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 - > > > --~--~---------~--~----~------------~-------~--~----~ this list: http://groups.google.com/group/realxtend realXtend home page: http://www.realxtend.org/ -~----------~----~----~----~------~----~------~--~---
