those settings are only for play money.
the system is not secured and should *not be trusted* at any cost.

SM

On Sun, Dec 14, 2008 at 9:42 PM, MasterJ <[email protected]> wrote:

>
> Actually if you add into OpenSim.ini this :
> [Economy]
> ; These economy values get used in the BetaGridLikeMoneyModule.  -
> This module is for demonstration only -
> ; In grid mode, use this currency XMLRPC server.  Leave blank for
> normal functionality
> CurrencyServer = ""
> ; "http://192.168.1.127/currency.php";
>
> ; In grid mode, this is the land XMLRPC server. Leave blank for normal
> functionality
> LandServer = ""
> ;"http://192.168.1.127/landtool.php";
>
> ; 45000 is the highest value that the sim could possibly report
> because of protocol constraints
> ObjectCapacity = 45000
>
> ; Money Unit fee to upload textures, animations etc
> PriceUpload = 0
>
> ; Money Unit fee to create groups
> PriceGroupCreate = 0
>
> ; This is the account Money goes to for fees.  Remember, economy
> requires that money circulates somewhere... even if it's an upload fee
> EconomyBaseAccount = 00000000-0000-0000-0000-000000000000
>
> ; This is the type of user that will pay fees.
> ; Set this to 2 for users, estate managers and Estate Owners
> ; Set this to 1 for Users and Estate Managers
> ; Set this to 0 for Users only.
> ; -1 disables
> UserLevelPaysFees = -1
>
> ; Amount to give to user as a stipend
> UserStipend = 1000
>
> ; When a user gets low on money units and logs off, then logs back on,
> issue a new stipend if they have less money units then this
> ; amount. Be aware that the account money isn't stored anywhere so
> users will get a stipend if you restart the simulator
> IssueStipendWhenClientIsBelowAmount = 10
>
> ; If this is true, the simulator will remember account balances until
> the simulator is shutdown or restarted.
> KeepMoneyAcrossLogins = true
>
> ; We don't really know what the rest of these values do.  These get
> sent to the client
> ; These taken from Agni at a Public Telehub.  Change at your own risk.
> ObjectCount = 0
> PriceEnergyUnit = 100
> PriceObjectClaim = 10
> PricePublicObjectDecay = 4
> PricePublicObjectDelete = 4
> PriceParcelClaim = 1
> PriceParcelClaimFactor = 1
>
> PriceRentLight = 5
> TeleportMinPrice = 2
> TeleportPriceExponent = 2
> EnergyEfficiency = 1
> PriceObjectRent = 1
> PriceObjectScaleFactor = 10
> PriceParcelRent = 1
>
> you can have the money working but ONLY with OpenSim mode (for me Rex
> mode don't show me any money ammount or something with )
>
> MasterJ Chaplin
>
> On Dec 14, 3:34 pm, Peter Quirk <[email protected]> wrote:
> > The opensim currency will not include a currency broker. It will be up
> > to others to create the payment systems that meet the regulatory
> > requirements.
> > Linden Lab will presumably strive to offer its services to the open
> > grid.
> > -- Peter
> >
> > On Dec 14, 9:21 am, Lc <[email protected]> wrote:
> >
> >
> >
> > > but the main issue with currencies is liabilities. Don't forget we can
> > > HyperJump to any grids. That means the currencies should have the same
> value
> > > across the metaverses.
> > > Who will be the "Metaverse Central Bank" ?
> > > What will be the admissions fees for the grids ?
> >
> > > lot of questions and not so many answers...
> >
> > > Sacha
> >
> > > On Sun, Dec 14, 2008 at 2:48 PM, Peter Quirk <[email protected]
> >wrote:
> >
> > > > The underlying opnesim platform is developing an in-world currency
> > > > system. The proposal is covered inhttp://
> opensimulator.org/wiki/Money.
> > > > Search the opensim-dev archives and inspect the code to see what has
> > > > been done so far and what still needs to be done.
> > > > -- Peter
> >
> > > > On Dec 14, 4:21 am, Mark Malewski <[email protected]> wrote:
> > > > > Is there currently an "in-world currency" system with realXtend?
>  Is
> > > > > this being worked on, or is there a viable solution to this at the
> > > > > current time?
> >
> > > > > Also, is there any way to create an "in-world Karma" system?
> >
> > > > > These are my thoughts on such a system.
> >
> > > > > 1) Users are given a specific default Karma (maybe 100 pts by
> > > > > default).  Then their Karma goes up or down based on in-world
> > > > > behavior.
> >
> > > > > For example, an avatar uses a gun, and shoots/kills another avatar
> > > > > (this in turn would result in a hearing/trial/conviction) and the
> > > > > avatar's Karma points would be deducted/reduced.
> >
> > > > > Some events could be done automatically.  For example a user hits
> > > > > another user with a baseball bat (assault), and this could result
> in
> > > > > an automatic 20 point Karma reduction (for the user committing the
> > > > > crime).
> >
> > > > > Also a user driving a vehicle could strike objects (thus reducing
> his
> > > > > Karma by maybe 5 points for every object hit) and if the user
> struck
> > > > > or hit (or "killed") another user (hit them with their vehicle)
> then
> > > > > this would result in a "murder" and therefore the user's Karma
> would
> > > > > be reduced by 50 points.
> >
> > > > > I would like to have 2 different systems.  I would like an "in
> world
> > > > > currency" and also an "in world Karma" system.
> >
> > > > > Any ideas as to how this could be done, or implemented from within
> > > > > realXtend?
> >
> > > > > I believe it would help make the Virtual Worlds more accurate
> > > > > (especially with gaming and rating users) as each user would have a
> > > > > "Karma" ranking.
> >
> > > > > The owner of the world could give certain organizations (such as
> > > > > churches) maybe 1,000,000 Karma points, and then these churches
> could
> > > > > give out the Karma points (to virtual users) like maybe give them
> 10
> > > > > Karma points for attending a Virtual church service on Sunday, and
> > > > > users can accrue Karma points (for good behavior).
> >
> > > > > Some users may help with public building, or help with "peace
> keeping"
> > > > > of the virtual world (and be assigned/given additional Karma
> points).
> >
> > > > > It would be similar to like a "Positive Feedback" system that you
> see
> > > > > on E-bay.
> >
> > > > > You purchase something from someone, and the seller could give the
> > > > > buyer a Karma point (for a good transaction).
> >
> > > > > I supposed the "Karma points" could be given to one another (as
> > > > > tokens?) similar to a currency.  Not to be confused with currency,
> > > > > because in-world currency would be completely different, but this
> > > > > "Karma" system would just be a way to gauge people's in-world
> behavior
> > > > > (as good vs. bad).
> >
> > > > > So users that use foul language, or are disruptive, or participate
> in
> > > > > fraudulent business practices they could be given "bad Karma"
> > > > > rankings, so that other users see that these users have a LOW Karma
> > > > > ranking (or even a NEGATIVE Karma number).  So they know to be
> > > > > cautious, and stay clear of some of these "bad users".
> >
> > > > > We have "good people" and "bad people" in life.  Such is life.  But
> > > > > how do we rank users in a Virtual world?
> >
> > > > > I believe a "Karma points" system would at least help differentiate
> > > > > some of the good/better citizens from the not-so-good citizens.
>  Just
> > > > > as online feedback is used to rate products, or rate sellers, or
> even
> > > > > rate buyers... I believe an "In-world Karma" system, could be used
> to
> > > > > rate citizens.
> >
> > > > > Any ideas as to how I could implement such a system from within
> > > > > realXtend?
> >
> > > > > I'd like to implement both a in-world currency system, and an
> in-world
> > > > > Karma system.  (That could be used later for gaming, trading, and
> > > > > various other things in-world).
> >
> > > > > For example in gaming, if you run over, or strike an object
> (possibly
> > > > > give all objects a "bump value"), so if you strike an object, then
> you
> > > > > get a certain number of Karma points deducted.
> >
> > > > > Like if you hit someone (punch, hit, or hit with a baseball bat, or
> > > > > shoot with a gun, etc.) then each object you hit, would subtract
> Karma
> > > > > points (based on the "bump object properties").  For example, if a
> car
> > > > > was given a "bump object value of 20 karma points" and you hit the
> car
> > > > > with a baseball bat (a sound effect could be played upon bump), and
> > > > > also visible damage could be displayed (upon bump) and also 20
> karma
> > > > > points could be deducted from the user's score/Karma point rankings
> > > > > (for damaging a vehicle).
> >
> > > > > This could be applied to guns, baseball bats, or various other in-
> > > > > world weapons (even fist fighting, punching, kicking, etc.).
> >
> > > > > Like maybe there would need to be two different fields, a "bump
> value"
> > > > > and also a "lethal value".  So a fist would have a much less
> "lethal
> > > > > value" than a gun, or a baseball bat.  But also certain objects
> like a
> > > > > car would have a much higher "bump value" than somelike like a
> garbage
> > > > > can (less valuable).
> >
> > > > > So that way if you kick a garbage can, you may only lose 1 Karma
> point
> > > > > (very little damage to the garbage can, and the garbage can is of
> very
> > > > > little value).  But if you kick a car, then you cause a little bit
> of
> > > > > damage to the car, but the bump value of the car/vehicle is much
> > > > > higher than a garbage can (car is more valuable), so it would
> affect
> > > > > your Karma ranking more.  So maybe kicking a car would result in 2
> > > > > Karma point reduction.
> >
> > > > > A baseball bat would have a much more "lethal value" thus if you
> > > > > strike a garbage can with a baseball bat, it would display more
> > > > > damage, and it would also subtract 2 Karma points (instead of 1
> Karma
> > > > > point) because you have used a much more lethal force (higher
> "lethal
> > > > > value" based on the weapon).
> >
> > > > > So basically every object, and every weapon in the world could be
> > > > > assigned a "bump value" and a "lethal value" (for weapons).
> >
> > > > > Standard weapons such as foot, kick, punch, hit, slap would all be
> > > > > assigned a "lethal value" of 1.
> >
> > > > > But using various weapons would have a much higher "lethal
> > > > > value" (assigned to each of the weapons).
> >
> > > > > So in-world "gun shops" could actually sell weapons to citizens.
>  Good
> > > > > honest citizens could actually tote a weapon around (responsibly).
> >
> > > > > But if that weapon were used to shoot a Garbage can then they would
> > > > > lose 1 Karma point.  If the weapon were used to shoot a car, then
> the
> > > > > person would lose maybe 10 Karma points.  If the weapon were used
> to
> > > > > shoot a person, then the person would lose maybe 50 Karma points.
>  If
> > > > > the weapon were used to shoot a police officer, then the person
> would
> > > > > lose maybe 100 Karma points.
> >
> > > > > Do you understand what I am saying?
> >
> > > > > Is there any way to implement some form or "Karma System" (for in-
> > > > > world behavior) and also an in-world currency system?
> >
> > > > > So that way users could give each other in-world currency, (which
> > > > > could be used to purchase things like a car, or furniture), and
> also
> > > > > an in-world Karma system (which could be used to reward users for
> good
> > > > > behavior and punish users for in-world bad behavior).
> >
> > > > > Any ideas on how such a system could be implemented?
> >
> > > > >            Thanks,
> >
> > > > >               Mark- Hide quoted text -
> >
> > > - Show quoted text -
> >
>

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