Re: weights of nested containers
- Posted by "Michelle Rogers" <michellerogers at bellsouth.net> Feb 24, 2004
- 571 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! > >