Nick Koranda wrote:
> William Leader wrote:
>> So assuming that I have a mechanism for NPC's to know what they
>> will and won't accept as currency. The only remaining question is how
>> to count it. The code does not currently support stackable objects.
>> If a character has two of something, then there are two instances of
>> the object not a big deal since they are just another record in the
>> database. So right now If I wanted a character to have say, 100 gold
>> pieces than that becomes 100 records in the database. It also becomes
>> 100 items in the players inventory to manage. Thats not so good.
>> Currency in this form demands stackable objects. I just don't see
>> away around it. In the past I have avoided stackable items for no
>> other good reason than that I have heard they are the source of most
>> duping bugs. Is there any truth to this or am I just being paranoid?
>>
>
> I would imagine you could have multiple currency values such as
> nickels, dimes, quarters so that 5 nickels would be equivalent to 1
> quarter and so on. The code could handle auto converting to the least
> amount of coinage. So you would not have to carry around 100 gold
> pieces (or 100 objects) but say 5 platinum (5 objects). If the
> exchange wasn't exact then you would have 4 plat is 17 gold, but still
> less then the 100 objects. It would get around from having stackable
> objects.
This kind of implies having notes/coins of different denominations.
Which I hadn't considered in the initial post. Basically each object
would have to have a currency type flag, so Dollars, Pounds, Peso, etc.
It would also have to have a value flag. a 1 pound coin could have a
value of one, a 20 pound note, 20, a 50 Pence piece, .5...I think this
gets rather complicated, and doesn't seem to add much to the game. I
think it just adds a lot of aggravation to the players, and makes the
code more complicated. If I did end up implementing stackable objects,
then it wouldn't be so bad if there was just a single denomination. Hmm....