Bags...

Started by Beux, August 08, 2006, 03:44:21 AM

Uhm. This might not seem like a big thing, but it annoys the hell out of me. When you have two bags in your inventory of the same type you have 1.bag and 2.bag. However if you take an item out of 2.bag it becomes 1.bag. So say you want to get 3 travel cakes out of 2.bag, you have to do:

> get travel 2.bag
> get travel 1.bag
> get travel 1.bag

Then lets say you change your mind and want to put two of them back into the NEW 2.bag (which was previously 1.bag) you have to do:

> put travel 2.bag
> put travel 1.bag

as put also rearranges the order of the bags.

This is very annoying.

Yeah, it is.
b]YB <3[/b]


Indeed, but I don't know why this is or if it is possible to be changed.
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Well, it's not something that happens on most DIKU muds right? So I'm thinking the code was changed here to make it happen. Which just doesn't make sense.  :?

Unless someone thought it was a good idea. In which case, they were WRONG. Boo to them.

You know, it's been a while, but if I recall correctly, base DIKU code doesn't have containers.
Quote from: MalifaxisWe need to listen to spawnloser.
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Quote from: SpoonA magicker is kind of like a mousetrap, the fear is the cheese. But this cheese has an AK47.

Uhm. Really? Well...I'm not all that clue'd up about code bases. But well...I'll rephrase...It's not something I've seen happen on any other ROM/DIKU muds...so it must be possible?

Is it really that horrible?  It's annoying when you don't realize it or forget but once you know it is easy to work around.  Real easy in fact.  If it is an easy easy easy fix, sure, but if not there are a million and one things that would be better for the coders to spend their time on.
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The biggest problem doesn't come from using the bags (which is a pain in the butt at times), but with crafting.  If you have a few objects in your inventory, and you test the crafting with an object that is not at the top of the stack for objects using the keyword you entered, you are hosed.

This is all based on experimentation, so take it with at least a more than one grain of salt.  The crafting code uses the object's location in the inventory stack to run a check to verify that you have the object and that the crafting function can proceed.  So, when you type "craft raretooth 2.bone into superhax0rweapon", the code runs a check for the objects in your inventory using 'bone' as a keyword then begins the timer for crafting.  Once the crafting timer runs out, the function/method/whatever goes back to check for the item in your inventory to finalize the process.  Unfortunately, since you typed "craft raretooth 2.bone", that bone object is moved up to the top of the array/stack of objects that use the 'bone' keyword.  Therefore, when the code finishes, it goes back to find that 2.bone again, but since the bone is now at the top of the stack, you get an error of "OMFG that object couldn't be found."  Now you have to recraft using the objects at the top of the stack and wait for the timer to run out.

Moral to that obscure story?  When crafting, either:

A)  Make sure only the objects you are going to craft with are in your immediate inventory.
B)  Make sure that when you craft, you craft using objects at the top of the stack for the keywords being used (e.g. 1.bone)
C)  Make sure you use a 1337 keyword that is specific to that object.

Agree with OP & rishenko, the way carried objects are represented can be tedious.  Beux, if you haven't already (while I'm sure this has been reported before, and staff does read these forums) .. you may want to 'bug' it in-game.
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You could always get your hands on a few different kinds of bags and/or sacks, and use different keywords for them.
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