Feature - Rejected Exact outfits

Theraze

Active member
Was thinking today and it would be useful to have an additional optional "Exact" boolean added for the ASH command outfit. If you call
Code:
outfit("checkpoint", true);
for example, it would try to make you EXACTLY match the checkpoint outfit, and only the checkpoint outfit. Any spots not defined would be emptied. For mafia's built-in outfits, this would unequip familiar items and at least one accessory, even with Brimstone gear, but for custom outfits, this should allow for actually creating unarmed outfits and other such current difficulties.

A different way to do this would be to have custom outfits just work like this always... if a spot is open in your custom outfit, leave it open when the outfit is restored. Just validated now that this currently still happens... saved the 'Backup' outfit with my hands empty, equipped the rib of the bonerdagon, restored 'Backup' outfit, no change. Equipped Knob Goblin elite helm, restored 'Backup' outfit, re-equipped fuzzy busby, still had the rib equipped.

Since the only way to generate a custom outfit is to equip it, and the only way to change it is to delete it, there doesn't seem to be any time where you'd create a custom outfit that wasn't actually exactly what you wanted... at least, not easily and logically.
 
Equipping a custom outfit is using a KoL-defined outfit and telling KoL you want to equip the outfit. People have asked for KoL's behavior to change for custom outfits, but there's no reason to expect that to change any time soon. I expect that removing gear would require making that code noticeably more complicated.
 
Ah, custom outfits are KoL, not mafia. Thought it was ours. Guess we can slap this request as rejected then. Sorry... would be nice to not have people report autoBasement equipping issues and the like, but... can't solve everything.
 
That will work. Just add an "outfit birthday suit" command every time you're about to equip an outfit in your script and surely the problem goes away?
 
Well, I don't maintain the autoBasement script, or really anything that currently needs this for that matter or where users often complain about scripts trying to equip things that are impossible... I was just thinking about if this was something that could easily be added to reduce broken-equips in the future.

Yes, Winterbay could just do the manual unequip call first. Might fix some of the chaos.

Edit: Also, HB hola.
 
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I guess that could be one way of solving that problem. I'm not sure how much is caused by that and how much is caused by Mafia and KoL somehow getting out of sync, in which case it won't help...
 
I was just thinking about if this was something that could easily be added to reduce broken-equips in the future.
Can you give an example of "broken-equips"? Are you referring to KoLmafia getting out of synch with KoL, or something? If so, please file a bug report with a reproducible case and it will be fixed. If you can't do that, let's assume that there will be no "broken-equips" in the future.

Yes, Winterbay could just do the manual unequip call first. Might fix some of the chaos.
What "chaos" are you referring to?

I guess that could be one way of solving that problem.
Which "problem"? Details?

I'm not sure how much is caused by that and how much is caused by Mafia and KoL somehow getting out of sync, in which case it won't help...
As I told Theraze, if you have an reproducible example of KoLmafia not knowing what slots items end up in when KoL changes an outfit, please write a bug report. My impression is that all such bugs have been squashed.

If you have an outfit with empty slots and switch to it, KoL will leave everything else equipped. That's just how KoL works. If that's not obvious to you, consider what happens when you put on the Hippy Outfit. KoL does not unequip everything except the hat and pants. Custom outfits behave identically.

If you want to end up wearing the items in an outfit and only those items, unless the outfit uses all slots, the solution is, as xKiv suggested, to "unequip all" before equipping the outfit. In fact, that is the most efficient way possible of solving the problem; it takes a total of two server hits: one to empty the slots and one to refill (some of) the slots. Any "solution" which unequips individual slots after the fact will not only require one or more server hits, but will be subject to potential error, since KoL freely reorders accessories when it equips an outfit. As I said, I believe we track that correctly, but it's still trickier.
 
Which "problem"? Details?
As I told Theraze, if you have an reproducible example of KoLmafia not knowing what slots items end up in when KoL changes an outfit, please write a bug report. My impression is that all such bugs have been squashed.

Well, the problem is that they are so unpredictable that making a bug report feels pointless since it is really hard to track down the reason. I'll see if I could post anything the next time it happens.
 
What about xKiv's suggestion about unequip all?

I should just add a warning to that:
1) you will lose effects/intristics from equipped equipment, even if it's in the outfit too (GAP buffs, juju intristic, any others?)
2) your max HP/MP might drop (because of momentary lack of +stats from equipment) below "current" HP/MP, losing you some points of that
3) for item that were/are equipped both before and after, there will be a brief window where they are in inventory, potentially exposing them to phat loot PvP
 
I assume those are things that you want, say, autoBasement to warn you about? 'Cause I don't see that change moving into KoLmafia proper, this being a "rejected" FR and all...
 
Well .. those are things anybody should consider before blindly doing "unequip all + outfit XXX".
 
To make a custom outfit that requires being unarmed, give it a name ending in c=unequip weapon; unequip offhand. There might be an error message that breaks automation if one of those slots is empty already, I'm not in a position to test at the moment.
 
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