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Author Topic: Alternative Currencies  (Read 4359 times)
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lonnyl
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« on: February 20, 2005, 08:04:30 AM »

The idea just popped into my head..... in 0.9.7 we have a few different currencies (diamonds, rubies, etc...)  The idea is to make a Admin Configurable Currency module that would handle up to 12 diffent currencies.  The module be the hub for other modules to deal with currency1, currency2, etc.....  The modules that rely on it, would have to have a requires statement, and would also have admin selectable currency for it's features.

This means the admin can set currency1 to be salt in the currency module, then go the the dependent module and select it to use currency1 (or 2 or 3 so on and so on).  

Just an idea... looking for some input and if anyone would be willing to code modules to use it or if it would be a waste of time (I'm currently working on what should turn out to be a really FUN forest event).  
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Lightbringer
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« Reply #1 on: February 20, 2005, 08:30:49 AM »

That is an awesome idea, Lonny!

I will try and incorporate that into my modules when I start pumping them out
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Dannic
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« Reply #2 on: February 20, 2005, 11:26:53 AM »

Oh I think it would be great.  Especially if other modules supported it.

Bad thing is that it would take some time to make sure everything is compatible I think.

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Talisman
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« Reply #3 on: February 20, 2005, 12:01:23 PM »

The biggest problem I could foresee with such an idea is maintaining a common rarity of each commodity.  If Currency3 is something extremely rare and valuable, every module used would have to maintain that balance.
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Kendaer
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« Reply #4 on: February 20, 2005, 04:59:49 PM »

Talisman's point is a good one.

However, this ties in with something I'm working on in some respects, so you might actually see some core support for something *like* this (though not this exactly) soon.

Of course, I'm making no promises, so....
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« Reply #5 on: February 21, 2005, 08:21:00 PM »

You know, something of this sort would be kind of fun for the petshop module. Have really rare pets on sale and need alternative currencies to pay for them.  

*wanders off to ponder further*
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lonnyl
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« Reply #6 on: February 22, 2005, 05:38:03 AM »

My idea is for the admin to decide how rare a currency is and in how few places it is used.... each supporting module should/would have a admin selectable currency that it would use.  This way all that is actually set at the server.  Allowing someone to use all the supporting modules with 1 currency... or up to 12 currencies (each module using a different currency).  Now for this to work, there would need to be ways to attain the currency and then places to spend the currency.
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Kendaer
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« Reply #7 on: February 22, 2005, 03:40:19 PM »

*strong* suggestion.. If you do this lonny, don't limit it to 12 currencies.

Make a currency table/editor and allow an infinite number.
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lonnyl
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« Reply #8 on: February 23, 2005, 06:00:29 AM »

That would be a good idea..... This is only in the idea stage.....  However could be a great addition to the game.....  Well.... off to ponder the possibilities....

-Edit-
Pondered a bit..... I am wondering if this would be better not run as a module and as a straight addition to the game...  If it were something that would be worthy of adding to the core, it may not be best to code it as a module..... off to ponder some more....
« Last Edit: February 23, 2005, 06:03:34 AM by lonnyl » Logged
Kendaer
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« Reply #9 on: February 23, 2005, 10:57:42 AM »

I'm actually thinking it should be a module because some people might not want to deal with this,and they should always have the 'standard' currency avail (ie, gold/gems).

However, as you point out, it does cause some potential problems, and that is the reason I haven't made a lot of progress with my similar idea.  I've been trying to sort through those problems to the point where I can get them working as a module.

Anyway.. I'll give it some more thought.  Feel free to drop me a line if you want more info about what I'm being quite so vague about above.. I just want to keep it mostly under-wraps for the moment.
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CortalUX
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« Reply #10 on: February 23, 2005, 11:20:50 AM »

I'd use this.
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Talisman
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« Reply #11 on: February 23, 2005, 11:35:46 AM »

I'm actually thinking it should be a module because some people might not want to deal with this,and they should always have the 'standard' currency avail (ie, gold/gems).

That in itself would cause problems by eliminating those modules which do use the system from games which don't...unless each modder takes that into account when setting default currency and settings.

Surely it could be setup to allow standard Gold/Gems/1/2/ by default and admins who choose to expand their universe can then use the rest of the configurable settings provided by the modder to take advantage of the other features.
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« Reply #12 on: February 23, 2005, 11:54:53 AM »

Having to code everything twice isn't nice.....
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Kendaer
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« Reply #13 on: February 23, 2005, 11:14:00 PM »

The problem then is what happens if someone removes the gold/gems..

I fundamentally believe this needs to be a module.

Yes, I know there will need to be some level of core support as well, but as I said, I haven't figured it out in my head.  I have some vague ideas, but none of them have proved workable yet.

My current through is some core support like 'purchase()'/'pay()' or some other sort of functions which take payment in default currencies (gold/gems) and then an array of 'optional' currency.  these functions then, via some set of modulehooks, determine what the actual pay is and display the navs, etc to handle it.  Definately a fair amount of infrastructure to make this work so that

a) modules which use the default currencies work (somehow) -- It might come down to requiring all modules to switch over to the new API, much like needed to be done with the specialties split-out.
b) modules which want to use the new system work even on games which don't enable it.

Basically, i assert that it is doable as a module.  What is left is the details.
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Dannic
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« Reply #14 on: February 24, 2005, 04:58:41 PM »

why not add to the info the type of currency a module uses that way it doesn't have to actually use it.  The module for currency can check for the info and if its there then use that currency.  Else default to gold and gems.

Then there really wouldn't need to be a change to the core and it could be a module.
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