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Kris knife won't fit into a sheath #22686
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The ankle holster says it will only accept items with volume 0.66+. I think floating point math may be involved. |
I'm talking about a 'sheath', which is a bit larger than an ankle holster. It occupies 'leg' layer 'waist'. If you mean even something with .75 might not be precisely that much, then I hear that. |
Sorry for being vague. I was mentioning that the ankle holster has weirdness as well. |
Ah, now I get it, thanks. I looked at JSON and everything is specified in integers in JSON. For 'sheath' max_volume is 3, and 'kris' is volume 3. I think I found the problem. It's in the definition of "kris": "SHEATH_SWORD" Kris is not a sword. I think the problem is in the flag documentation file, where it says something like "knives are 2 or less", which makes no sense. It should say "knife are 2 or less, with a few exceptions." It shouldn't cause people to be dogmatic about the number 2, but I think it does. So either the definition should be relaxed, or kris should be made volume 2, because it is a knife and not a sword. Based on how the sorcerer class is defined, everything used to work in the past. I don't see any reason why kris should no longer fit into a knife sheath. |
Not so. Kris is a knife. It should not be sheathed in a scabbard. I know thanks to the game definitions it can be, but that's not correct. https://en.wikipedia.org/wiki/Kris It's definitely only a knife. |
That would make sense and fix the issue. |
But I also found some slight counter-evidence. I found a store that sold "kris swords" with 20 inch blades. Also the blog above says the blade length is "highly variable." One thing that irks me is that if it's volume 3 and the sheath holds volume 3, but because of a flag it won't work. I think volume should be enough to determine if something matches or not. On the other hand, if we want to get technical and talk about shape and other properties, the kris require their own special holsters anyway. Another way to fix this issue would be to outfit the sorcerer with a scabbard. Apparently 'sheath' was good enough in the past. I'm in favor of allowing kris to be considered a knife. But if the powers that be decide this isn't ideal, then at least the sorcerer class should come with a set of matching equipment. Right know it comes with kris in a sheath so once unsheathed, you get a useless sheath and kris that cannot be stored on the body. :) |
The criteria for fitting in the knife sheath isn't whether it's considered
a knife by some arbitrary measure, it's whether it can physically fit in
the sheath.
A typical Kris is long and thin enough that it will not fit in the knife
sheath, this is working as intended.
Feel free to fix the profession definition to change the provided sheath to
one that will fit.
There is likely an improvement that can be made to profession consistency
checking to insure that weapons defined as spawning inside a worn container
are capable of doing so.
|
Tests whether profession-specific items in holsters can be put back once removed.
so kris knife would fit fixes CleverRaven#22686
Game version: 0.C-25592-gb478bedc45
Operating system: Linux
Tiles or curses: Tiles
Mods active:
DDA
No Fungal Monsters
Classic Roguelike Classes
StatsThroughSkills
Urban Development
Bionics Systems Mod
Boats
Craftable Gun Pack
Bright Nights
Folding Parts Pack
Filthy Clothing
More Buildings
Classes and Scenarios Mod
Disable NPC Needs
Simplified Nutrition
Alternative Map Key
Expected behavior
Sheath claims it will accommodate up to 0.75 liters, so it should do just that. Kris knife is 0.75 liters and a sorcerer class from one of the mods starts with kris sheathed in a 'sheath', which makes sense.
Actual behavior
Once the sorcerer's kris is unsheathed from its sheath, it can no longer be resheathed, and the description for kris doesn't list 'sheath' as one of its containers.
Steps to reproduce the behavior
Should be trivial, just start the game with a sorcerer from I believe "classic roguelike classes" mod. Unsheathe the kris and try to resheathe it.
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