Subject: Re: Picking things up (again) Date: Thu, 14 Mar 2002 15:30:36 +0000 (UTC) From: Sheep@venus.wmid.amu.edu.pl (The Sheep) Organization: POZMAN - http://www.man.poznan.pl/ Newsgroups: rec.games.roguelike.development Dnia Thu, 14 Mar 2002 10:48:18 +0100, Björn Bergström napisal(a): >Perhaps the game could learn by watching where the player puts different >kinds of objects and then apply these rules each time an object is >picked up (a bit more difficult but it would be really smart) You could put the item to the container containing (^^)) ) the most items of the same kind... Heck, my tongue got knotted. Let's suppose pc picks up a green potion. The game checks his all possesions and determines there are several containers. The quiver is disqualified (it cannot hold potions). The pouch is disqualified either (it's too small. Even if the potions fits it, there is no space for other potions. It is useless to have container with only one item in it...). After first round there are only four items left. Now the games tries to compute some values for these containers. The one with greatest will be chosen. Every container gets a bonus if: - It is used (there is something inside). - There are some items of the same type inside (potions). The more items -- the greater bonus. - There are items of the same kind (green potions). - The container can be accessed quickly (only for items like potions, scrolls, wands). - The container cannot be accessed quickly (for other item types -- to conserve space). - There is/isn't much space left (depending on preferences) - Player have put similar items there recently (optionally. If player have put them there, it is likely that some of them will still be there...) -- The Sheep