address #H6552 - #adjust behavior
The report stated that '#adjust a c' after '#adjust 1a b' moved all the original 'a' to 'c' instead of leaving the one in 'b' alone. That's true, but it is also the intended behavior. Splitting off with a count explicitly avoids gathering compatible stacks (but does merge into the destination if compatible, instead of swapping). Moving a whole stack gathers compatible ones and puts the whole merged group into the destination. But that leaves a gap in functionality: there's no way to get the don't-collect-other-stacks without splitting; there ought to be. So, allow the player to specify full count to move a stack from one slot to another without collecting compatible stacks (the behavior when no count is given) or splitting (the behavior when count is less than full amount). In the example above, if 'a' started with 5 doodads and had 4 left after splitting one to 'b', '#adjust 4a c' will move those 4 (all of 'a') to 'c' without merging 'b' into them. The method is a bit obscure but it's also something which doesn't come up very often.
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@@ -720,6 +720,9 @@ Master Key of Thievery always finds door and chest traps if used to lock or
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"Elbereth" now erodes based on attacks by the player, not monsters scared
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option herecmd_menu to make a mouse click on your character pop up
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a context menu, and extended command #herecmdmenu to do the same
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for #adjust, specifying a split count which matches an inventory slot's full
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size will move or swap that stack without combining other compatible
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stacks (except for the one in the destination slot, if applicable)
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Platform- and/or Interface-Specific New Features
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