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One more quirk: routine CalculateHolding

 
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Merk



Joined: 22 Nov 2004
Posts: 192
Location: Wichita, KS

PostPosted: Tue Aug 08, 2006 8:12 am    Post subject: One more quirk: routine CalculateHolding Reply with quote

"mobile" is an alias attribute for "worn". If you are carrying something which is mobile (i.e, you could drag it with a rope, but maybe you can carry it too), then its size isn't going to be added to player.holding in the CalculateHolding routine.

It looks like it would be easy enough to fix by adding a check to see if the "worn" item is also "clothing":

Code:
if i is not worn or i is not clothing or obj ~= player
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Kent



Joined: 27 Jun 2003
Posts: 119

PostPosted: Tue Aug 08, 2006 1:31 pm    Post subject: Reply with quote

Again, I'll have to look through the logic of this, but if it stands up, it should probably become a fix.

Thanks.

--Kent
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Merk



Joined: 22 Nov 2004
Posts: 192
Location: Wichita, KS

PostPosted: Tue Aug 08, 2006 8:40 pm    Post subject: Reply with quote

The only thing I can see it breaking is if somebody was flagged something as "worn" even though it wasn't wearable, and was counting on it to not be calculated in the player's holding value. But (a) that's probably unlikely, since it has to be "clothing" unless it's forced to "worn" in code (grammar def wouldn't allow it), and (b) it's really only an issue if you're managing inventory, which is unpopular anyway. :)
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Roody_Yogurt



Joined: 29 Apr 2002
Posts: 1993
Location: Milwaukee

PostPosted: Sat Feb 02, 2013 12:17 am    Post subject: Reply with quote

In case anyone see this topic while forum spelunking, we have since decided the line should be:
Code:
if not (i is worn and i is clothing and obj = player)
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Roody_Yogurt



Joined: 29 Apr 2002
Posts: 1993
Location: Milwaukee

PostPosted: Sat Feb 02, 2013 1:38 pm    Post subject: Reply with quote

Nevermind, the original code up there also works fine. I just copied it wrong for Roodylib.
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