if an item isn't at the expected location.
For example, if you restore a backup and no longer have a container that was in the
backup's inventory table, the previous code would repeatedly complain about the
1) Added refresh completion message for a full scan in "light" notification mode
2) Removed references to "dbot" that were echoed to the mud and confusing the imms :P
items. The previous refresh "on" mode works the same as before.
2) Made the plugin less verbose. Some info notifications were downgraded to
notes and some notes were downgraded to debug messages.
3) Optimized refresh code to skip notifications and checks in some cases where
there are no known unidentified items in your inventory
2) Added support for custom search queries "worn" and "all
3) Changed interpretation of an empty search string to mean "everything not worn"
4) Search queries with the "clan" key now match individual words in the clan name
(required for clans whose name is not a single word)
5) Equipment sets now check alignment before using anti-[good|neutral|evil] items
2) Added support for dinv priority: create, clone, delete, and edit
3) Divided all field values in default priorities by 10 to have a more consistent
range of values
1) Adjusted set creation and analysis framework. It now supports using
separate equipment search "intensities" for a single set and for a
full analysis of 200 sets. This should give you the best possible
results for a single set while keeping the time to do a full analysis
more manageable. Also, the resolution of a full analysis is fairly
rough to begin with because it is dependent on stat bonus estimates.
It doesn't make sense to try to squeeze every possible fraction of
a fraction of a percent out of the analysis when the original stat
assumptions could be off by 10% or more.
1) Updated refresh documentation to reflect the current status (automatic
refreshes are disabled by default)
2) Updated refresh code so that your first successful refresh after loading the
plugin will be a full refresh. We need this so that we properly handle items
that are orphaned (e.g., a no-save key disappears) and so that we can re-sync
items that may have been moved or modified outside of this client/plugin.
3) Fixed incorrect return value check in plugin update code. The previous code
could send an incorrect (nil) return value in some error cases.