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matt-jordan avatar matt-jordan commented on July 28, 2024

Also, objects need value now.

from mud-backend.

matt-jordan avatar matt-jordan commented on July 28, 2024

Since we don't want to hand-craft a bunch of values onto things (booooring), let's do some maths:

  1. Objects have a base cost, say N gp
  2. Material has a factor cost associated with it.
  • Cloth: 1
  • Leather: 1.25
  • Hard leather: 1.5
  • Copper: 1.5
  • Iron: 1.75
  • Steel: 2
  1. Magic stuff is insanely expensive. It should be. It's freakin' magic, man.
  • Attribute modifier: x2 x (attribute modifier / 2)
  • Damage modifier: x2 x (max damage / 2)
  • Character attribute: x2 x (modifier / 10)

So Shandian Bianyuan would be 50 (base) x2 (steel) x2 (att1) x2 (att2) x2 x3 (dmg) => 2400 gp
Adventurer's ring would be 25 (base) x2 x2.5 (att1) x2 x2.5 (att2) x2 x2.5 (att3) => 3125 gp

Seems reasonable.

from mud-backend.

matt-jordan avatar matt-jordan commented on July 28, 2024

Hm. I'm fine with having currency be a 'thing' on a Character, as money is weird. But we also need to manipulate money as an object.

$ drop 50 gold

You drop 50 gold.

$ look
...
  gold (50)

The "(50)" should be something that doesn't matter, it just tells us how much is there. So you can do something like:

$ get gold
You pick up gold (50)

And:

$ get 0.gold

The best way to do this is to create the gold as an inanimate object. That makes it work like most other objects, and it will be saved, etc.

When you pick it up, we should convert it to currency. When you drop it, it should create a new Inanimate on the fly and generate it. (Or rather, we'll have a new factory that does that.)

Commands that should manipulate money:

  1. Put
  2. Get
  3. Drop

Obviously eventually we'll have 'give' and 'buy' and what-not, but that'll work for now.

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