[crossfire] Banking system

Miguel Ghobangieno mikeeusaa at yahoo.com
Sun Dec 25 01:33:20 CST 2005


I think it should be made clear that these
denomination notes are ankin to 10,000 USD and
1000,000 USD notes, respectivly. This should be put in
the mappers hand book. I will be careful to not
inflate my prices.

Another thing I would like to have is the value
variable as a double. That way we could have copper
coins. Then we can make copper the "new silver" and
deflate the economy (by editing the random wealth arch
treasure list and the low and mid level monsters lists
and putting in copper where silver is and silver where
gold is and gold where plat is (and rarely a plat).
This way money will have value again.

Also conversion tables in banks for these new
denominations, as they sound like something that would
come from the east, shouldn't be in scorn or navar or
brest. I think the conversion tables should only be in
azamuindo, maybe (or maybe not) darcap (it may have
stumbled upon
some). All shops should accept them ofcourse but not
give them as change (unless perhapse the shop has a
given region set (azamuindo(sp)? darcap?).

(Note: I'm opposed to the money as stat idea, I guess
that was just a point being raised though for
contrast).

--- Mark Wedel <mwedel at sonic.net> wrote:

> Anton Oussik wrote:
> > On 24/12/05, Mark Wedel <mwedel at sonic.net> wrote:
> >>   At some level, it becomes a question of why not
> just make money a 'stat'.
> >> Instead of gold pieces, silver, platinum, etc,
> floating in your inventory,
> >> something just says you have 123456 gold pieces.
> > 
> >>   All this starts to get away from the discussion
> at hand, but is food for thought
> > 
> > No, it is very much on topic - the main issue here
> is to avoid the
> > need to have large piles of money lying about in
> apartments and having
> > to carry more than your own weight in platinum in
> order to go outside
> > to the shop (perhaps the subject is misnamed
> though ;-) ).
> > 
> > Your idea seems more sensible. Perhaps make all
> players carry a
> > special wallet/money pouch item, which is a
> container into which money
> > automatically go and become weightless (or near
> enough so), which will
> > say "you have foo gold" when clicked, and from
> which you can drop
> > money?
> > 
> > This could also be implemented as a property and
> interfaced by adding
> > new server commands and adding a UI pouch... but
> that is for version 2
> > of CrossFire.
> 
>   As said, this wouldn't be really hard.
> 
>   Add a uint64 field to the player object.
> 
>   Modify the pickup code to check item type being
> picked up.  if type == MONEY, 
> add it to that stat, a don't insert it (this could
> actually be done in the 
> insert_ob_in_ob for that matter to make sure all
> cases are caught).
> 
>   For new clients, add a mechanism for server to
> tell client this value - 
> probably via stats command makes the most sense. 
> For these new clients, it is 
> then up to them how they should display that (could
> just be next to exp or 
> something).
> 
>   For older clients, or maybe all clients until
> altars and the like are somehow 
> fixed up, the server would fake inventory items for
> the coins.  For simplicity, 
> probably only fake gold pieces (I don't think
> anything actually requires silver 
> or platinum, and faking only 1 object instead of 3,
> makes sense).
> 
>   When player tries to drop some gold, the server
> would catch it is a fake 
> object, and convert the objects into a pile of gold
> and insert it into the map. 
>   Covers those altars, tables, etc.  Also, allows
> players to trade gold easily.
> 
>   For these fake objects, the draw_look function of
> previous/next object in 
> large stacks could be used - basically set the high
> bit on the object tag, and 
> drop and examine would catch this special tag and do
> the right thing.
> 
>   It actually isn't that hard to do, and probably a
> good thing to do.
> 
>   The biggest issue is making sure it works - having
> a bug and wiping out 
> peoples gold would be a pain.
> 
>   the only real oddity is the weight values - that
> 'stat' of gold would 
> basically be weightless (or presumably a much lower
> weight than currently in place).
> 
>   That said, it would seem an easy fix right now is
> just change the current 
> weight of coins - the weight is currently 10 - it
> could be reduced to 1, and 
> increase carrying capacity tenfold.
> 
> 
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>
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> 



		
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