New Content - Implemented Add Skills to Mafia Combat Bar using Gladiatorial Weapons

Darzil

Developer
When certain items are worn (Operation Patriot Shield, Stinky Cheese Eye etc) their associated skills are added to the Mafia Combat Bar.

I would like it if the same happened (once the skills were learned) with the skills associated with Mer-kin Dragnet (Net Gain, Net Loss, Net Neutrality), Mer-kin Switchblade (Blade Sling, Blade Roller, Blade Runner) and Mer-kin Dodgeball (Ball Bust, Ball Sweat, Ball Sack).

This would significantly the number of times I use the drop downs in combat whilst constantly switching between these weapons at the Gladiators.
 
You know what would be every more helpful? Adding a button to cast the correct skill only when you see the combat message to use that skill. That would be awesome and help prevent errors.

Low priority request, but that would be helpful.
 
Some of the skills for the outfits aren't listed by skill number on the wiki yet, so I'll wait on adding them.

I tracked down the code for adding a skill to your list when you equip an item (EquipmentManager.setEquipment() for anyone else looking for it), and I see that it automatically add it to mafia's combat bar. Adding a skill only when it's trained seems more complicated. Since I never plan to learn those skills (I've never worn the weapons), and I haven't looked at mafia's combat bar since KoL added the CAB, I don't expect to work on that.
 
I similarly have not looked at or used mafia's combat bar since the advent of CAB.

I'm just going to say that we in general are dropping support for mafia's combat bar. The code maintenance burden seems unnecessary when a strictly superior alternative exists. If a dev wants to reopen this (or someone wants to submit a well-formed patch), that's fine, but I'm going to mark rejected.
 
Hmm, I guess as I love the way the Mafia bar updates as you use different skills and hate the static nature of the KoL one, I guess maybe this should kick me into trying to write the code.

We'll see . . .
 
Currently, Mafia doesn't even have those skills, or those from the Hatred/Violence outfits.

Yeah, and I wouldn't be surprised if that's all that is needed :

classskills.txt

7085 Ball Bust 5 0 0
7086 Ball Sweat 5 0 0
7087 Ball Sack 5 0 0
7088 Net Gain 5 0 0
7089 Net Loss 5 0 0
7090 Net Neutrality 5 0 0
7091 Blade Sling 5 0 0
7092 Blade Roller 5 0 0
7093 Blade Runner 5 0 0

7151 Stomp Ass 5 0 0
7152 Brand 5 0 0
7153 Violent Gaze 5 0 0
7154 Mosh 5 0 0
7155 Chilling Grip 5 0 0
7156 Static Shock 5 0 0
7157 Hateful Gaze 5 0 0
7158 Tighten Girdle 5 0 0

Numbers taken from the wiki, only one seemed to be missing, so found that in game, and added to wiki.
 
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I similarly have not looked at or used mafia's combat bar since the advent of CAB.
On the other hand, I tried the CAB when it came out, concluded that it was ugly and difficult to use, and continued using KoLmafia's combat bar.

I'm just going to say that we in general are dropping support for mafia's combat bar.
Speak for yourself. I have continued supporting the combat bar.

The code maintenance burden seems unnecessary when a strictly superior alternative exists.
Uh, no. To my eye, the CAB is "strictly inferior". I find your statement offensive.

If a dev wants to reopen this (or someone wants to submit a well-formed patch), that's fine, but I'm going to mark rejected.
The combat bar already adds temporarily available skills that are granted by a weapon. If I recall, it was slyz who did that. I believe it does that by looking at the skill dropdown on the fight page. However, it only adds skills that it knows about. We don't know the skills in question yet. Is there a New Content thread telling about them? Ah - it looks like Darzil found them below.

I am going to reopen this and change it to a New Content, until somebody adds the skills.
 
Kol's CAB is also prone to being deleted whenever some errors occur, possibly including network errors. I have had it disappear too many times.
And enabling CAB by default hides the "old" combat interface - adding an extra click when that interface is useful (like when you just want to repeat your last funksling or skillcast, even after you did something else in between).
I also seem to recall that the CAB interface didn't have a way to find skills/items by typing their starting letters and seeing their names? Icons look nice but can be too ambiguous.
 
All the skills are in mafia as of 12124, and equipping the outfit pieces adds those skills to your current list. This feature request was for the gladiator weapon skills being added to your current list, and that has not been addressed.
 
I seem to recall that someone (I want to say Veracity, but not 100% sure - edit, it was slyz) added a change a while back so that 7000 range skills were automatically added when they appeared the the skills dropdown so Mafia didn't need special handling, other than adding the classskills.txt.

This seems to be the case, as the skills are appearing when the weapon is equipped and skills learned for me.
 
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Once I start doing BIG! ascensions, I expect I'll start checking out the new Sea content, so I will see this, by and by. I want to do my L30 Jarlsberg ascension first - and it wouldn't hurt to see if June's IOTM is BIG! friendly, since TPTB often seem to make an IOTM which caters to new challenge paths.

So, I'll probably look into this in Two Weeks™ or so. :)

(Skills from weapons - like the BRC - do not get added to your skills when you equip them. However, slyz's patch still picks them up from KoL's Fight form and gives you temporary combat buttons for them. If I recall that correctly, revision 12124 might be all that is necessary to make this work correctly. I suspect that Darzil will be able to confirm or deny that sooner than the two weeks it will take me to get there. If it is fixed, we can close this. Otherwise, you'll have to wait for me.)
 
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