hehe, i was a little drunk last night and spoke hastily..
i was thinking about it today and i figured that there's a couple of ways we could set this up. this first method i think is the most effective because it allows us to set gold as the most expensive currency and work our way down. but then we have to deal with how these currencies are gained/spent/lost etc. another way, if they were all going to be currencies worth more than the value of gold, we could make them items in the database which cost a certain price of gold and could be sold back to other shops, etc.
but i still think that the simplest way is for us to define them the same way we define the gold value and make a formula of determining their worth in gold with whole numbers in prime ratios. so basically we would say this:
1 gold = 2 tyran (so 2 tyran is one gold, etc)
(we're going to cut out platinum just for the sake of these ratios.
so in the case that we are dealing with 1/2, 1/4, 1/5, and 1/10 ratios, we simply say that gold = 100 units of the currency/ the currency's worth value.
so for tyran, for example we would argue that gold = 100/2. stating that 100 tyran becomes 50 gold. this is a basic formula, but it'll keep the numbers simple and most importantly WHOLE. i'm too lazy to deal with decimal points; and im not much of a programmer. yet.
the reason we divide 100 by the gold worth is because we are exchanging 100 of the specified currency into gold.
in the case that we're dealing with the 1/3 and 1/6 ratio, we then say that we are going to exchange 90 of the specified currency into gold.
so we would argue that gold = 90/3 stating that 3 silver is equal to one gold.
the reason we use 90 instead of 100 is because 6 and 3 do not produce a whole number out of 100. in this case you would have change the amount of currency, or we could decide to round up/down. which i dont think is really necessary.
personally i think that you dont need to make it that complicated, and simply need to use the 1/2, 1/4, 1/5 and 1/10 ratios... and maybe a 1/20 ratio for that really worthless currency.
the other problem that we need to tackle is how we're first going to let the character view this information. and there are again, a few ways we can do this. the way i know you saw it was as a new addition to the party menu called "pouch". while i think that would look pretty cool,
we would have to rescript ourselves a party menu with that added menu item. or we could simply make the gold window scroll through the currencies when it is drawn in the party menu(which is hella cool). but, i think the best method (and the coolest) would be for us to make an item called "pouch" that brings up our pouch menu when used in the inventory. that way we only have to define the one window instead of adjusting the params of the original party menu to fit an extra selection.
the next major issue is deciding how the player can use these currencies, if he can use them to buy at certain shops that only accept the one kind of currency, (which involves a lot of code because we have to set the value of every item in every currency!) set up our shopkeeper so he either has all currencies or the specific one... Personally I think it might be easier to just say that every shop trades in gold. You might be in a different country where people pay you for work in their currency or the enemies there drop the currency... whatever you want. we just have to say, no matter how you get that money you can only buy things with it if you turn it into gold. and then we make a custom shop window to act as our currency exchange menu, which could be initialized by interacting with something like an ATM in a sci-fi setting or a banker in the more traditional fantasy setting.
i leave this part up to you to decide, i am going to opt for the simple steps in all of these situations. so we will be displaying additional currencies that we view through our pouch item in the inventory(a handy map of the world could also be scripted this way!), setting certain events/enemies/etc to give you the currencies and then make a menu for our banker NPC who would convert those currencies into gold so we can use the gold at shops.
at this point it isn't so much a currency exchange but a commodity exchange. once we establish this system we could set up modifiers
that adjust the conversion rates based on, say... how much currency you have exchanged. like maybe the more currency you
exchange, the higher the modifier, resulting in a better exchange rate.
we could even set limits for certain bankers, where if you have brought them a certain amount of currency type he'll say, "no i can't exchange that anymore". kind of like inflation, where because he's exchanged that money to the point that it isnt worth its weight in gold.
think it over, pick five more currencies besides tyran and we will go from there.
This post has been edited by mr_melee: Apr 15 2012, 12:32 PM