10-01-2008, 06:49 PM
I want to point something out.
You defined Weight as a Double. Too big. Single should be fine. Unless you're planning to have each player be a super character. I'm pretty sure the average human can't lift more than 120 pounds... Single can cover that.
I'm from the US, I regret not knowing the metric system as well as the rest of the world. >.<
Also, CurWeight and MaxWeight, why are they Longs? Longs can't handle floating point numbers. So, if you have a limit of 3kg, and your item is 2.6 kg, if you use Fix(), your cur becomes 2[I'm assuming that's how you did it] instead of .4.
I'm editing this as i read the tut, so, I'll post when I've read this all the way through.
Other than what I mentioned, it's fine. I love weight, as opposed to slots. Makes games more realistic. Though, Pokemon doesn't call for it. Everything is a capsule, lol. So, yeah, good tut.
And I'm done. xD
You defined Weight as a Double. Too big. Single should be fine. Unless you're planning to have each player be a super character. I'm pretty sure the average human can't lift more than 120 pounds... Single can cover that.

I'm from the US, I regret not knowing the metric system as well as the rest of the world. >.<
Also, CurWeight and MaxWeight, why are they Longs? Longs can't handle floating point numbers. So, if you have a limit of 3kg, and your item is 2.6 kg, if you use Fix(), your cur becomes 2[I'm assuming that's how you did it] instead of .4.
I'm editing this as i read the tut, so, I'll post when I've read this all the way through.
Other than what I mentioned, it's fine. I love weight, as opposed to slots. Makes games more realistic. Though, Pokemon doesn't call for it. Everything is a capsule, lol. So, yeah, good tut.
And I'm done. xD
