Re: [crossfire] Banking system

2005-12-27 Thread Anton Oussik
On 25/12/05, Brendan Lally [EMAIL PROTECTED] wrote:
 On 12/25/05, Anton Oussik [EMAIL PROTECTED] wrote:
  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?

Yes, it does. However you seldom encounter anything else in such quantities.

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Re: [crossfire] Banking system

2005-12-27 Thread Brendan Lally
On 12/27/05, Anton Oussik [EMAIL PROTECTED] wrote:
 Also replying to several posts.
 Firstably card vs chequebook: I don't think there is plastic in CF,
 and so things should not be made out if it.

Why do you assume that credit cards /must/ be made out of plastic?
They could be made out of wood, or copper.

In fact, credit cards give a saner way to charge the player, because
real loan sha^W^W banks do exactly the same thing.

Charge a fixed amount each year/month, everytime you buy something,
send a request for payment of an amount vaguely related to the amount
owed. Every $STUPIDLY_SHORT_SPACE_OF_TIME increment by BIGNUM

You could then have differing credit limits backed by the amount that
you have in the bank (and, maybe, the level of the player). - These
could also have differing costs.

Maybe there could also be a few cards that offer gimmicks - like a
free dragon flight after you spend above a certain limit.

In case you couldn't gues, I don't like credit card companies very much.

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[crossfire] I'll commit the large denomination coin archtypes, I'd like to edit the amber coin to look more ambery (any objections)?

2005-12-27 Thread Miguel Ghobangieno
I'll commit the large denomination coins (unless
objections are raised), I'd like to edit the amber
coin to look more ambery (any objections) (currently
it looks kinda like copper rather then a solidified
transparent liquid... it's a shame CF doesn't support
PNG semi-transparency)?

For the map aspect I don't think the scorn bank change
with amber and jade coin converter tables should be
added to CVS.

I think for the code aspect there should be a list of
regions where amber and jade coins may be given as
change. If on a shopmap the region matches one of
these then amber and jade may be given. I think this
list should include azamuindo... but not much else.
All shops should accept amber and jade. (Also, as
errac noted, they should probably accept imperials,
also I have committed the bank card arch so work can
be done on that too :D).

Thoughts?



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[crossfire] Re: I'll commit the large denomination coin archtypes, I'd like to edit the amber coin to look more ambery (any objections)?

2005-12-27 Thread Lalo Martins
And so says Miguel Ghobangieno on 26/12/05 23:20...
 For the map aspect I don't think the scorn bank change
 with amber and jade coin converter tables should be
 added to CVS.

Ok, maybe not Scorn since it's a starter city, but I'd like to see
plat-jade in low-medium-level places such as Darcap and Lone Town, and
jade-amber in medium and high level places, regardless of your idea
below.  (Unless we go for full local currencies.)

 I think for the code aspect there should be a list of
 regions where amber and jade coins may be given as
 change. If on a shopmap the region matches one of
 these then amber and jade may be given. I think this
 list should include azamuindo... but not much else.

Because it's your map?  :-)

In our world jade is associated with the east.  In Crossfire, it's just
a very rare material.  It should be given in medium-level places.

 All shops should accept amber and jade. (Also, as
 errac noted, they should probably accept imperials,
 also I have committed the bank card arch so work can
 be done on that too :D).

After you told me of this idea this morning (my timezone at least), I
was checking the code, and actually I think we can do better, if that's
the direction we want to go.

1: instead of a new file, it can just be a new field in the regions file.

2: it wouldn't be too hard to implement full local currencies.  What do
people think of that?

So here's the detailed local currencies proposal.

Local currencies
=

The player needs to have a field or force saying his region of
citizenship.  This would be used for appraisals.  To do this, in the
hall where you select starting city, the exits would be replaced with
player changers (and the code needs to be updated to handle this new
type of player changer).

There should probably be ways to change your citizenship.  For example,
when you get the Pupland passport, you should be offered citizenship.

Each region would have a field called money, containing a
comma-separated list of archetype names, in order of decreasing value.
A region can omit this field (or have it blank), in which case it
inherits from its parent.

The world region would have: money platinacoin goldcoin silvercoin
(unless we want to take the opportunity to change that too - it's
ridiculous how little silver is worth on bigworld :-( but that's a
separate issue)

When you sell something at a store, it would pick the coins to give you
from the region's money.

UNDECIDED: shops may either accept any and all money (easy to do -
instead of iterating over a list of money archs, it iterates over the
money archs in the player's inventory), or they may accept only region
money, forcing you to go to the bank first.  Thoughts?  If we go with
the second, then tourist-friendly shops can have converters in a corner.

Monster treasure would also pick from the region money, although I
suppose we could allow a money field in the map too, if you want a map
to give funny money.

Then it's all fun... I'd suggest getting rid of the existing
gold/silver/plat generic coins and replacing them with non-coined
pieces (which probably explains their relatively low value).  Then
introducing the scorn penny, scorn shilling, scorn pound, navar
cent, navar dime, navar dollar, pupland marks, and so on ad
infinitum.

This can also support mwedel's notion of accepting gems as money, by
simply stating in the appropriate code that type GEM is as acceptable as
type MONEY.  So if shops accept foreign currency, they will also accept
gems; if they don't, you'll be able to put gems in the money field for a
region or map.  (Carrying gems would then be a good strategy when going
to a new country - you'll never know if they have exchange service for
the money you have...)

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

2005-12-27 Thread Rick Tanner
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ERACC wrote:

 That is why I suggested a bank card that debits the bank
 account rather than a credit card. I don't think CF should implement
 a credit system. I see ways to exploit /that/ right now.

Hmm.. I thought the discussion all along was for some sort of
debit/check/cheque card that automatically deducts the money from your
bank account *assuming* you have enough cash in there to cover the
purchase.  Otherwise you see some sort of message showing how much more
money you need to make the purchase.

I agree, I think it's a bad idea for a credit card or making purchases
without cold hard cash to back it up.






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Re: [crossfire] Banking system

2005-12-27 Thread Mark Wedel


 My point about dropping money in the shop is more a convenience thing, not 
realism (using the 'r' word with crossfire is never a good idea).


 But my general thought is that if a bankkeeper is willing to accept usage of 
the check card (or whatever its called), it just makes it easier for players so 
they don't have to run to the bank every time they want to get rid of their 
coins.  That's not one of the things I really like in real life, so could do 
without it in a game.


 As far as check books, various thoughts:

1) the bank itself could charge some fee (fixed percentage) of the money being 
deposited.  After all, they are taking all those coins and storing them away. 
Number should probably be relatively low.


2) Shops could add some surcharge if using such a card.  Perhaps make this a map 
property.  Arguably, the bigger the purchase, the smaller (percentage wise) this 
charge would be.  If you're buying something for 4 gp, its a bit of a bother for 
the shopkeeper to take that check and get the money.  If you're spending 50,000 
pp, the shop keeper would probably prefer that money get transferred directly to 
their bank account - they don't want 5 tons of platinum.


 If one was going to be more realistic, there really should be regional banks 
(scorn bank, navar city bank, etc), and you'd need to use the appropriate check 
book in the appropriate city (or the shops should demand a lot more money for 
using accounts of a foreign nature).  Or perhaps the at the bank itself, you 
could transfer money, but with a fairly hefty fee (have to use magic after all 
to really confirm there is the money in that remote account, etc).  But that 
really just makes things more a bother for the player.


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Re: [crossfire] Re: [Crossfire-devel] I'll commit the large denomination coin archtypes, I'd like to edit the amber coin to look more ambery (any objections)?

2005-12-27 Thread Mark Wedel

ERACC wrote:


While you guys are looking at stuff like this could you please adjust
the payment altars to accept more than 32767? I wanted to use a 5
diamond altar in my Lone Town apartment map (for the various alchemy
benches in the basement) but could not due to this limitation.


 The problem is that converters use sp and food as the number to use/create, 
and these values are 16 bit right now.


 It's simple enough to change the type to be 32 bit - I'm just not sure what 
other side effects that might cause.



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