Re: weights of nested containers
- Posted by "Michelle Rogers" <michellerogers at bellsouth.net> Feb 16, 2004
- 570 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! > >