1) Added option to ignore the keyring (dinv ignore [on | off] keyring)
2) Fixed broken support for items of type "Raw material:[whatever]". You can now use
"type Raw material:Ore" in queries. If you previously had any ore you will want to
run "dinv forget type Raw" and then run "dinv refresh all" to properly identify it.
3) In some situations, a full refresh ("dinv refresh all") was required to pick up
changes after enchanting an item. That is no longer the case and a basic refresh will
now detect changes due to solidify/illuminate/resonate.
4) Increased I/O access timeouts slightly to compensate for very slow systems
5) Tweaked psi-melee priority to de-emphasize avedam and offhand average dam
1) Added ignore mode. See "dinv help ignore" for details explaining how to mark a
container so that dinv will ignore the contents of that container when searching,
getting, putting, storing, organizing, and creating or wearing equipment sets.
2) Cleaned up misleading and/or scary messages if you log out before the plugin finishes
initializing. You must be awake and not AFK for a few seconds to initialize.
1) Added count of items matching a query when displaying query results
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
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
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.