Re: weights of nested containers

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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!
>
>

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