Ambrosia Garden Archive
    • Workaround: Testing for money. Very close to working


      Ever said "Gee, if only we had a $xxxxxx operator?"
      This isnt nearly as nice as a cash test opperator, but it almost works, and I think it can be made to work well enough to allow missions to be given or suppressed for broke charachters.

      Misn 1: 100% avail from main spaceport. Inviso, Cant refuse. Apply pay on autoabort
      OnAccept: !b1 S2 A1
      Payval: -60000
      Misn 2: 0% avail Inviso, Autoaborts. Inviso, Cant refuse. Apply pay on autoabort
      Payval: 10000
      Cron 1:
      EnableOn !b1
      OnStart: b1
      Duration 1, Holdoffs 0
      If the player has more than 10k when they land, b1 is unset.
      If the player does not, b1 stays set.
      The bit-unsetting happens as soon as the player lands.
      The catch is that while misn 1 takes the 10k, and misn 2 gives it back, misn 2 doesnt run until AFTER THE PLAYER TAKES OFF again. So this means that the player will be 10k poorer while on the planet's surface, if they have 10k or more. Blargh.
      Also, for anyone testing this, nova has a credit count refresh bug, and the credits shown on the screen isnt updated until the player does something like take off or go to outfitters or whatever.
      Enjoy all. Anyone got any thoughts on how to make it fully working?
      -Az

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      (This message has been edited by Azratax2 (edited 01-31-2004).)

    • wait...you take away 60k, add 10k, and set b1 if unset. How does this test for 10k? And what is the purpose of the crön?

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    • Quote

      From the Nova Bible:
      PayVal What you get if you're successful and you return to ReturnStel
      0 or -1 No pay
      1 and up This number of credits
      -10128 to -10383 Clean legal record with the govt with
      this ID
      -20128 to -20383 Clean legal record with the govt with
      this ID, and all its allies
      -30128 to -30383 Clean legal record with the govt with
      this ID, and all its classmates
      -40001 to -40099 Take away this % of the playerŐs cash
      (-40001 = 1%, -40002 = 2%, etc.)
      -50000 and down Take away this number of credits at mission
      start (-50000 = 0, -50001 = 1, etc.)

      I don't know the answer to those other questions, though.

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    • Well, you're just losing and then regaining 10k, are you not? Wait...what happens if I don't have 10k?

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    • Quote

      Originally posted by orcaloverbri9:
      **what happens if I don't have 10k?

      **

      Misn 1 doesnt run, the bit set by the cron isnt unset, and your credits are left unchanged.
      So whenever you are on a planet and b1 is set, you must have hade less than 10k when you landed.
      -Az

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    • So what's the purpose of the crön?

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    • Quote

      Originally posted by orcaloverbri9:
      **So what's the purpose of the crön?

      **

      **I'm assuming he's trying to find some kind of basic system for $xxxxx operations- it might not necessarily be for any particular mission, but instead it might be the groundwork for a system that can be applied anywhere (albeit in limited form, I'd imagine, given the complexity)...

      _bomb

      **

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    • Quote

      Originally posted by orcaloverbri9:
      **So what's the purpose of the crön?

      **

      Without the cron, how do you know wheather the two missions have fired? My idea is for these two missions to go off WHENEVER the player lands. They would be set such that 10k or however much money we choose would be the broke-ness cutoff. If the player had less than that, the bit would be set while on the planet's surface, and the appropriate changes in missions/etc made.
      -Az

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    • This is totally awsome. Have you tested it? Does it work consistently?

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    • Quote

      Originally posted by Masamune:
      **This is totally awsome. Have you tested it? Does it work consistently?

      **

      Yes and yes, with the exception opf the problem I described.
      -Az

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    • I'm not sure about this.

      When would you want this system as opposed to, say, just checking as and when you were interested?

      For example, I can see why you would want to chuck somebody out of the outfitters if they didn't have any cash ("Sorry mate, you come in 'ere if you ain't buying"), but you wouldn't want to do this all the time because it would become annoying very quickly.

      Likewise, if you wanted to prevent a player who was too poor from landing on a planet, you would just make the landing fee 10,000 credits and give him 9,800 credits when he touched down (actually, there are quite a lot of countries that you make you exchange x amount of currency every day). But you would only want this to apply to some planets.

      I suppose I'm more interested in finding bespoke answers to particular plot problems, rather than creating systems which force the game engine to keep checking, thereby slowing down play on older machines.

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    • While the system would be checking every time you land, there is nothing that says it must be acted on every time. The check itself does slow down slow machines, but I've found it's miniscule, and not really worth worrying about.

      While the "Too poor, get out 'o 'ere" would be kind of funny, that's not the purpose to which Az (and me, since I've talked to him elsewhere about this) is shooting, and it can be very plotline-solution oriented. What I want to use it for are for things like loan sharks- they see you are down on your luck, and then start offering loans to you in the outfitters or whatever. There are also certain desperation-type missions where it would be really nice to know if the player is broke- the idea being that the player wouldn't in their right mind even think of doing this stuff. Last, SS is going to have a more complicated finance system, and I don't want make loans available to broke players (unless their credit rating is sky-high!). For SS in particular, buying a new ship is a rare ordeal, and it's pretty easy to not be able to afford even a shuttlecraft equivalent if you have to bail, making emergency missions to get you flying again important.

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      ~Charlie
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    • Quote

      Originally posted by Martin Turner:
      **When would you want this system as opposed to, say, just checking as and when you were interested?
      **

      Because in a system as Masa described, where mission (desperation mission) availability depends on cash supply, you ARE interested everytime the player touches down on a planet, because that's when mission availaiblity is determined.

      Quote

      Originally posted by Martin Turner:
      **
      I'm more interested in finding bespoke answers to particular plot problems
      **

      Me too. If this didnt answer plot problems, i wouldnt be proposing it. If you dont have a use for it, by all means dont use it, but I have talked to more than one developer who for on plot or system aspect or another, needed a cash test. It is obviously possible to modify this system sothat it only runs at certain points in the plotline, when a spesific cash test is needed, but I was directly targeting this workaround at Masamune's desperation mission problem. Another developer aslo wanted this for an Escort #7 implementation. Also, if nothing else, we could use this to flavor text.
      It's all about making the setting hang together more. It always bugged me in the nova setting how, say, the escape pod text talked about me working deadend jobs, while I owned 10 mil credits, and so on. Masa and I like making nova more RP like which means a more responsive setting.
      -Az

      ------------------
      It is here. EVNEW Public Beta (url="http://"http://www.aznt.com/EVN/EVNEW")www.aznt.com/EVN/EVNEW(/url)
      Stuffit is a piece of .sit.

      (This message has been edited by Azratax2 (edited 02-01-2004).)