[crossfire] Re: [patch] Large-denomination coins

2005-12-25 Thread Lalo Martins
And so says Mark Wedel on 25/12/05 14:27...
  I think the other potential problem is map makers seeing this high
 valued coins and start to place these in maps instead of the lower value
 coins currently there, so therefor, you get an inflation of available
 money.

oooh, people would whack this map maker VERY seriously upside the head
:-P  I feel the general sentiment in this list and IRC is to *reduce*
available money rather than increasing...

best,
   Lalo Martins
--
  So many of our dreams at first seem impossible,
   then they seem improbable, and then, when we
   summon the will, they soon become inevitable.
--
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Re: [crossfire] Banking system

2005-12-25 Thread Brendan Lally
On 12/25/05, Anton Oussik [EMAIL PROTECTED] wrote:
 On 25/12/05, Mark Wedel [EMAIL PROTECTED] wrote:
  Anton Oussik wrote:
   On 24/12/05, Mark Wedel [EMAIL PROTECTED] wrote:
 At some level, it becomes a question of why not just make money a
   'stat'.
 
As said, this wouldn't be really hard.
 
Add a uint64 field to the player object.

 I suspect this would also fix the client bug when the client crashes
 when it steps on a tile where something has nrof  2^32.

Wouldn't stepping on non-money items which have a sufficiantly high
nrof also trigger such a crash?

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Re: [crossfire] Banking system

2005-12-25 Thread Miguel Ghobangieno
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 [EMAIL PROTECTED] wrote:

 Anton Oussik wrote:
  On 24/12/05, Mark Wedel [EMAIL PROTECTED] 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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Re: [crossfire] Re: [patch] Large-denomination coins

2005-12-25 Thread Miguel Ghobangieno
Exactly.

I'd like the value var to be a double so we can add
copper coins ...

--- Lalo Martins [EMAIL PROTECTED] wrote:

 And so says Mark Wedel on 25/12/05 14:27...
   I think the other potential problem is map makers
 seeing this high
  valued coins and start to place these in maps
 instead of the lower value
  coins currently there, so therefor, you get an
 inflation of available
  money.
 
 oooh, people would whack this map maker VERY
 seriously upside the head
 :-P  I feel the general sentiment in this list and
 IRC is to *reduce*
 available money rather than increasing...
 
 best,
Lalo
 Martins
 --
   So many of our dreams at first seem
 impossible,
then they seem improbable, and then, when we
summon the will, they soon become inevitable.
 --
personal: http://www.laranja.org/
 GNU: never give up freedom
 http://www.gnu.org/
 
 
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Re: [crossfire] Banking system

2005-12-25 Thread Miguel Ghobangieno
Please do not implement this. Gold is gold, silver is
silver, plat is plat; elements, metals, useful in
their own right. If you want a money pouch then what
you want is a checkbook in addition to using what we
have now. Mark was making a point in his post, saying
basically 'this will make money as if it is nothing',
contrast that thought with having a physical gold coin
in you hand... gold coins are real not thin air.

You want a checkbook. I can make the archtype face pic
and perhapse cave can do the code, however real gold
etc must not be mangled.

--- Anton Oussik [EMAIL PROTECTED] wrote:

 On 24/12/05, Mark Wedel [EMAIL PROTECTED] 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.
 
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Re: [crossfire] Banking system NO MONEY STAT, Use a checkbook if you want that.

2005-12-25 Thread Miguel Ghobangieno
PLLLEASE DO NOT change the weight of gold
etc. Please DO NOT MAKE MONEY A STAT. GOLD CANNOT
change into silver like magic etc. Do not do this
please. If you want something like this then make a
checkbook tied to the banking system. 

If gold coins, silver, etc are made into a stat I
cannot work on this project anylonger. I have invested
considerable effort in bullion arches etc.

PLEASE DO NOT SCREW WITH GOLD, SILVER, AND PLAT coins!

PLEASE DO NOT DO THIS.

You want a checkbook, it can be made, I can make the
checkbook face. 

PLEASE DO NOT SCREW WITH THE COINS.
(Ps none of the players I spoke with want this change
either, so the players are against it too).

If you want a crossfire-simple mode then code that
in as an option or fork off to a crossfire-simple
project.

Gold has a weight to value ration, PLEASE DO NOT FSCK
WITH THIS!.

If you are so concerned with the weight of the coins
then make paper money for each region (in _addition_
to the bullion). Imperials should remain the
international banking note, however.

Damn.. every month there is a let's remove stuff
iniative.

GOLD IS NOT SILVER
they ARE diffrent elements.
THEY HAVE EXACT WEIGHT TO VALUE IN CROSSFIRE
which I have based all my bullion and other metals on.

DO NOT DO THIS.

--- Anton Oussik [EMAIL PROTECTED] wrote:

 On 25/12/05, Mark Wedel [EMAIL PROTECTED] wrote:
  Anton Oussik wrote:
   On 24/12/05, Mark Wedel [EMAIL PROTECTED]
 wrote:
 At some level, it becomes a question of why
 not just make money a
   'stat'.
 
As said, this wouldn't be really hard.
 
Add a uint64 field to the player object.
 
 I suspect this would also fix the client bug when
 the client crashes
 when it steps on a tile where something has nrof 
 2^32.
 
The biggest issue is making sure it works -
 having a bug and wiping out
  peoples gold would be a pain.
 
 I agree, it would need a lot of testing before being
 put into production use.
 
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.
 
 Yes, one can do that, but then it would only be a
 workaround, and one
 that would not fix all money carrying related
 problems.
 
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Re: [crossfire] Banking system

2005-12-25 Thread ERACC
On Sunday 25 December 2005 01:37 am
Miguel Ghobangieno wrote:

 You want a checkbook. I can make the archtype face pic
 and perhapse cave can do the code

How about a bank card that is tied to the banking system? There would
then be reason to deposit money in the banks. Could charge a fee for
use of the card too, or not. I think keeping the coins in the system
is a good thing. Removing them, not so good. For very costly items
deposit in the bank and use a bank card in the shops, etc. Also
making the existing bank notes work as cash would be a good thing.

Gene
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Re: [crossfire] Banking system

2005-12-25 Thread Miguel Ghobangieno
PLEASE don't implement this (gold, plat, silver as a
stat). 
What you want is a check book. If the player has the
checkbook applied the $$ will be deducted or added to
his account.

Please don't alter the gold weight/value ration (nor
the silver etc). Please don't make money a stat.

I will make a checkbook arch face.

uint64 is good.
value as a double (so we can add copper coins) would
be good too.

Please keep the coins as they are though. Please no
money stat.

(Also when is the jade etc coins going in? I think
they should exist and be acceppted but not given as
change except if region = azamuindo (perhapse another?
darcap? maybe just azamuindo).

--- Brendan Lally [EMAIL PROTECTED] wrote:

 On 12/25/05, Anton Oussik [EMAIL PROTECTED]
 wrote:
  On 25/12/05, Mark Wedel [EMAIL PROTECTED] wrote:
   Anton Oussik wrote:
On 24/12/05, Mark Wedel [EMAIL PROTECTED]
 wrote:
  At some level, it becomes a question of why
 not just make money a
'stat'.
  
 As said, this wouldn't be really hard.
  
 Add a uint64 field to the player object.
 
  I suspect this would also fix the client bug when
 the client crashes
  when it steps on a tile where something has nrof 
 2^32.
 
 Wouldn't stepping on non-money items which have a
 sufficiantly high
 nrof also trigger such a crash?
 
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Re: [crossfire] Re: [patch] Large-denomination coins

2005-12-25 Thread Miguel Ghobangieno
so the value in the arch might read
0.33
the server code will remove the . when reading it and
put it at 33 internally?

--- Brendan Lally [EMAIL PROTECTED] wrote:

 On 12/25/05, Miguel Ghobangieno
 [EMAIL PROTECTED] wrote:
  Exactly.
 
  I'd like the value var to be a double so we can
 add
  copper coins ...
 
 That could lead to all sorts of fun rounding errors.
 
 Probably it would be best to use a 64bit int, and
 store value*1 or
 so - that way you could have 4 values after the
 decimal point, and
 still not have errors due to floating point maths.
 
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