July 2006
- Welcome to MUD-Dev2 MUD-Dev2 Admin
- [ANNOUNCE] final testing for Dead Souls 2 Cratylus
- [REPOST] DGN: Text MUDs; in need of an (r)evolution? MUD-Dev2 Admin
- [REPOST] DGN: Text MUDs; in need of an (r)evolution? willow reed
- [REPOST] DGN: Text MUDs; in need of an (r)evolution? Steve "Bloo" Daniels
- [REPOST] DGN: Text MUDs; in need of an (r)evolution? Tess Snider
- [REPOST] DGN: Text MUDs; in need of an (r)evolution? Tess Snider
- [REPOST] DGN: Text MUDs; in need of an (r)evolution? Mike Rozak
- DGN Allowing Robots Johnicholas Hines
- [REPOST] Dynamic Quests & Event Chains MUD-Dev2 Admin
- [REPOST] Dynamic Quests & Event Chains Johnicholas Hines
- [REPOST] DGN: MMOG Game Economies MUD-Dev2 Admin
- [REPOST] DGN: MMOG Game Economies Ian Hess
- [REPOST] DGN: MMOG Game Economies John Buehler
- [TECH] Implementing currency without implementing currency William Leader
- [TECH] Implementing currency without implementing currency Nick Koranda
- [TECH] Implementing currency without implementing currency William Leader
- [TECH] Implementing currency without implementing currency cruise
- [TECH] Implementing currency without implementingcurrency McDonald, Stephen
- [TECH] Implementing currency without implementing currency Ben Sizer
- [TECH] Implementing currency without implementing currency Craig T. Dalrymple
- [TECH] Implementing currency without implementing currency Mike Rozak
William Leader wrote:
> 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.
Step one: Impliment stackable objects (aka: collections).
From there, this is what I did:
1) All objects have a value in inflation adjusted units. An IAU = the value
of one hour of "typical" NPC labor. Thus, if a sword takes 100 NPC hours to
make, it's value is 100 IAU. (You can assign a different meaning, but having
a value independent of currency is good.)
2) Come up with a relational value between gold, silver, copper, etc. 1 gp 16 sp, etc.
3) Have a changable constant that converts from IAU's to gp (and thus sp,
etc.) This can be changed to impliment inflation.
4) Write a funtion that goes from IAU to coins. Note: You'll need to have a
limiting number of "types of coin" in the price, otherwise you'll get
merchants selling items for "3 pp, 2 gp, 12 sp, 1 cp"... which would never
happen. They'd probably round off to "3 pp, 3 gp".
5) Write a function that finds all the coins in the player's possession that
they can get ahold of. (They can't get ahold of currency locked away in
chest for which they have no key.)
6) Write a function to take currency away from players as appropriate, or
give them currency.
Mike Rozak
http://www.mxac.com.au
- [ANNOUNCE] Dead Souls 2.1 is now available for download Cratylus
- [REPOST] Soapbox: World of Warcraft Teaches the Wrong Things by David Sirlin Nick Koranda
- [REPOST] Soapbox: World of Warcraft Teaches the Wrong Things by David Sirlin Joh Nicholas Hines