The Forge Forums Read-only Archives
The live Forge Forums
|
Articles
|
Reviews
Welcome,
Guest
. Please
login
or
register
.
March 05, 2014, 07:05:02 PM
1 Hour
1 Day
1 Week
1 Month
Forever
Login with username, password and session length
Forum changes:
Editing of posts has been turned off until further notice.
Search:
Advanced search
275647
Posts in
27717
Topics by
4283
Members Latest Member:
-
otto
Most online today:
55
- most online ever:
429
(November 03, 2007, 04:35:43 AM)
The Forge Archives
Inactive Forums
The Riddle of Steel
Electronic money-changer
Pages:
1
[
2
]
« previous
next »
Author
Topic: Electronic money-changer (Read 1360 times)
Jake Norwood
Member
Posts: 2261
Electronic money-changer
«
Reply #15 on:
April 28, 2003, 10:22:33 AM »
Youknow, as a linguistic expiriment, that actually intrigues me. I might actually put somehting like that together this week...
Jake
Logged
"Civilized men are more discourteous than savages because they know they can be impolite without having their skulls split, as a general thing." -R.E. Howard
The Tower of the Elephant
___________________
www.theriddleofsteel.NET
Jason
Member
Posts: 21
Electronic money-changer
«
Reply #16 on:
May 02, 2003, 11:36:44 AM »
Wouldn't it be more straight forward to handle all the money as bits, and then just convert it when you display it? Then you'd only have to munge with gold, silver, etc when you actually show the money, the behind the scenes stuff would be simple arithmetic. In a bad form of psuedocode, it would be like this.
Code:
Function Convert to bits
takes gold,silver, pennies, bits
returns bits
return gold*960 + silver*48 + pennies*4 + bits
end function
function bits to others
takes bits
returns gold,silver,pennies,bits
load bits to temp value
gold=bits div 960 (div is integer answer only)
tempbits=tempbits-(gold*960) //removes part that was turned to gold
silver=tempbits div 48
tempbits=tempbits-(silver*48) //removes silver
pennies=tempbits div 4
bits=tempbits-(pennies*4)
end function
This might be a simpler way to do it, and it would make the different coins types easier to implement. Just store the bits as halfweight coin and you wouldn't lose any data converting up.
Jason
Logged
Brian Leybourne
Member
Posts: 1793
Electronic money-changer
«
Reply #17 on:
May 02, 2003, 03:50:45 PM »
Quote from: Jason
Wouldn't it be more straight forward to handle all the money as bits, and then just convert it when you display it?
Yes, that would, except that when you're talking multiple different currencies and different coin weights etc, it's desirable to know how many of each coin the PC has rather than an abstract number based on bits. Hell, if nothing else it could be important for encumbrance rules, assuming anyone bothers with encumbrance in RPG's these days.
Brian.
Logged
Brian Leybourne
bleybourne@gmail.com
RPG Books: Of Beasts and Men, The Flower of Battle, The TROS Companion
Lance D. Allen
Member
Posts: 1962
Electronic money-changer
«
Reply #18 on:
May 02, 2003, 04:55:59 PM »
Indeed. A given PC might know that he's better off with 5 gold pieces than 3 gold, 39 silver, 11 copper and 4 bits weight-wise, but he may also find it difficult to spend that gold in a common inn, or even to find a money-changer outside of the big cities who even carries gold.
Then when you consider that that 5 gold's worth may be spread across the coins of different nationalities...
Hm. It seems like it would be best to display a player's coins as a string value, or else you'll have to have display spots for dozens of different coins, from Stahlnish Pfennigen to Ahrian Gold Disks. Perhaps for spending down money, you could have a selection box which you can choose the nation you're in, so when you spend, it detracts from the currency accepted by that nation.
Logged
~Lance Allen
Wolves Den Publishing
Eternally Incipient Publisher of Mage Blade, ReCoil and Rats in the Walls
Jason
Member
Posts: 21
Electronic money-changer
«
Reply #19 on:
May 02, 2003, 05:55:36 PM »
Brian,
I was referring more to your psuedo code, which does convert money up as well. Keeping track of every type of money, while possible, causes many other situations that would need to keep track of. Questions like which coins to spend first, what if certain merchants won't take certain coins, etc. (teeth come to mind.)
Now, back to geek coding.
I would use a linked list to store the money. Each item would be a record that noted the name of the coin, its type(gold,silver,penny,bit) and its weight (light,normal,heavy). Then you could have as many types of coins as you wanted. Some concessions would be in order regarding the sum value of these coins, perhaps your could choose a country value equivalent. Ooh, and when you'd buy something, you could drag money types over until you had enough to cover it, and the merchant would have a currency type that he would make change in, or give him a motley of coins and a preference of what to give to who.
Now we've gone behind a generator program and into a role playing game framework. Gosh computers are fun sometimes.
Jason
Logged
Lance D. Allen
Member
Posts: 1962
Electronic money-changer
«
Reply #20 on:
May 02, 2003, 07:11:38 PM »
I was thinking it'd be simpler just to determine how money is spent outside of the program, then just inputting it. For example, if I am in Stahl, and I buy something costing 13 silver, I might give the man a gold. So I'll minus 1 Stahlnish mark, and then add 7 funten. The program still does what it's supposed to do, but isn't required to be quite so complex.
Logged
~Lance Allen
Wolves Den Publishing
Eternally Incipient Publisher of Mage Blade, ReCoil and Rats in the Walls
Mokkurkalfe
Member
Posts: 340
Electronic money-changer
«
Reply #21 on:
May 03, 2003, 02:02:35 AM »
Slowly but surely the program is taking shape. I've had o deal with a dose of real life, which slowed things down a bit, but hopefully, I'll be able to get some more coding done soon.
Currently, I've allowed for 40 different currencies, including those in the book plus generic light, generic imperial and generic heavy. That leaves 9 or 10 (depending on wether teeth will be included) empty currencies which you can make into your own.
The thing that Wolfen suggests is finished. That is, you can Transfer Cash, which means you "physically" transfer coins from one player purse to another, or to the "world". No changing is done.
The next thing I'm gonna do is the Transfer Value bit. That will be more like "transfer money equal to 10s and 6c(Cyrinthmeiran, Imperial weight) into my purse.". There, you can tell it to do some changing in order to make it as few coins as possible.
Other options here might include exchange rates for different currencies as well as being able to give different currencies different priorities. Perhaps you want to get rid of your foreign coins before you start using native ones. Or maybe you want to *hide* your foreign coins until you get out of the country?
Oh, BTW, can anyone come up with better names than Transfer Cash and Transfer Value?
Each purse can store some 17 (I think) different coin types. I could have made it more, or limitless, but it felt unnecessary.
Logged
Joakim (with a k!) Israelsson
Pages:
1
[
2
]
« previous
next »
Jump to:
Please select a destination:
-----------------------------
Welcome to the Archives
-----------------------------
=> Welcome to the Archives
-----------------------------
General Forge Forums
-----------------------------
=> First Thoughts
=> Playtesting
=> Endeavor
=> Actual Play
=> Publishing
=> Connections
=> Conventions
=> Site Discussion
-----------------------------
Archive
-----------------------------
=> RPG Theory
=> GNS Model Discussion
=> Indie Game Design
-----------------------------
Independent Game Forums
-----------------------------
=> Adept Press
=> Arkenstone Publishing
=> Beyond the Wire Productions
=> Black and Green Games
=> Bully Pulpit Games
=> Dark Omen Games
=> Dog Eared Designs
=> Eric J. Boyd Designs
=> Errant Knight Games
=> Galileo Games
=> glyphpress
=> Green Fairy Games
=> Half Meme Press
=> Incarnadine Press
=> lumpley games
=> Muse of Fire Games
=> ndp design
=> Night Sky Games
=> one.seven design
=> Robert Bohl Games
=> Stone Baby Games
=> These Are Our Games
=> Twisted Confessions
=> Universalis
=> Wild Hunt Studios
-----------------------------
Inactive Forums
-----------------------------
=> My Life With Master Playtest
=> Adamant Entertainment
=> Bob Goat Press
=> Burning Wheel
=> Cartoon Action Hour
=> Chimera Creative
=> CRN Games
=> Destroy All Games
=> Evilhat Productions
=> HeroQuest
=> Key 20 Publishing
=> Memento-Mori Theatricks
=> Mystic Ages Online
=> Orbit
=> Scattershot
=> Seraphim Guard
=> Wicked Press
=> Review Discussion
=> XIG Games
=> SimplePhrase Press
=> The Riddle of Steel
=> Random Order Creations
=> Forge Birthday Forum