New game - code advice regarding Wealth/Currency


#1

Hello all

I am new to choicescript, and have begun writing a game, I am focusing on getting a solid code base before I write too much. But have a great outlined idea for a story.

I want to use currency as gold and silver… might add bronze lateron if needed.
I have this in my stats file:
*label wealth_regulater
*if (Silver >= 100)
*set Silver -100
*set Gold +1
*if (Silver >= 100)
*goto wealth_regulater

it seems to work when I add silver, it regulates to gold upon reaching 100 silver.
my question is, do any of you have any experience with multilevel currency?
and what problems might occur.
how would you solve it, if I have for instance, 3 gold, 5 silver. and have to buy something for 10 silver?
My own idea for this, is to have a *choice at the bottom of the stats file, where the player could manually convert gold to silver, but as it cannot be above 100 with my current code, I don’t know how to work around that.

at a shop, I want to use the *selectableif, so the player needs to have enough currency in total, but again, if the player only have 5 silver and needs 10, but have enough gold to cover the expense, how could this be coded?

I hope some of you have a few nuggets of advice for someone new to coding =)


#2

I have just created a quick inventory, as follows.


What would you like to buy?

*choice
	*if (dagger=0)
		*if not (sword=1) or (warhammer=1)
			*selectable_if (Silver >= 5) #A Dagger for 5 Silver
				*set silver -5
				You have purchased a Dagger
				*set dagger 1
				*goto merchant
	*if (sword=0)
		*if not (warhammer=1)
			*selectable_if (Silver >= 50) #A Sword for 50 Silver
				*set silver -50
				You have purchased a Sword
				*set sword 1
				*goto merchant
	*if (warhammer=0)
		*selectable_if (Silver >= 100) #A Warhammer for 1 Gold
			*set silver -100
			You have purchased a Warhammer
			*set warhammer 1
			*goto merchant

I have the inventory in the stats file, which auto-deletes lesser items.


*choice
	#View Inventory
		*goto inventory

*label inventory
*if (sword=1) or (warhammer=1)
	*set dagger 0
*if (warhammer=1)
	*set sword 0

[b]Wealth:[/b]
*line_break
${gold} [i]Gold[/i]  &  
${silver} [i]Silver[/i] 
*line_break

[b]Inventory[/b]
*if (dagger=1)
	Dagger
*if (sword=1)
	Sword
*if (warhammer=1)
	Warhammer

My idea with this is that certain situation will require a weapon, for instance if it requires a sword, it will be selectable if sword or greater is in the inventory (set to 1).
Do any of you fine people have a better idea? or input for this one?

PS.: if anyone has any cleanup advice in regard to my code, it would be much appreciated. As I have stated, my first encounter with ChoiceScript was yesterday.


#3

Could you just track the wealth in silver, codeside? So it’s always 305 silver in your example.

However when the player wants the wealth displayed, have a separate variable that’ll do a temporary conversion for them? I’m not sure since I’ve never done a money system myself. Do any of the other games use money?

I don’t think you can set choices on the stats screen.


#4

This how I would approach it.


*label shop
What would you like to buy?
*choice
 #Dagger 5sp
  *set cost 5
  *gosub convert
 #Sword 1gp
  *set cost 100
  *gosub convert

*label convert
*if (gold=1)
 *set silver +100
 *set gold -1
 *goto convert
*if (cost=>silver)
 *set silver -cost
 *gosub conv_so
*else
 Sorry you do not have enough coin
 *gosub conv_so
 *return

*label conv_so
*if (silver=100)
 *set silver -100
 *set gold +1
 *goto conv_so
 *return
*else
 *return

Have not tested but should work.


#5

@FairyGodfeather
interesting idea, it would simplify it in the aspect of shopping. but I am not quite sure how to do a temp. conversion for the display in stats.

Several games use currency, but I haven’t seen any that uses it in multiple levels. the ones I have seen all use “Gold”, as the only one, which is quite simple to do.

However, I feel that I can add more depth to the currency system with it being in both gold and silver.

I will try to look into the whole *temp thing, it does sound very promising, and something I hadn’t thought of myself.

Thank you for the input, and if you have any ideas on how to do it, it would be much appreciated.


#6

@lordirishdas

Very nice, I will give it a go =)


#7

Your welcome, hope it helps. Of course this is just rough codeoff the top of my head. I am sure it can be refined or written better.


#8

I’d think using silver as the only real variable is really simplifying you’re job for currency, without devaluing your gold & silver depth. Plus, you’re using base 10, so it’s simple enough to do, I believe.

Your regulater (sic) is pretty good, and you can retool it to simplify coding.

E.G.

choicescript_stats.txt


*temp gold
*label wealth_regulator
*if silver>99
  *set silver - 100
  *set gold + 1
  *goto wealth_regulator
  *comment
*if silver<100
  *goto finished
  *comment Sorry about this bit of code. Vanilla forums hates us all equally.
*label finished
*comment Since you're using levels of currency, I'd recommend opting out of a stat chart for currency - it looks a little funny in my head.

Gold: ${gold} Silver: ${silver}

*comment Side by side makes sense to me, as opposed to Gold on one line, and Silver on the one beneath it. They serve the same purpose, why be on separate lines.

Shop Idea?


*set silver 150
"Lookin' to buy iron or steel?"

*choice
  *selectable_if (silver>50) #Iron Sword - 50 Silver
    The man takes 50 of silver coin. 
    You receive an Iron Sword in return.
    *set silver - 50

  *selectable_if (silver>150) #Steel Sword - 1 Gold and 50 Silver
    You give the man a gold coin and 50 of it's silver cousins.

    He gives you a Steel sword in return.
    *set silver - 150
    *comment Players should believe that it's taken away 1 Gold and 50 Silver, but really it's taken away just 150 silver. The wealth_regulator will still show that it's taken 1 Gold though.

  #Nevermind. I should save my coin.
    You decide to leave empty-handed, but purse-full.

For future reference, try not to double-post while your Edit button is available and if you’d prefer to type out codeboxes, use the tags < pre > and < /pre >, removing the spaces.


#9

I’ve thought of doing this before but thought it wasnt the smartest move later on, mine would of looked something like this.


*label countup
*if (bronze >= 100)
  *set bronze - 100
  *set silver ++
  *goto countup

*if (silver >= 100)
  *set silver - 100
  *set gold ++
  *goto countup

You have ${bronze} Bronze, ${silver} Silver, and ${gold} Gold.

I may have overlooked some stuff, but I would of put mine in the choicescript_stats but everytime someone got money in the game I would copy and paste the converting part over, so it doesnt have any errors.

Edit: And Damn Cad beat me to it :confused:


#10

You may be able to use the modulo operator to simplify all these even more: http://en.wikipedia.org/wiki/Modulo_operation

“You can also use the modulo operator “%” to calculate the remainder after taking a division. Modulo is pretty weird, but it’s has two particularly interesting uses. First, you can check whether a number X is evenly divisible by a number Y by checking whether X % Y = 0. Second, you can use it to get the fractional part of a number X, the stuff that comes after the decimal point, by calculating X % 1. For example, 3.14 % 1 = 0.14.”

  • Advanced Choicescript Guide

#11

@CJW could you provide an example of how that can be used? It’s melting my brain currently looking at it. How could you use it in the example to convert gold into silver?


#12

@FairyGodfeather, I tried to figure it out, too. All I could get out of it was that, if you have 563 silver, you could *set silver % 100 and it would end up being 63 silver. I don’t know how to translate that removed 500 into 5 gold.


#13

@Caddmuss I already read that. :slight_smile: Actually I read it when I was trying to work out how best to help earlier but I couldn’t make head nor tail of it. My brain’s being math stupid today.


#14

Ooh, I just figured out a random idea for this if you’re doing the multi-level currency!


Whilst traveling through the wood, a band of thieves emerge from the brush.

"Hand over your coin purse, or die."

No way to defend yourself, you toss over the small pouch of currency.

The leader pockets all your gold before tossing you pack a still partly filled sack.

"Have a drink on me when you get out of the forest," he smirks.

*set silver % 100

It’s just off the top of my head, but at least I can think of a use for modulo operations now.


#15

Um. Not sure if this is precisely right. I was fiddling with the tester though and it kind of seems to work.

In this case I’m using wealth as the variable for how much money you have. It’s in silver. I’m using the silver and gold variables just to display to the player how much cash they have and calculating it off their wealth stat.


*create wealth
*create gold
*create silver

*set wealth 281

*set silver wealth
*set silver % 100

*set gold wealth-silver
*set gold gold/100


Wealth: ${wealth}
Gold: ${gold}
Silver: ${silver}


#16

Thank you very much all, I have gotten it to work beautifully, now I just need to make an inventory system =)
Here is my final product.


*choice
	#Let's go shopping.
		*gosub merchant
	#I'll just quit now
		*finish

*label merchant

*set converter_1 true

*label converter_1
*if (converter_1 = true)
*if (Silver >= 100)
	*set Silver -100
	*set Gold +1
*if (Silver >= 100)
	*goto converter_1


You currently have: ${gold}Gold and ${silver}Silver

*set converter_1 false

*label converter_2
*if (Gold >= 1)
	*set Silver +100
	*set Gold -1
*if (Gold >= 1)
	*goto converter_2

What would you like to buy?

*choice
	*selectable_if (Silver >= 5) #A Dagger for 5 Silver
		*set silver -5
		You have purchased a Dagger
		*goto merchant

	*selectable_if (Silver >= 100) #A Sword for 1 Gold
		*set silver -100
		You have purchased a Sword
		*goto merchant

	#I which to venture forth
		*return

I have kept this in my stats aswell, it always shows the correct amount in gold and silver, even when shopping.


*label wealth_regulater
*if (Silver >= 100)
	*set Silver -100
	*set Gold +1
*if (Silver >= 100)
	*goto wealth_regulater

Any adjustment advice?
Or general advice regarding inventory management?


#17

I have a 8 slot inventory coded but it’s pretty advanced but ill post it for you.


\*create pocketspace
\*set pocketspace 0
\*create backpackspace
\*set backpackspace 0
\*label inventory

\*line_break
\*if (backpackslot1 != "Empty")
  \*set pocketspace + 1
\*if (backpackslot2 != "Empty")
  \*set pocketspace + 1
\*if (backpackslot3 != "Empty")
  \*set backpackspace + 1
\*if (backpackslot4 != "Empty")
  \*set backpackspace + 1
\*if (backpackslot5 != "Empty")
  \*set backpackspace + 1
\*if (backpackslot6 != "Empty")
  \*set backpackspace + 1
\*if (backpackslot7 != "Empty")
  \*set backpackspace + 1
\*if (backpackslot8 != "Empty")
  \*set backpackspace + 1
  \*line_break

\*if ((backpack) and ((pocketspace = 0) and (backpackspace = 0)))
  You do not carry anything with you.
  \*fake_choice
    #Go Back
      \*goto_scene choicescript_stats

\*if (backpack) and (pocketspace >= 1)
  ----------Pocket----------
  \*line_break
  Pocket Space: ${pocketspace}/2

\*if (backpack) and (backpackspace >= 1)
  ----------Backpack----------
  \*line_break
  Backpack Space: ${backpackspace}/6

\*if (pocketspace > 0)
  \*fake_choice
    \*if (backpackslot1 != "Empty")
      #${backpackslot1}
        You open up your pack to grab your ${backpackslot1}...
        
        Now the question is what to do with it?
        \*fake_choice
          \*if (backpackslot1 = "Meal")
            #Eat ${backpackslot1}
              \*if (hunger = 0)
                Your not hungry!
                \*goto display
              \*if (hunger >= 1)
                \*set hunger - 1
                \*set backpackslot1 "Empty"
                \*goto display
          #Discard ${backpackslot1}
            \*set backpackslot1 "Empty"
            \*goto display
          #Back
            \*goto display
    \*if (backpackslot2 != "Empty")
      #${backpackslot2}
        You open up your pack to grab your ${backpackslot2}...
        
        Now the question is what to do with it?
        \*fake_choice
          \*if (backpackslot2 = "Meal")
            #Eat ${backpackslot2}
              \*if (hunger = 0)
                Your not hungry!
                \*goto display
              \*if (hunger >= 1)
                \*set hunger - 1
                \*set backpackslot2 "Empty"
                \*goto display
          #Discard ${backpackslot2}
            \*set backpackslot2 "Empty"
            \*goto display
          #Back
            \*goto display
    \*if (backpackslot3 != "Empty")
      #${backpackslot3}
        You open up your pack to grab your ${backpackslot3}...
        
        Now the question is what to do with it?
        \*fake_choice
          \*if (backpackslot3 = "Meal")
            #Eat ${backpackslot3}
              \*if (hunger = 0)
                Your not hungry!
                \*goto display
              \*if (hunger >= 1)
                \*set hunger - 1
                \*set backpackslot3 "Empty"
                \*goto display
          #Discard ${backpackslot3}
            \*set backpackslot3 "Empty"
            \*goto display
          #Back
            \*goto display
    \*if (backpackslot4 != "Empty") and (age >= 11)
      #${backpackslot4}
        You open up your pack to grab your ${backpackslot4}...
        
        Now the question is what to do with it?
        \*fake_choice
          \*if (backpackslot4 = "Meal")
            #Eat ${backpackslot4}
              \*if (hunger = 0)
                Your not hungry!
                \*goto display
              \*if (hunger >= 1)
                \*set hunger - 1
                \*set backpackslot4 "Empty"
                \*goto display
          #Discard ${backpackslot4}
            \*set backpackslot4 "Empty"
            \*goto display
          #Back
            \*goto display
    \*if (backpackslot5 != "Empty") and (age >= 11)
      #${backpackslot5}
        You open up your pack to grab your ${backpackslot5}...
        
        Now the question is what to do with it?
        \*fake_choice
          \*if (backpackslot5 = "Meal")
            #Eat ${backpackslot5}
              \*if (hunger = 0)
                Your not hungry!
                \*goto display
              \*if (hunger >= 1)
                \*set hunger - 1
                \*set backpackslot5 "Empty"
                \*goto display
          #Discard ${backpackslot5}
            \*set backpackslot5 "Empty"
            \*goto display
          #Back
            \*goto display
    \*if (backpackslot6 != "Empty") and (age >= 11)
      #${backpackslot6}
        You open up your pack to grab your ${backpackslot6}...
        
        Now the question is what to do with it?
        \*fake_choice
          \*if (backpackslot6 = "Meal")
            #Eat ${backpackslot6}
              \*if (hunger = 0)
                Your not hungry!
                \*goto display
              \*if (hunger >= 1)
                \*set hunger - 1
                \*set backpackslot6 "Empty"
                \*goto display
          #Discard ${backpackslot6}
            \*set backpackslot6 "Empty"
            \*goto display
          #Back
            \*goto display
    \*if (backpackslot7 != "Empty") and (age >= 11)
      #${backpackslot7}
        You open up your pack to grab your ${backpackslot7}...
        
        Now the question is what to do with it?
        \*fake_choice
          \*if (backpackslot7 = "Meal")
            #Eat ${backpackslot7}
              \*if (hunger = 0)
                Your not hungry!
                \*goto display
              \*if (hunger >= 1)
                \*set hunger - 1
                \*set backpackslot7 "Empty"
                \*goto display
          #Discard ${backpackslot7}
            \*set backpackslot7 "Empty"
            \*goto display
          #Back
            \*goto display
    \*if (backpackslot8 != "Empty") and (age >= 11)
      #${backpackslot8}
        You open up your pack to grab your ${backpackslot8}...
        
        Now the question is what to do with it?
        \*fake_choice
          \*if (backpackslot8 = "Meal")
            #Eat ${backpackslot8}
              \*if (hunger = 0)
                Your not hungry!
                \*goto display
              \*if (hunger >= 1)
                \*set hunger - 1
                \*set backpackslot8 "Empty"
                \*goto display
          #Discard ${backpackslot8}
            \*set backpackslot8 "Empty"
            \*goto display
          #Back
            \*goto display

#18

@2Ton
it looks very nice, thank you very much =) I might use it, or rather some of it =)
Very much appreciated =)


#19

@dinosw yah there is some stuff you will need to edit but it should be decent enough.


#20

@FairyGodFeather @Caddmuss @dinosw

Sorry I didn’t have time to back up that up with an example, if I’m not to late, I was thinking something like this:


*temp gold 1
*temp silver 1523
*temp bronze 10

*set silver (silver + (bronze / 100))
*set bronze (bronze % 100)
*set gold (gold + (silver / 100))
*set silver (silver % 100)

You have: ${gold} gold, ${silver} silver, ${bronze} bronze

I just threw that together quickly, but it should be right.
Assuming that 100 bronze is 1 silver and 100 silver is 1 gold.