Feature Holstered sixguns need more support

Veracity

Developer
Staff member
I like it. Yes, it makes the whole Gear Changer frame taller - but I think that is not a problem.
Maybe we need a Holster slot on the main frame. :)
 
Maybe we need a Holster slot on the main frame. :)

I don't think that's really necessary or desirable.

Practically speaking, there's very little reason to switch which sixgun you have holstered. Unlike other gear slots, there will be a single choice that is best in all situations. It doesn't seem worthy of such a prominent place in mafia's ui.

Also, holster is mechanically very distinct from equipment slots even though it's shown in a similar place in the kol ui.

Sixguns aren't equipment. Sixguns remain in your inventory when holstered. You don't gain enchantments from holstered sixguns.
 
You don't gain enchantments. You do, however, gain skills, the effectiveness of which varies, depending on which you have holstered.

Since you don't like "such a prominent place in the UI", where in the UI do you suggest it appear?
 
If it were possible to have a collapsable pane on the Gear Changer Frame that shows that row iff you are in AWOL, I'd like it - since, "slot" or not, if KoL shows it on the Equipment page of inventory as if it were a slot, why shouldn't we? It would be nice to be able to holster a sixgun from the Gear Changer when I am equipping all the rest of my initial equipment, rather than having to visit the Inventory in the Relay Browser.

I remember trying to figure out how to do something like that for the Container slot, before it became the Back slot, so that you'd only see it if you had one of the handful of (rare) Containers, but it was beyond my Swing skill at the time to do it. However, since roippi added the collapsable "You are in away mode" panel to KoLmafia chat, I think we have the technology now.
 
In my view, I have a collapsable pane on the Gear Changer which shows if you are an AWOL class and doesn't otherwise.

It's not formatting quite right and the "sixgun" dropdown is not being filled correctly with my sixguns, yet, so there is a fair bit more to do before I can release it, but it's a promising start.
 
OK. Revision 16782 has the collapsible element on the Gear Changer frame working the way I want. I think.

I added abstract HideableVerifiableElement( label, inputField ) class which behaves just like a VerifiableElement, but your class which extends it must provide an isHidden() method which will determine if it is visible in the ActionVerifyFrame in which it is embedded.

There is a slew of other stuff that needs to be finished. My plan is that you will be able to "equip sixgun toy sixgun" and "unequip sixgun" to manipulate the item in the fake slot, it will log correctly in the gCLI and the session log, and the Gear Changer will keep track of it. I have a lot of the core code for that in place, but there is a slew of additional work required, as mentioned.

Tell me what you think of the Holstered: control on the Gear Changer - aside from the fact it doesn't actually show you all your sixguns and which one you currently have holstered. :)

I spent way too many hours getting this far, so, it will be several days more before everything is working, I expect.
 
I'm in AWoL and I think that the Holstered control looks good. I'm even happy with the height of my mafia window.

When you're done the equip() command will holster sixguns? I see that you've made $slot[sixgun] a slot, but that is weird. It should be $slot[holster]. Sixgun is the type of item. I understand you did that so that you could say, "equip sixgun toy sixgun" Though you could still say "equip toy sixgun" and have it holster the gun or "unequip toy sixgun" to unholster it since the equip/unequip command is smart that way.
 
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Yeah, it should probably be "holster". And yes, equip() will holster - and unholster - sixguns.

All that is left is easy stuff - session log holster/unholster actions, fix the combo box of sixguns to actually have sixguns in it, look at the equipment inventory page on login to see what you have holstered (since it's not in api.php, sigh), and similar comparably small things.

The GUI widget took a whole lot longer than expected. Turns out that the documentation for the collapsible pane widget did not agree with the code, and I spun my wheels for a long time before I looked at the code and figured out what I was doing wrong.
 
Revision 16783 might finish support for holstering and unholstering sixguns. They work fine through the Gear Changer. I haven't fully tested the CLI or ASH yet.

I think I'll split all the sixgun stuff into a new Feature Request so we can leave this for cowboy boots.
 
Since nothing in that slot has any modifiers, yes, it is a waste of time to consider it, but I think the real question is why is it recommending emptying a slot when doing so does not affect the score?
 
Since nothing in that slot has any modifiers, yes, it is a waste of time to consider it, but I think the real question is why is it recommending emptying a slot when doing so does not affect the score?
I expect it does that in aftercore, where it does not take into account your current equipment for performance reasons.

We could probably work in a quick check that does not recommend unequip if current equipment doesn't change the score.
 
We could probably work in a quick check that does not recommend unequip if current equipment doesn't change the score.
Could you do that, please? I do not understand the Maximizer code and I was unable to get it to either not consider the holster slot or to not unequip something if it doesn't change the score.
 
We could probably work in a quick check that does not recommend unequip if current equipment doesn't change the score.

But don't forget that sometimes you need to unqeuip a (2-handed) weapon just so you can equip an offhand, even if the weapon itself has no effect on score.
 
Could you do that, please? I do not understand the Maximizer code and I was unable to get it to either not consider the holster slot or to not unequip something if it doesn't change the score.
Will look at it soon, as I am about to have time to play the path.

My immediate temptation, upon seeing the wiki page http://kol.coldfront.net/thekolwiki/index.php/Category:Sixguns is to add the sixgun damage as a modifier, add it to modifiers.txt, and add a small weighting to it in the tiebreaker so it's always suggested to use your best one.
 
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