1. weights of nested containers
- Posted by "Michelle Rogers" <michellerogers at bellsouth.net> Feb 16, 2004
- 587 views
I am writing a mud progam in Euphoria. Currently I have each character with a certain amount of strength. Depending on their strength, they can pick up a certain amount of weight. They can even pick up other characters, if they are strong enough to pick up the weight of the other character. The way I currently do this is that the weight of the person being picked up is evaluated. If they are too heavy, a message is given. If they are not too heavy, the person picks them up. However, here's the problem, what if you are trying to pick up a person, who is carrying a person, who is carrying a person, who is carrying a person, etc..etc.. I cannot get a logic in my head that would allow you to go through an unspecificed number of "carriers" and check the weight of everything they are carrying. This COULD be solved by just saying you can't carry someone who is carrying someone else....However, I will have the problem again, when I have to deal with things like....a backpack that contains a pouch, that contains a bag...etc..etc... Can someone help me figure out a logic for this. There is a variable on every object in the mud that I call a "roomin" variable. I started it to tell which room a player or object was in. However, each "thing" in the mud has a unique id. So, I've changed it so that the "roomin" variable doesn't have to point to a room. This is how you can be carried by another player. Instead of your "roomin" variable having the id number of a room, it has the id number of the person carrying you. So, in theory, you are "inside" the person carrying you (according to the data structure, anyway) So, here's how it would work. To know if someone is carrying someone, I have to check all players and see if their "roomin" variable is the id of the person I am checking. That's easy enough and I can add the weights of ...let's call them the "first generation of people being carried". However, it's when I start to check the roomin variables of everyone to see if they are carried by the first generation carriers, that I start to run into problems. Sure, I can do that. It's basically the same thing. But, how do I tell the code to keep checking until I've gotten to the end of everyone who's being carried (i.e. the "last generation" of people being carried)? hmm...as I actually typed out an explanation..I'm getting a sort of a hazy idea..so I may figure this out..but I'm still going to post the message, just in case. Michelle Rogers
2. Re: weights of nested containers
- Posted by "Michelle Rogers" <michellerogers at bellsouth.net> Feb 16, 2004
- 570 views
That was part of the problem. I only have each thing being carried have a number that marks what they are being carried by... I don't have a sequence that holds everyone/thing that is being carried. Will I need to have it like that? I didn't WANT to do it that way. But, am I going to have to? Currently to find out what is being carried by a person, here is an example....when the person enters the room, the message say "<Name> enters." however I wanted it to say this if they were carrying someone........ "<name> enters, carring <othername> over their shoulder." This is the function that generates the part of that message from the comma on.....This is how I check to see who's being carried. function carrymessage(integer whichplayer) sequence thecarrymessage,hisher integer foundit --This is just to determine gender of person entering the room if mudthings[whichplayer][8][22]=1 then hisher="his" else hisher="her" end if --Foundit determines if they are carrying anyone at all, so as to finish the message, if they are foundit=0 thecarrymessage="" --mudthings include players, mobiles, objects, and rooms for x=1 to length(mudthings) do --mudthings[x][5] is what "room" this one is in --mudthings[whichplayer][1] is the id number of the person being checked, which determines if the "room" is actually that person, which would mean they are carrying this person if mudthings[x][5]=mudthings[whichplayer][1] then if length(thecarmessage)<0 then thecarrymessage=thecarrymessage&", carrying "&mudthings[whichplayer][2] else thecarrymessage=thecarrymessage&" and "&mudthings[whichplayer][2] end if foundit=1 end if end for if foundit=1 then thecarrymessage=thecarmessage&" over "&hisher&" shoulder" end if return thecarrymessage end function To be able to do nested weights...am I going to HAVE to put it into a sequence, instead of checking each time? Michelle Rogers ----- Original Message ----- From: "Derek Parnell" <ddparnell at bigpond.com> To: <EUforum at topica.com> Sent: Monday, February 16, 2004 6:01 PM Subject: RE: weights of nested containers > > How about something like this... > > function CalcWeight( object pHolder) > atom lWeightSoFar > > lWeightSoFar = pHolder[kWEIGHT] > for i = 1 to length(pHolder[kCarrying]) do > lWeightSoFar += CalcWeight( TheWorld[ pHolder[kCarrying][i] ] ) > end for > > return lWeightSoFar > end function > > TotalWeight = CalcWeight ( theObject ) > > This assumes you have a sequence that holds all the data for an entity, and > that sequence has a weight attribute and a list of things (an index into the > 'world') that the entity is carrying. >
3. Re: weights of nested containers
- Posted by "Michelle Rogers" <michellerogers at bellsouth.net> Feb 16, 2004
- 569 views
OH Wait!! I hadn't thought about it like that! I think what you are saying is this.. If a player weighs 50 stones.... He picks up an apple that weighs 1 stone... Now, his weight is reset to 51 stones Is that what you are saying??? *rolls her eyes* I ask because it was so easy I'm slapping myself...*smirks* I was trying to make it too hard. And then you don't have to check through the nesting..because everytime you pick something up your weight increases! So if you try to pick up a person who normally weighs 50 stones...but he is already carrying someone who weighs 50 stones...his weight already says 100 stones....So, all you have to do is check his weight! *slaps her forehead and goes "duh"* *grins* thanks..that might fix the whole thing Michelle Rogers ----- Original Message ----- From: "Elliott Sales de Andrade" <quantum_analyst at hotmail.com> To: <EUforum at topica.com> Sent: Monday, February 16, 2004 6:08 PM Subject: RE: weights of nested containers > > > >From: Michelle Rogers <michellerogers at bellsouth.net> > >Reply-To: EUforum at topica.com > >To: EUforum at topica.com > >Subject: weights of nested containers > >Date: Mon, 16 Feb 2004 17:46:04 -0500 > > > >I am writing a mud progam in Euphoria. Currently I have each character > >with > >a certain amount of strength. Depending on their strength, they can pick > >up > >a certain amount of weight. They can even pick up other characters, if > >they > >are strong enough to pick up the weight of the other character. > > > >The way I currently do this is that the weight of the person being picked > >up > >is evaluated. If they are too heavy, a message is given. If they are not > >too heavy, the person picks them up. > > > <snip> > > I think what you can do is, when a person picks up something, its weight > increases by the weight of the picked up thing. That way, you don't even > need check any other objects. When you stop carrying the object, you just > decrease the carrier's weight by the object's weight. > > >But, how do I tell the code to keep checking until I've gotten to the end > >of > >everyone who's being carried (i.e. the "last generation" of people being > >carried)? > > > > Well, you could possibly do some recursive thing, but some people find it > somewhat confusing. > > >hmm...as I actually typed out an explanation..I'm getting a sort of a hazy > >idea..so I may figure this out..but I'm still going to post the message, > >just in case. > > > >Michelle Rogers > > > > > > TOPICA - Start your own email discussion group. FREE! > >
4. Re: weights of nested containers
- Posted by "Michelle Rogers" <michellerogers at bellsouth.net> Feb 16, 2004
- 571 views
*grins* besides..now this way..I'm thinking of the fun possibilities of things like bridges...or furniture..that only support a certain amount of weight...so if you weigh a lot and are carrying everything but the kitchen sink around with you everywhere you go..well...*waves goodbye* hehe Michelle Rogers ----- Original Message ----- From: "Michelle Rogers" <michellerogers at bellsouth.net> To: <EUforum at topica.com> Subject: Re: weights of nested containers > > > OH Wait!! I hadn't thought about it like that! > > I think what you are saying is this.. > > If a player weighs 50 stones.... > He picks up an apple that weighs 1 stone... > Now, his weight is reset to 51 stones > > Is that what you are saying??? *rolls her eyes* I ask because it was so > easy I'm slapping myself...*smirks* I was trying to make it too hard. > > And then you don't have to check through the nesting..because everytime you > pick something up your weight increases! > > So if you try to pick up a person who normally weighs 50 stones...but he is > already carrying someone who weighs 50 stones...his weight already says 100 > stones....So, all you have to do is check his weight! *slaps her forehead > and goes "duh"* > > *grins* thanks..that might fix the whole thing > > Michelle Rogers > ----- Original Message ----- > From: "Elliott Sales de Andrade" <quantum_analyst at hotmail.com> > To: <EUforum at topica.com> > Sent: Monday, February 16, 2004 6:08 PM > Subject: RE: weights of nested containers > > > > >From: Michelle Rogers <michellerogers at bellsouth.net> > > >Reply-To: EUforum at topica.com > > >To: EUforum at topica.com > > >Subject: weights of nested containers > > >Date: Mon, 16 Feb 2004 17:46:04 -0500 > > > > > >I am writing a mud progam in Euphoria. Currently I have each character > > >with > > >a certain amount of strength. Depending on their strength, they can pick > > >up > > >a certain amount of weight. They can even pick up other characters, if > > >they > > >are strong enough to pick up the weight of the other character. > > > > > >The way I currently do this is that the weight of the person being picked > > >up > > >is evaluated. If they are too heavy, a message is given. If they are > not > > >too heavy, the person picks them up. > > > > > <snip> > > > > I think what you can do is, when a person picks up something, its > weight > > increases by the weight of the picked up thing. That way, you don't even > > need check any other objects. When you stop carrying the object, you just > > decrease the carrier's weight by the object's weight. > > > > >But, how do I tell the code to keep checking until I've gotten to the end > > >of > > >everyone who's being carried (i.e. the "last generation" of people being > > >carried)? > > > > > > > Well, you could possibly do some recursive thing, but some people find > it > > somewhat confusing. > > > > >hmm...as I actually typed out an explanation..I'm getting a sort of a > hazy > > >idea..so I may figure this out..but I'm still going to post the message, > > >just in case. > > > > > >Michelle Rogers > > > > > > > TOPICA - Start your own email discussion group. FREE! > > > > > > > TOPICA - Start your own email discussion group. FREE! > >
5. Re: weights of nested containers
- Posted by "Lucius L. Hilley III" <L3Euphoria at bellsouth.net> Feb 17, 2004
- 563 views
I've done this, only I was trying to push things. I have it worked out in code. I'll send it to you as soon as I find it. Lucius L. Hilley III - Unkmar ----- Original Message ----- From: "Michelle Rogers" <michellerogers at bellsouth.net> To: <EUforum at topica.com> Sent: Monday, February 16, 2004 05:46 PM Subject: weights of nested containers I am writing a mud progam in Euphoria. Currently I have each character with a certain amount of strength. Depending on their strength, they can pick up a certain amount of weight. They can even pick up other characters, if they are strong enough to pick up the weight of the other character. The way I currently do this is that the weight of the person being picked up is evaluated. If they are too heavy, a message is given. If they are not too heavy, the person picks them up. However, here's the problem, what if you are trying to pick up a person, who is carrying a person, who is carrying a person, who is carrying a person, etc..etc.. I cannot get a logic in my head that would allow you to go through an unspecificed number of "carriers" and check the weight of everything they are carrying. This COULD be solved by just saying you can't carry someone who is carrying someone else....However, I will have the problem again, when I have to deal with things like....a backpack that contains a pouch, that contains a bag...etc..etc... Can someone help me figure out a logic for this. There is a variable on every object in the mud that I call a "roomin" variable. I started it to tell which room a player or object was in. However, each "thing" in the mud has a unique id. So, I've changed it so that the "roomin" variable doesn't have to point to a room. This is how you can be carried by another player. Instead of your "roomin" variable having the id number of a room, it has the id number of the person carrying you. So, in theory, you are "inside" the person carrying you (according to the data structure, anyway) So, here's how it would work. To know if someone is carrying someone, I have to check all players and see if their "roomin" variable is the id of the person I am checking. That's easy enough and I can add the weights of ...let's call them the "first generation of people being carried". However, it's when I start to check the roomin variables of everyone to see if they are carried by the first generation carriers, that I start to run into problems. Sure, I can do that. It's basically the same thing. But, how do I tell the code to keep checking until I've gotten to the end of everyone who's being carried (i.e. the "last generation" of people being carried)? hmm...as I actually typed out an explanation..I'm getting a sort of a hazy idea..so I may figure this out..but I'm still going to post the message, just in case. Michelle Rogers TOPICA - Start your own email discussion group. FREE!
6. Re: weights of nested containers
- Posted by "Elliott S. de Andrade" <quantum_analyst at hotmail.com> Feb 17, 2004
- 563 views
>From: Michelle Rogers <michellerogers at bellsouth.net> >Subject: Re: weights of nested containers > >OH Wait!! I hadn't thought about it like that! > >I think what you are saying is this.. > >If a player weighs 50 stones.... > He picks up an apple that weighs 1 stone... > Now, his weight is reset to 51 stones > >Is that what you are saying??? *rolls her eyes* I ask because it was so >easy I'm slapping myself...*smirks* I was trying to make it too hard. > Yep, that's exactly what I meant. >And then you don't have to check through the nesting..because everytime you >pick something up your weight increases! > >So if you try to pick up a person who normally weighs 50 stones...but he is >already carrying someone who weighs 50 stones...his weight already says 100 >stones....So, all you have to do is check his weight! *slaps her forehead >and goes "duh"* > >*grins* thanks..that might fix the whole thing > >Michelle Rogers >From: "Elliott Sales de Andrade" <quantum_analyst at hotmail.com> >To: <EUforum at topica.com> >Sent: Monday, February 16, 2004 6:08 PM >Subject: RE: weights of nested containers > > > >From: Michelle Rogers <michellerogers at bellsouth.net> > > >Reply-To: EUforum at topica.com > > >To: EUforum at topica.com > > >Subject: weights of nested containers > > >Date: Mon, 16 Feb 2004 17:46:04 -0500 > > > > > >I am writing a mud progam in Euphoria. Currently I have each character > > >with > > >a certain amount of strength. Depending on their strength, they can >pick > > >up > > >a certain amount of weight. They can even pick up other characters, if > > >they > > >are strong enough to pick up the weight of the other character. > > > > > >The way I currently do this is that the weight of the person being >picked > > >up > > >is evaluated. If they are too heavy, a message is given. If they are >not > > >too heavy, the person picks them up. > > > > > <snip> > > > > I think what you can do is, when a person picks up something, its >weight > > increases by the weight of the picked up thing. That way, you don't even > > need check any other objects. When you stop carrying the object, you >just > > decrease the carrier's weight by the object's weight. > > > > >But, how do I tell the code to keep checking until I've gotten to the >end > > >of > > >everyone who's being carried (i.e. the "last generation" of people >being > > >carried)? > > > > > > > Well, you could possibly do some recursive thing, but some people find >it > > somewhat confusing. > > > > >hmm...as I actually typed out an explanation..I'm getting a sort of a >hazy > > >idea..so I may figure this out..but I'm still going to post the >message, > > >just in case. > > > > > >Michelle Rogers > > >
7. Re: weights of nested containers
- Posted by Isaac Raway <isaac-topica at blueapples.org> Feb 23, 2004
- 601 views
Michelle, This could be dangerous, but if you keep on your toes then it could be fine. Say for instance that I'm playing the MOO, and I create an object of my own. Then, I manually set the roomin value to the ID of some person's character. They see that they have this object they don't know about in their inventory, so they drop it. Now, suddenly, their weight goes down, perhaps into negative numbers (perhaps crashing the program in that case?). I guess the only way to prevent this is to prevent the roomin value from being manually modified, but that's sort of a silly restriction to put on programmers. It could prevent some very interesting and cool custom spells, etc. Just food for thought. I'm still interested in helping out with the coding of this, by the way. ~ Isaac Michelle Rogers wrote: > > >OH Wait!! I hadn't thought about it like that! > >I think what you are saying is this.. > >If a player weighs 50 stones.... > He picks up an apple that weighs 1 stone... > Now, his weight is reset to 51 stones > >Is that what you are saying??? *rolls her eyes* I ask because it was so >easy I'm slapping myself...*smirks* I was trying to make it too hard. > >And then you don't have to check through the nesting..because everytime you >pick something up your weight increases! > >So if you try to pick up a person who normally weighs 50 stones...but he is >already carrying someone who weighs 50 stones...his weight already says 100 >stones....So, all you have to do is check his weight! *slaps her forehead >and goes "duh"* > >*grins* thanks..that might fix the whole thing > >Michelle Rogers >----- Original Message ----- >From: "Elliott Sales de Andrade" <quantum_analyst at hotmail.com> >To: <EUforum at topica.com> >Sent: Monday, February 16, 2004 6:08 PM >Subject: RE: weights of nested containers > > >>>From: Michelle Rogers <michellerogers at bellsouth.net> >>>Reply-To: EUforum at topica.com >>>To: EUforum at topica.com >>>Subject: weights of nested containers >>>Date: Mon, 16 Feb 2004 17:46:04 -0500 >>> >>>I am writing a mud progam in Euphoria. Currently I have each character >>>with >>>a certain amount of strength. Depending on their strength, they can pick >>>up >>>a certain amount of weight. They can even pick up other characters, if >>>they >>>are strong enough to pick up the weight of the other character. >>> >>>The way I currently do this is that the weight of the person being picked >>>up >>>is evaluated. If they are too heavy, a message is given. If they are >>> >>> >not > > >>>too heavy, the person picks them up. >>> >>> >><snip> >> >> I think what you can do is, when a person picks up something, its >> >> >weight > > >>increases by the weight of the picked up thing. That way, you don't even >>need check any other objects. When you stop carrying the object, you just >>decrease the carrier's weight by the object's weight. >> >> >>>But, how do I tell the code to keep checking until I've gotten to the end >>>of >>>everyone who's being carried (i.e. the "last generation" of people being >>>carried)? >>> >>> >> Well, you could possibly do some recursive thing, but some people find >> >> >it > > >>somewhat confusing. >> >> >>>hmm...as I actually typed out an explanation..I'm getting a sort of a >>> >>> >hazy > > >>>idea..so I may figure this out..but I'm still going to post the message, >>>just in case. >>> <snip> > >
8. Re: weights of nested containers
- Posted by "Michelle Rogers" <michellerogers at bellsouth.net> Feb 24, 2004
- 587 views
What would you like to do to help with coding? And, by the way ..that's a valid point... what about...everytime a roomin id is manually changed...you check to see if it is being changed to a player or mobile or object (as in a backpack), in which case you need to add the weight then, just like you would if the player, mobile, etc. had picked it up? Michelle Michelle Rogers ----- Original Message ----- From: "Isaac Raway" <isaac-topica at blueapples.org> To: <EUforum at topica.com> Sent: Monday, February 23, 2004 1:54 PM Subject: Re: weights of nested containers > > > Michelle, > > This could be dangerous, but if you keep on your toes then it could be fine. > > Say for instance that I'm playing the MOO, and I create an object of my > own. Then, I manually set the roomin value to the ID of some person's > character. They see that they have this object they don't know about in > their inventory, so they drop it. Now, suddenly, their weight goes down, > perhaps into negative numbers (perhaps crashing the program in that > case?). I guess the only way to prevent this is to prevent the roomin > value from being manually modified, but that's sort of a silly > restriction to put on programmers. It could prevent some very > interesting and cool custom spells, etc. > > Just food for thought. > > I'm still interested in helping out with the coding of this, by the way. > > ~ Isaac > > Michelle Rogers wrote: > > > > >OH Wait!! I hadn't thought about it like that! > > > >I think what you are saying is this.. > > > >If a player weighs 50 stones.... > > He picks up an apple that weighs 1 stone... > > Now, his weight is reset to 51 stones > > > >Is that what you are saying??? *rolls her eyes* I ask because it was so > >easy I'm slapping myself...*smirks* I was trying to make it too hard. > > > >And then you don't have to check through the nesting..because everytime you > >pick something up your weight increases! > > > >So if you try to pick up a person who normally weighs 50 stones...but he is > >already carrying someone who weighs 50 stones...his weight already says 100 > >stones....So, all you have to do is check his weight! *slaps her forehead > >and goes "duh"* > > > >*grins* thanks..that might fix the whole thing > > > >Michelle Rogers > >----- Original Message ----- > >From: "Elliott Sales de Andrade" <quantum_analyst at hotmail.com> > >To: <EUforum at topica.com> > >Sent: Monday, February 16, 2004 6:08 PM > >Subject: RE: weights of nested containers > > > > > >>>From: Michelle Rogers <michellerogers at bellsouth.net> > >>>Reply-To: EUforum at topica.com > >>>To: EUforum at topica.com > >>>Subject: weights of nested containers > >>>Date: Mon, 16 Feb 2004 17:46:04 -0500 > >>> > >>>I am writing a mud progam in Euphoria. Currently I have each character > >>>with > >>>a certain amount of strength. Depending on their strength, they can pick > >>>up > >>>a certain amount of weight. They can even pick up other characters, if > >>>they > >>>are strong enough to pick up the weight of the other character. > >>> > >>>The way I currently do this is that the weight of the person being picked > >>>up > >>>is evaluated. If they are too heavy, a message is given. If they are > >>> > >>> > >not > > > > > >>>too heavy, the person picks them up. > >>> > >>> > >><snip> > >> > >> I think what you can do is, when a person picks up something, its > >> > >> > >weight > > > > > >>increases by the weight of the picked up thing. That way, you don't even > >>need check any other objects. When you stop carrying the object, you just > >>decrease the carrier's weight by the object's weight. > >> > >> > >>>But, how do I tell the code to keep checking until I've gotten to the end > >>>of > >>>everyone who's being carried (i.e. the "last generation" of people being > >>>carried)? > >>> > >>> > >> Well, you could possibly do some recursive thing, but some people find > >> > >> > >it > > > > > >>somewhat confusing. > >> > >> > >>>hmm...as I actually typed out an explanation..I'm getting a sort of a > >>> > >>> > >hazy > > > > > >>>idea..so I may figure this out..but I'm still going to post the message, > >>>just in case. > >>> > <snip> > > > > > > TOPICA - Start your own email discussion group. FREE! > >
9. Re: weights of nested containers
- Posted by "Michelle Rogers" <michellerogers at bellsouth.net> Feb 24, 2004
- 572 views
Oops..sorry..I clicked the wrong place, everyone..meant to send that as a private email. Michelle Rogers ----- Original Message ----- From: "Michelle Rogers" <michellerogers at bellsouth.net> To: <EUforum at topica.com> Subject: Re: weights of nested containers > > > What would you like to do to help with coding? > > And, by the way ..that's a valid point... > what about...everytime a roomin id is manually changed...you check to see if > it is being changed to a player or mobile or object (as in a backpack), in > which case you need to add the weight then, just like you would if the > player, mobile, etc. had picked it up? > > Michelle > Michelle Rogers > ----- Original Message ----- > From: "Isaac Raway" <isaac-topica at blueapples.org> > To: <EUforum at topica.com> > Sent: Monday, February 23, 2004 1:54 PM > Subject: Re: weights of nested containers > > > > Michelle, > > > > This could be dangerous, but if you keep on your toes then it could be > fine. > > > > Say for instance that I'm playing the MOO, and I create an object of my > > own. Then, I manually set the roomin value to the ID of some person's > > character. They see that they have this object they don't know about in > > their inventory, so they drop it. Now, suddenly, their weight goes down, > > perhaps into negative numbers (perhaps crashing the program in that > > case?). I guess the only way to prevent this is to prevent the roomin > > value from being manually modified, but that's sort of a silly > > restriction to put on programmers. It could prevent some very > > interesting and cool custom spells, etc. > > > > Just food for thought. > > > > I'm still interested in helping out with the coding of this, by the way. > > > > ~ Isaac > > > > Michelle Rogers wrote: > > > > > > > >OH Wait!! I hadn't thought about it like that! > > > > > >I think what you are saying is this.. > > > > > >If a player weighs 50 stones.... > > > He picks up an apple that weighs 1 stone... > > > Now, his weight is reset to 51 stones > > > > > >Is that what you are saying??? *rolls her eyes* I ask because it was so > > >easy I'm slapping myself...*smirks* I was trying to make it too hard. > > > > > >And then you don't have to check through the nesting..because everytime > you > > >pick something up your weight increases! > > > > > >So if you try to pick up a person who normally weighs 50 stones...but he > is > > >already carrying someone who weighs 50 stones...his weight already says > 100 > > >stones....So, all you have to do is check his weight! *slaps her > forehead > > >and goes "duh"* > > > > > >*grins* thanks..that might fix the whole thing > > > > > >Michelle Rogers > > >----- Original Message ----- > > >From: "Elliott Sales de Andrade" <quantum_analyst at hotmail.com> > > >To: <EUforum at topica.com> > > >Sent: Monday, February 16, 2004 6:08 PM > > >Subject: RE: weights of nested containers > > > > > > > > >>>From: Michelle Rogers <michellerogers at bellsouth.net> > > >>>Reply-To: EUforum at topica.com > > >>>To: EUforum at topica.com > > >>>Subject: weights of nested containers > > >>>Date: Mon, 16 Feb 2004 17:46:04 -0500 > > >>> > > >>>I am writing a mud progam in Euphoria. Currently I have each character > > >>>with > > >>>a certain amount of strength. Depending on their strength, they can > pick > > >>>up > > >>>a certain amount of weight. They can even pick up other characters, if > > >>>they > > >>>are strong enough to pick up the weight of the other character. > > >>> > > >>>The way I currently do this is that the weight of the person being > picked > > >>>up > > >>>is evaluated. If they are too heavy, a message is given. If they are > > >>> > > >>> > > >not > > > > > > > > >>>too heavy, the person picks them up. > > >>> > > >>> > > >><snip> > > >> > > >> I think what you can do is, when a person picks up something, its > > >> > > >> > > >weight > > > > > > > > >>increases by the weight of the picked up thing. That way, you don't even > > >>need check any other objects. When you stop carrying the object, you > just > > >>decrease the carrier's weight by the object's weight. > > >> > > >> > > >>>But, how do I tell the code to keep checking until I've gotten to the > end > > >>>of > > >>>everyone who's being carried (i.e. the "last generation" of people > being > > >>>carried)? > > >>> > > >>> > > >> Well, you could possibly do some recursive thing, but some people find > > >> > > >> > > >it > > > > > > > > >>somewhat confusing. > > >> > > >> > > >>>hmm...as I actually typed out an explanation..I'm getting a sort of a > > >>> > > >>> > > >hazy > > > > > > > > >>>idea..so I may figure this out..but I'm still going to post the > message, > > >>>just in case. > > >>> > > <snip> > > > > > > > TOPICA - Start your own email discussion group. FREE! > > > > > > > TOPICA - Start your own email discussion group. FREE! > >