The MudOS mudlib 0.9 encumbrance system is similar to the 3.1.2 system but somewhat more complex. Every object that a player might run into has two properties: mass and bulk. Mass is the mass of the object: if your MUD has constant gravity (don't laugh, some sci-fi MUDs don't) then this is equivalent to the weight. Bulk is the amount of space the object takes up: in some sense it represents how awkward the object is to carry. These values are object properties and are set with the set command. Players are limited both in terms of how much mass they can carry and how much bulk they can handle. In the default mudlib, players can carry up to 500 units of bulk and 5000 units of weight. (For reference, a player himself masses 7500 and bulks 1000. Coins have mass 1 and have negligible bulk.) You can alter these values if you like, although they appear in the mudlib in more than one place (we're working on that). Each player has two properties called volume and capacity which are the amount of bulk and mass, respectively, than he can pick up before hitting his limits. If the player is empty-handed, then these will be equal to 500 and 5000 respectively. If he picks up an object bulking 10 and massing 100, then they will fall to 490 and 4900. The move() function in the standard object takes care of checking to make sure that a player has sufficient capacity and volume to pick up any object he attempts to pick up. Containers also have volume and capacity. These reflect the total amount of bulk that can be stuffed into them, or the total amount of mass that will break them open. For example, the standard bag (/obj/bag.c) has a volume of 25 and a capacity of 100. It seems logical to us that the bulk of an container should be larger than its volume, since you can't put a larger object into a smaller one, magic bags of holding aside. This limit is not, however, enforced. Similarly, there is no rule relating the mass of a container and its capacity (and it wouldn't make sense for there to be one anyway). When a player places an object into a container, the mass of the container goes up by the amount of the object's mass, and the reverse when the object is removed. This is because if you put a rock in a sack, you still have to lift the mass of the rock. However, the bulk of the container is not affected when objects are put in or removed. Thus, if a player has objects bulking 200 and massing 1000, and he puts a 50-bulk, 100-mass object into a container he is carrying, he still has to carry a mass of 1000 but only has to carry a bulk of 150. Because of this, containers only help you deal with your bulk limit, not your weight limit. We think this is pretty representative of reality. Note that a player can carry 10 times as many mass units as bulk units. If all objects weighed 10 or more times as much as they bulked, then the player would always hit his mass limit before his bulk limit, and containers would not be helpful at all. Thus, most of the mudlib objects mass between 2 and 5 times as much as they bulk, so that a player tends to run into his bulk limit before he runs into his mass limit, and containers tend to be useful. Some objects may have bulk, but no mass. Some objects might even have negative mass. The default mudlib, however, doesn't come with any such objects. Other objects may have mass but no bulk. The most important such object is a coin, which has negligible bulk but does have mass. IN the default mudlib, each coin weighs one mass unit. Thus, if a player carries many coins, he can carry fewer items, and vice-versa. If he wants to carry 5000 coins he must drop all his objects to do so. For this reason, players may not be able to carry all the treasure they take from a monster. ("You kill the dragon. The dragon has 460,000 copper coins. Congratulations, sucker." Etcetera. Think about this when you make your areas...) This gives the player an incentive to store money in banks as well. When a player picks up a pile of coins, moving the pile of coins onto the player automatically updates the encumbrance. However, if the player gets coins in some other way, such as by selling an item at the shop, his encumbrance must be updated manually. The easiest way to do this, and the way that is implemented in the shop, bank, and coin exchange, is to create a pile of coins, set it to the appropriate number and type, and move it onto the player. In this way, all the appropriate capacity checks are made and the money is automatically credited to the player's wealth statistic. If the player gives up money - perhaps by buying an item - you can just subtract the coins from his wealth property and add to his encumbrance, since you don't have to worry about the player going over his capacity in giving up coins. In addition to the shop, bank, and exchange, the proper way to handle the encumbrance of coins is shown in the get, drop, and give commands. Mobydick@TMI-2 11-13-92