[crossfire] Re: [patch] Large-denomination coins
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/ ___ crossfire mailing list crossfire@metalforge.org http://mailman.metalforge.org/mailman/listinfo/crossfire
Re: [crossfire] Banking system
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? ___ crossfire mailing list crossfire@metalforge.org http://mailman.metalforge.org/mailman/listinfo/crossfire
Re: [crossfire] Banking system
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. ___ crossfire mailing list crossfire@metalforge.org http://mailman.metalforge.org/mailman/listinfo/crossfire __ Yahoo! DSL Something to write home about. Just $16.99/mo. or less. dsl.yahoo.com ___ crossfire mailing list crossfire@metalforge.org http://mailman.metalforge.org/mailman/listinfo/crossfire
Re: [crossfire] Re: [patch] Large-denomination coins
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/ ___ crossfire mailing list crossfire@metalforge.org http://mailman.metalforge.org/mailman/listinfo/crossfire __ Yahoo! for Good - Make a difference this year. http://brand.yahoo.com/cybergivingweek2005/ ___ crossfire mailing list crossfire@metalforge.org http://mailman.metalforge.org/mailman/listinfo/crossfire
Re: [crossfire] Banking system
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. ___ crossfire mailing list crossfire@metalforge.org http://mailman.metalforge.org/mailman/listinfo/crossfire __ Yahoo! DSL Something to write home about. Just $16.99/mo. or less. dsl.yahoo.com ___ crossfire mailing list crossfire@metalforge.org http://mailman.metalforge.org/mailman/listinfo/crossfire
Re: [crossfire] Banking system NO MONEY STAT, Use a checkbook if you want that.
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. ___ crossfire mailing list crossfire@metalforge.org http://mailman.metalforge.org/mailman/listinfo/crossfire __ Yahoo! for Good - Make a difference this year. http://brand.yahoo.com/cybergivingweek2005/ ___ crossfire mailing list crossfire@metalforge.org http://mailman.metalforge.org/mailman/listinfo/crossfire
Re: [crossfire] Banking system
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 -- Mandriva Linux release 2006.0 (Official) for i586 19:31:37 up 10 days, 2:38, 10 users, load average: 0.00, 0.02, 0.00 ERA Computer Consulting - http://www.eracc.com/ eComStation, Linux, FreeBSD, OpenServer UnixWare resellers ___ crossfire mailing list crossfire@metalforge.org http://mailman.metalforge.org/mailman/listinfo/crossfire
Re: [crossfire] Banking system
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? ___ crossfire mailing list crossfire@metalforge.org http://mailman.metalforge.org/mailman/listinfo/crossfire __ Yahoo! DSL Something to write home about. Just $16.99/mo. or less. dsl.yahoo.com ___ crossfire mailing list crossfire@metalforge.org http://mailman.metalforge.org/mailman/listinfo/crossfire
Re: [crossfire] Re: [patch] Large-denomination coins
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. ___ crossfire mailing list crossfire@metalforge.org http://mailman.metalforge.org/mailman/listinfo/crossfire __ Yahoo! for Good - Make a difference this year. http://brand.yahoo.com/cybergivingweek2005/ ___ crossfire mailing list crossfire@metalforge.org http://mailman.metalforge.org/mailman/listinfo/crossfire