I Noticed.
METALGod32
10 Mar 2005, 15:05I Noticed num var's cannot take much information, i'm assuming it has limitations like: -40000 to +40000, now i need to work around this issue"i think i alrdy have a idea on how to", i'd use strings but you can only set them, you cant inc or dec them that i'm aware of, my idea around this prob is this, simply make several num var's, set them all to 0.
my game is Business Tycoon, you run your own business and you can manage it to and see many stats, you'll be competing with 1999 other companies, the game is open ended"it doesn't really end", anyways one stat is: available people to hire in a givin city, now this stat can vary and may end up getting to over 80000+ ppl you can hire...num vars can't handel that number....at lease not one by itself.
i believe there is away around the limitations of a num var, i think it has something to do with several num vars and may even include a string var,
i want to see if you guys have any ideas around the limitations of a num var"and remember, the results need to be viewable on stats".
Let me know what you guys think
my game is Business Tycoon, you run your own business and you can manage it to and see many stats, you'll be competing with 1999 other companies, the game is open ended"it doesn't really end", anyways one stat is: available people to hire in a givin city, now this stat can vary and may end up getting to over 80000+ ppl you can hire...num vars can't handel that number....at lease not one by itself.
i believe there is away around the limitations of a num var, i think it has something to do with several num vars and may even include a string var,
i want to see if you guys have any ideas around the limitations of a num var"and remember, the results need to be viewable on stats".
Let me know what you guys think

METALGod32
10 Mar 2005, 15:46i also noticed you cant even hold much money without getting some kind of error, like Runtime 6 over flow.
Cryophile
10 Mar 2005, 22:17Variables in Quest are signed integers (I believe) which would limit them to –32768 to +32767. So the highest variable amount would be 32767.
Alex
10 Mar 2005, 23:34That is correct for the time being... The next version of Quest uses double-precision floating-point numbers, which means you'll be able to use big numbers and decimals.
francisstokes
10 Mar 2005, 23:34Could you do it like this to save high numbers:
have a var for thousands: 10
have a var for hundreds: 1
have a var for units: 34
so 10,134
to display:
_____________
status variable:
-------------------
in the display box put:
%thousands%%hundreds%%units%
have a var for thousands: 10
have a var for hundreds: 1
have a var for units: 34
so 10,134
to display:
_____________
status variable:
-------------------
in the display box put:
%thousands%%hundreds%%units%
METALGod32
11 Mar 2005, 03:12Glad to hear Next Version will allow bigger numbers, that'd be awesome 

paul_one
11 Mar 2005, 09:54Nice-nice...
A couple of lines in the RPG code will be condensed now (had to use two devides to get good number range and accuracy).
I do think that long integer's would have been fine for the job - I just don't trust those floating point numbers because of rounding error's, but it'll be good to have decimal value's!
Reply to the original poster's question:
The only problem with trying to split the number up into smaller parts, is that you can't use those parts for maths - not properly.
Try to add 11,111 to 55,555 - and you'll need to code adding the thousands to the thousands, hundreds to hundreds etc. Then try multiplying 135,268 by 7 or (preferably) 200.
There are way's around it - but they just aren't practical.
A couple of lines in the RPG code will be condensed now (had to use two devides to get good number range and accuracy).
I do think that long integer's would have been fine for the job - I just don't trust those floating point numbers because of rounding error's, but it'll be good to have decimal value's!
Reply to the original poster's question:
The only problem with trying to split the number up into smaller parts, is that you can't use those parts for maths - not properly.
Try to add 11,111 to 55,555 - and you'll need to code adding the thousands to the thousands, hundreds to hundreds etc. Then try multiplying 135,268 by 7 or (preferably) 200.
There are way's around it - but they just aren't practical.
METALGod32
11 Mar 2005, 17:53yeah thats what i was figuring to...LOL, 

Shadowalker
11 Mar 2005, 18:52When is the updated Quest coming out, Alex?
Alex
11 Mar 2005, 18:55I don't know - and I never give timescales for these things. It'll be out when it's ready.
007bond
13 Mar 2005, 23:01The larger numbers will let CW make his Maths Lib even better.