In response to Ease
Well going by 10's is easier and less confusing....easy to rember.....


But the historical Pirate way is cool and fun......but confusing and hard.....


Its about equal.......do a poll or something.....



Well...wait...if this is going to be a strict(not to strict) roleplaying game....then go with the real money system.
In response to Nave
It's not really going to be true roleplaying at all. You play the role of a Pirate, but you won't be literally RPing. With the historical way it has the added bonus that players will have to concentrate, and will be careful about making deals. It would also force them to read the help file. But innocent noobies could be tricked. I think we should have a poll.

Old and Complex, or New and Simple?

[EDIT]Screenshots are now up on the site![/color]

~Ease~
In response to Ease
How should I save the ships? At the moment, when a player logs off it saves his character, but his boats remain there, and disappear when the world is shutdown. When he logs back on they don't exist any more, unless the game has been kept running. In which case, he ships clog up the world.

How can I get it to save and delete all of his ships when he logs off? And replace them when he logs back on? What should I do if someone happens to be in the ships position when he logs on? Also, in a dock, the spaces are listed, and if you are docked there you are put on the list, so that when incoming ships come they are put in empty spaces. If you log out whilst in a dock, and then log back in it might mess-up the system.

~Ease~
In response to Ease
Ease wrote:
How should I save the ships? At the moment, when a player logs off it saves his character, but his boats remain there, and disappear when the world is shutdown. When he logs back on they don't exist any more, unless the game has been kept running. In which case, he ships clog up the world.

How can I get it to save and delete all of his ships when he logs off? And replace them when he logs back on? What should I do if someone happens to be in the ships position when he logs on? Also, in a dock, the spaces are listed, and if you are docked there you are put on the list, so that when incoming ships come they are put in empty spaces. If you log out whilst in a dock, and then log back in it might mess-up the system.

~Ease~

Well you could add a reference varaible too the player to have linked too the ships. Then have that reference variable saved. Just make sure u dont code a saving bug. Or ur save file could get 30 MB fast.
In response to Green Lime
How would I go about doing that? Sorry, I am very weak in the saving area of coding. What exactly is a reference variable?

~Ease~
In response to Ease
"Reference variable"? Nice invented term there. =)

I think he's basically saying to save the ship in the player's savefile. Easiest way to do that is to give players a var that references their ships, so it will be saved with them.

If you want to make a var that references an object but you don't want to have it save that object as well, make the var "tmp": e.g. var/tmp/atom/A
In response to Ease
It's a variable that holds a reference to another object. For example:

mob
var/ship/myship


When you buy a boat, set buyer.myship = ship_bought.

Alternatively, you could use a list (especially useful if you own multiple ships). Then just add the ship to the list.

This can get very hinky though. If you forget to delete the ship after the mob logs out, you'll get a double when they log back in. I personally would just use seperate savefiles for the boats, using unique IDs.

You'll need a global variable, and a global savefile.
var/shipnums = 0 //no ships owned by default

world
New()
..()
var/savefile/F = new("global.sav")
F["shipnums"]>>shipnums
if(isnull(shipnums))
shipnums = 0

Del()
var/savefile/F = new("global.sav")
F["shipnums"]<<shipnums


You'll also need to give each boat an id variable, and a save proc for easy saving:

boat
var/id = 0 //default to not owned
proc
save()
if(id) //don't save non-bought ships
var/savefile/F = new("ships/[id].sav")
F<<src


The id variable works for multiple things. If a boat has no id, then it is not owned. It also, more or less, tells you how many boats are in the game.

Each mob needs a list which will hold the num2text of the boat ids that they own. When a player logs out, go through the world (or even better, keep a temp list of boats in the world) and check their ids. If their ids are in the mob's list of ids, save and delete them.
In response to sapphiremagus
I understand both of them, and almost all of how to do them, except for when the player lgos on. How can you recreate the ships either in his list, or in the savefile? Would I do:

var/mob/ship/B
for(B in shiplist)
new B()


for the first, and for the second option I have no idea whatsoever! Thank you for your help so far though!

~Ease~
In response to Ease
Actually, for the first option you do nothing. The act of being read from a save file will recreate it. You would have to override the Read() and Write() procs of the boats to save the location information though.

For the second, simply go through the list of ids.
for(var/_id in ships)
var/savefile/F = new("[_id].sav")
var/boat/B = new() //make a default boat
F >> B //Load the savefile into the boat.
In response to Ease
What, exactly, is even the point of having different types of money, if they're all exactly the same thing? If 8 silver pieces equals 1 piece of eight... what's the point? A more cluttered interface? Just use pieces of eight (they're cooler), and if you really want a different currency, then have an entirely seperate economy for it.
In response to Garthor
I didn't make up the currency :P It's the true currency that the Pirates and people of the Caribbean used. I thought that people may prefer to use the proper currency; it might make it a bit more interesting.

~Ease~
In response to sapphiremagus
Thank you eternally sapphire! You have most definately earned a big mention in my credits (if you don't object!). Now when a player logs out all of his ships disappear. When he logs back on they all come back. If one comes back to a Port which is already full it is moved to just outside the Port, so as not to mess up the system. It all works great! Thank you!

~Ease~
The saving and loading system is now 100% complete. You can now walk about on land, sail the sea in three different ships; Rark, Sloop and Schooner, which all match their historical bases (the icons aren't excellent, but I think they are pretty good for someone lacking as much artistic skills as I am!) I have finished the crew system design, and just have to code it in. The "around the world" map is also finished. A screenshot of the 3 ships is soon to be updated to the site (unfortunately the server is down at the moment!).

I still need people to vote on the currency though. Which would you prefer? The old, true currency that the Pirates used, which is rather complicated (see website : http://www.freewebs.com/gokuss4neo) or a new, simple currency?

~Ease~
In response to Ease
hey, could I help out with this game, I was just thinking about making a pirate game. I am a good coder and could work on your website.
In response to Ease
Actually, no, it won't. It'll just mean people will have to divide or multiply to find out how much money they ACTUALLY have.

For example: on a scale of 1 to 100,000, you rate 29 sets of 8, 17 sets of 19, and 2 sets of 1.
In response to Spire8989
Unfortunately I have no need for a coder. All of the hard stuff has been done by either myself, Wanabe (thank you for the battle system! I owe you one Wanabe) or with help from the forum. My website - although it needs work, I don't really need a web-site. I only put it up to display screenshots and the currency.

What I do need, however, is an icon artist and a host. I have my own icons, but as you can probably see they are rather pathetic.

~Ease~
In response to Ease
I now have a problem with something that I missed in the design stages. When a boat goes into harbour, the captain (a mob) gets out and can wander about on land. This is fine if they only have one boat. But, I am allowing them to have up to 8. While they are out at see they can click a HUD icon of their other ship, and will gain control over it. However, your character (the mob, and captain of the last ship) is still in the other ship. It would seem a bit stupid if he was moved over when you switched ships. But when they come into harbour, what should happen? They have no captain in the way of a mob, just a theoretical one (and you :P), so what should I do?

~Ease~
In response to Garthor
Damn people.

HE IS MAKEING A PIRAT GAME!

Finally someone is making a orgiginal game, is doing research about the currency the real pirats used and you all start nagging "its to difficult and confuzing"

Maybe you sould consider the fact that a "difficult to understand" currency give the meaning of exp a other meaning than stupid numbers?

Keep it difficult!

Good luck on the game, hope it will turn out great!!

In response to Ease
darn, can't do either of those :P
In response to Fint
Thanks Fint! I'm having a major design problem though, I can't figure out how to get around the problem I talked about in my second reply called "Port Problem". It's been bugging me all day!

~Ease~
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