Re: weights of nested containers

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*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!
>
>

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