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1401  Economy / Economics / Re: Economic Devastation on: November 29, 2015, 05:20:17 PM
Country was Finland and year 1992-1993 when banks called back the loans.
However I do not see banks calling back loans, all I see is Gov stepping in to clear the mess, Unless you can present us with specifics. I stand on my opinion that banks never never call back loans.

A wolf has teeth and has reportedly attacked people in the past, but I respect your opinion since you know the future.

I don't know the future, so I stay away from the wolf. My relatives were eaten, so perhaps that makes me a bit wary.
1402  Alternate cryptocurrencies / Altcoin Discussion / Re: Crypto Kingdom - 1991 Retro Virtual World(City) on: November 29, 2015, 04:51:20 PM
IC spending opportunity! HOOkahs, SHIsha, and TS161 silver coins at the old conversion rate!


Hello,

until otherwise announced (which will happen in 24-48 hours), all IC consumed now (command: CONSUME IC amount) will be manually parsed by admins to be converted to the following items:

If the total consumed by one command is divisible by 30 => 4*TS161 (12 CKS silver coin), 1*TS161 as tax to Town (per each 30IC consumed)
If the total consumed by one command is divisible by 23 => 1*HOO device required to consume SHI (per each 23IC consumed)
If the total consumed by one command is not divisible by either => 50*SHI (per each IC consumed)
If the total consumed by one command is divisible by both 23&30 => admin decides which one you get but not both

Back story. HM The King is an old friend of HIM The Shah, who sent a most elaborate Hookah as gift long time ago. The supply of consumable was consumed already in the ancient times though. He had learned of our misfortunes with health but also of our renewing desire to pursue Wisdom. He sent a convoy carrying a large amount of SHI and a few HOO as well, since he (correctly) identified that we can not make such devices with our imperfect skills in both glass and metal making.

The gift was originally intended for the King, but - lo and behold - We did not even have the required number of IC available to redeem it (since many ways to spend IC will soon surface)! The lot is now available as a public offering. Everyone can spend the amount of 23 IC to acquire an imported K5 item Hookah, after which it is possible to consume Wisdom substance SHIsha. The Shah says that in his country they smoke it as often as we do CAN, and it is made of the same stuff as CIG.

The offer is unlikely to repeat in the near future. Some say that SHI does not spoil but gets dry over decades though.
1403  Economy / Economics / Re: Economic Devastation on: November 29, 2015, 03:23:13 PM
Country was Finland and year 1992-1993
1404  Economy / Economics / Re: Economic Totalitarianism on: November 29, 2015, 10:34:33 AM
Even if the people have a vague understanding they are getting fucked, they still have their bread and circus to keep them from taking to the steets and lynching daddy warbucks.

I have little hope of ever getting off this damn merry go round.

Can't have a top to bottom society without sheep right? We have roles to play, people are content with there current reality and they will fight to the very end defending that.

Cryptokingdom.me is a top-to-bottom but no sheep.
1405  Economy / Economics / Re: Economic Devastation on: November 29, 2015, 10:29:51 AM
If the banks called back all the loans, there would not be enough money in the whole world to pay them. This is not academic exercise, this is a neutron bomb that they possess because they were able to bribe the politicians for centuries, and kill the ones that did not yield.

If QE is debt-based, it does not add a cent to the monetary base.

If it is "equity-based" (printing new money without corresponding obligation to pay back) then monetary base expands.

Central bank do 2 evils, which happen to be diametrically opposite to each other, yet both are evil.

The banks never never never never ever call back loans, they will give you more loans instead if you ask nicely. So imho even if QE is debt-based effectively monetary base expands because The banks will never never never never ever call back loans.

Bullshit. They do, when they have to, or when they are told to. And it destroys the economy. And it has happened in my lifetime with 0.3% of the country killed by suicides alone.

Try educating yourself.
1406  Alternate cryptocurrencies / Altcoin Discussion / Re: Crypto Kingdom - 1991 Retro Virtual World(City) on: November 29, 2015, 09:25:19 AM
According to the latest messengers, in Korea (where the Prince of Soul originally comes from), CAN is successfully used to treat health as well as wisdom. So we reaffirm that it has a health rating.
1407  Economy / Economics / Re: Economic Devastation on: November 28, 2015, 02:14:17 PM
If the banks called back all the loans, there would not be enough money in the whole world to pay them. This is not academic exercise, this is a neutron bomb that they possess because they were able to bribe the politicians for centuries, and kill the ones that did not yield.

If QE is debt-based, it does not add a cent to the monetary base.

If it is "equity-based" (printing new money without corresponding obligation to pay back) then monetary base expands.

Central bank do 2 evils, which happen to be diametrically opposite to each other, yet both are evil.
1408  Alternate cryptocurrencies / Altcoin Discussion / Re: Crypto Kingdom - 1991 Retro Virtual World(City) on: November 28, 2015, 01:35:39 PM
How could I convert IC to CKS? Is it still possible to convert IC to wine?

The duty paid module will allow "free conversion". But that's still some time away. Before that there will be short opportunities to convert IC (consume) to this and that, including wine and TS161 (12 CKS silver coins). At any one time, all IC consumed will be spent on the one thing, and then the thing will change. (A "clever" hack until we get the "directed consume").

At least one opportunity to convert 30*IC to 4*TS161 will be arranged before the price changes.
1409  Alternate cryptocurrencies / Altcoin Discussion / Re: Crypto Kingdom - 1991 Retro Virtual World(City) on: November 28, 2015, 12:13:26 PM
Year Change to 1616 (update 4)

- Building dividends fully paid

- New gold and silver coins created:
CR1615A - mintage 20, based on activity
CR1616A - will be distributed based on total exp so far, from virgin gold (mintage unknown yet)
CR1615E - (not exist; the market cannot bear too many of these coins as they are getting expensive)
CR1616E - mintage 16. For sale soon in Agora.
CS1615E - mintage 280. Will be dumped to the market in Agora same way as eg. SW3 is doing right now
CS1616E - mintage 20. Collectible.

Advance warning: silver conversion price is defined in terms of gold midprice. The current rate 1 IC = 2 CKS corresponds to 800,000 m/CKG. The next rate 1 IC = 1 CKS corresponds to 1,600,000 m/CKG. We have been over the midpoint already, especially in geometric terms. It is possible any time now, for silver conversion rate to reset to 1:1, making silver double as expensive as now, and when the rate is changed, it is unlikely to come back.

1410  Alternate cryptocurrencies / Altcoin Discussion / Re: Crypto Kingdom - 1991 Retro Virtual World(City) on: November 28, 2015, 07:08:46 AM
Quote
The last character still has 50 wisdom left but I'm pretty unsure what to do with that, or if it is even worth the money to try to do anything at all.

Wisdom substances have health as their side effect, and especially CAN is pretty prized now. When farming commoners, it is good to exercise restraint and take the hit rather than spend on stuff that is expensive yet does not have a material effect.

Your remaining health challenge is Brutal. Your overall health is Decent

Sure I be preparing funeral invitations?

As most people know by now, the scale for remainingHealthChallenge is Brutal - Severe - Significant - Moderate - Insignificant - None. Earlier it has been said that if you leave it at "Brutal", you will die in a few years. The other options keep you alive longer, and some have theoretized in IRC that the bulk of the range of outcomes maps to Brutal-Severe, and that getting it to anything else is actually finetuning.

The maximum health is 10,000 points and the new commoner's starting health is quite close to it. Commoner average lifespan is thought to be 45 years which means 30 years of health challenges. During this time the effect of challenges needs to be strong enough to reduce the health to zero. It also means 3% of the commoners should be dying annually (5% of the NPC are dying...)

The average strength of the challenge depends mainly on character's health, it does not depend on level for instance (the rich have better living conditions but also more stressful life with responsibilities). How you alleviate the challenge, is of course easier for the rich.

Everyone can sometimes get an easy challenge that you can reduce to zero or insignificant by consuming stuff like veg/meat, beer and can. These challenges are "cost-efficient" to reduce to none. The older you get, the more likely it is you get a Brutal challenge, which becomes very expensive to deal completely. So it might not be wise to even try.

It is by no means intentioned that everyone would be able to demolish their health challenge every year. The challenge mechanism is designed to make people die in the end.

Every my gamemaster/design decision of destroying stuff has been met with criticism. The earthquake of 1600 was. The plague was. The system that characters die, is the current one. (Even though 75% actually made their challenge to zero, meaning no aging at all this year.) Some have feared that the mortality will cause a large number of players to decide to abandon their character and when faced with the decision to "start over" or "quit", the scale turns to the latter, which could have been avoided by letting the Ancients play forever with their original character. This may certainly happen. But it is like pruning a tree - sometimes you have to cut (or allow the exit) of people who have lost the interest, or perhaps never had the interest to play (just to support the game to get started). The value of the game is proportional to its volume of playing (I believe). In the short term, people exiting lower the asset values, but if the volume of playing stays the same, the asset values get to the previous level quickly, making the dump a good buying opportunity from the hindsight. Also it allows the entry of new, burning players, at reduced rates. And I have to repeat that my current calculation based on 10+ managed characters is that the price you pay at the current scripts for keeping a 200+ year old character alive forever is $30 per month so this option is very much there for everyone interested!

Quote
There was one anomaly where I'm pretty sure the challenge dropped a level, I consumed some more stuff, and it went back up. Perhaps that is intended (overindulging), I'm not sure.

I'll check this one. I got a similar report. It is possible to recreate the effects so you don't need to do anything if you have already consumed "enough" and just feel that the UI text is parsed incorrectly.

The health challenge of 1615 ends 40 hours from now. It seems it is right now not even working properly, the consumes did not cause entries in the remainingHealthChallenge table. It is easy to fix, so please wait a few hours until it is fixed before consuming. We will test the health_challenge_change script after that so please everyone consume what you have to, until that deadline, and do NOT consume after that because likely the health benefit goes to dev_null yet your quota is reduced. Until I say 1616 is ready.
1411  Alternate cryptocurrencies / Altcoin Discussion / Re: Crypto Kingdom - 1991 Retro Virtual World(City) on: November 27, 2015, 02:31:03 PM
Coinshop gold coins prices updated

FINALLY - King's Coinshop is able to monetize all gold coins (150 items)! We have entered buy orders for 23 instances of each coin, starting at spot price, but some also higher. Since it is very rare that one owner would have more than 20 of a single year*, this practically means that it is possible to sell all your gold coins without slippage at any time!

Also all gold that Coinshop acquires, is listed for sale at ever-lowered markups. Consider for instance the second-oldest coin CR1418E, which admittedly is not rare, but is so old and affordable that it will sooner or later become the staple item in every collection, guaranteeing the steady appreciation: the markup is only 1.09 mil (19%) over spot gold price!! Similar offers abound, so it might make sense to load up on the best of these coins.

* Coins were granted to "new buyers" of gold in 1400-1599 so that each character could get max 20 coins per year, the rest being then "unallocated" and later became mainly HM02B100.

1412  Alternate cryptocurrencies / Altcoin Discussion / Re: Crypto Kingdom - 1991 Retro Virtual World(City) on: November 26, 2015, 04:03:06 PM
Coinshop has updated all bids and is now willing to buy any gold coin (GOC) for 1.0-1.3 mil/CKG. A great way to:
- quickly make some cash
- dump a huge amount of gold without changing the price (the fixed price bids total 8,940 CKG).

Soon also the coinshop asks will be updated. The challenge is to make a script that prices them correctly and is able to place the order for the right amount,  without the information how many units Coinshop has Wink
1413  Alternate cryptocurrencies / Altcoin Discussion / Re: Crypto Kingdom - 1991 Retro Virtual World(City) on: November 26, 2015, 03:03:53 PM
Quentin Moon's everything must go sale has progressed well, and he now feels confident that his affairs will be in order by the time of the impending health challenge. All gold coins have now sold, and Angus has picked up assorted bargains. :-)

For previous kindness, Quentin would like to donate some items to the prince-bishop. Is there a list of usernames to enable gifts?

Prince-Bishop is char 2.

Quote
Just two remaining items for sale:
1) A rare, ancient, and most elaborate gold medal (100 CKG) [GOO-48]
2) A desirable, very centrally located house on a 300 sqm plot (ripe for redevelopment) [1-N-H3]


Q

As for GOO-48, that is the Architecture Medal 5th place for the construction to the 1-C-A4 lot (winner: Casino CryptoKnight). 115 years old. I donated it, so am happy to get it back, or buy it at gold price (100mil), or even better it can be donated to the CryptoMuseum of SirJacket (char 31).

As for the lot, a few years ago 1-N was assigned Open-Air Museum, so new building is not possible. Royal House is always interested in 1-N so if no other bids come, you can ask Zechariah (char 36).
1414  Alternate cryptocurrencies / Altcoin Discussion / Re: Crypto Kingdom - 1991 Retro Virtual World(City) on: November 26, 2015, 01:20:12 PM
Zenon: SW3 (1616)

Zenon has not spent the last 10 years twiddling thumbs. After the mixed success of silver-infused vodka Silver Water I & II (1606), he has come up with a new formula. As previously, it is based on VOH, the only pure solvent existing in the whole Kingdom, and this time it is infused with all the goodness in the world: DOM, W1603A, W1600M, W1600, SW1, SW2, CLXII, LAG, RME and trace amounts of others are there. AYA and MUS have been infused for years to transit their properties. Different potencies of CAN extract have been tried to find the optimum base. Even the multi-decade ordeal of grinding a nearly 200 year old CR gold coin to dust has been included in this batch.

Zenon estimates that this enhanced and energetically balanced recipe of the spirits of historical heritage, ormus silver and gold, (energetic token amount only of the) best of wines including DOM with 20/20 rating, first and only of its kind, and wisdom extracts, will be significantly better overall health elixir than SW2. Since it has not been tried, there are as usual no guarantees.

The experiment as previously, became quite costly (the price of 10,000*CAN alone was 120 mil), and King has helped with most of the materials + all of the facilities. He will get 50% of the product, and the other 50% will be sold in the same fashion as Town was recently selling (periodical setting up asks lower than the previous).

(will be added to market soon)

1415  Economy / Economics / Re: Economic Totalitarianism on: November 26, 2015, 08:10:36 AM
So are you saying that those who were killed were just playacting to convince everyone around them that a terrorist attack went down? Or are you referring to past bombings?

This article seems to reveal that one famous "school shooting" was completely scripted acting.

On the face of it, it seems unbelievable that the locals who of course know the status of the school, would not speak out, but sadly the punishment for doing so is great, and "relief" money is flowing to the community. World is full of examples that complete bullshit is regarded as truth in official discourse and questioning it means instant ostracism or worse. Just observe the U.S. rhetoric or any country really, their actions are as justified by freedom as war is peace.

I contracted a friend to search out for killed Parisians, the criterion was Facebook profile with:
- name matching any official list
- posts ending the day of alleged death or right before
- condolences or any related posts to the timeline by friends.

To be fair, not everyone going to a rock concert uses Facebook, but the supermajority do. And the above is what happens to the profile if a person is killed. He claims to have found 10, but I haven't got the list&proof yet.
1416  Economy / Economics / Re: Economic Devastation on: November 26, 2015, 07:52:06 AM
I'd like to try (even though I won't accept your $1000 if you decide I win). The aforementioned mechanism would've been a monetary system based on the idea of inflationary quotes like the one issued after the 1929 crash in Austria during the Great Depression. The famous "Miracle of Wörgl", but with a twist. To remind to the reader a bit of history, the bill was issued by Michael Unterguggenberger and its success was based on the currency demurrage and the impact it had on the economy of Wörgl, a small town in Austria. For every bill to retain its value it had to be stamped every 1 month.

Now let's try this on steroids. Imagine a currency with the same properties but issued by the FED (or any other "FED") and its allies (aka: Banksters). Imagine it electronic and every month every single "coin" to lose some of its value if the people don't pay their tax. I believe we have a potential winner, for a far worse system like the one we have now, based on an (initially) pretty good idea. BUT, why this is happening? It's the same with government...

I don't believe the cashless all-fiat demurrage-tax system is at all worse than the one we currently have. Because:
- In Wörgl, it was successful
- Now, it would not be very successful because there is essentially no difference to a hyperinflation: people would choose to keep as little as possible cash in their accounts and invest in gold, silver, bitcoin, canned foods, anything, rather than cash. This is not even insidious if told in advance. The demurrage would hardly net more than the bank "service fees" now do. Even a small fee would wake up so many people (that even a 10% per year inflation did not)
- the taxation would at least in theory have a wider and fairer base, unlike currently where I used to pay up to 29% small-corp-tax (in Finland, for profit AND inflation, annually) and at the same time the multinationals pay no tax and actually get more subsidies than the small biz pay in taxes. So the current system is very evil, your proposal would be a step to right direction, unless supplemented with blatant exceptions to multinational accounts, and/or bans on holding/trading of any semi-monetary items, which kind of exceeds the scope of my assignment.

By the way, now is the time to log in to CK and do your health challenge, so that you stay in the game Smiley
1417  Alternate cryptocurrencies / Altcoin Discussion / Re: Crypto Kingdom Ultima Version Development Thread on: November 26, 2015, 06:29:22 AM
Duty Paid (3rd party module)


Background of IC

IC is an ingame imports currency, which is currently generated at a rate of 3000-4000 IC/year. For comparison, the IC generated and spent in the Ancient era (200 years) was about 50,000 IC. (In real-time, the difference is not so big since it would take about 100 days to generate 50,000 IC now, whereas the ancient era lasted only 140 days realtime.)

IC can come in 3 ways:
- New characters get personal IC after a few hours of playtime
- Many NPC types yield CUL, which always comes with half its amount in IC
- Residences and cultural institutions yield CUL (+IC).

The "gamemaster book value" of IC is 100,000 m. If rental income is diverted to CUL, solely to gain IC, the conversion efficiency is about 200,000 m/IC. IC is tradable and its price in the market has reached up to 500,000 m/IC due to scarcity. Now we have ended the scarcity, but are also expanding the uses of IC greatly.

Background of Items

Items have many attributes and will have even more when combined with Skills module (coming "soon" = months). The unifying characteristic is item level "K". The levels of items range from K1...K10, with the level in theory based on the IC cost of the item as follows:

K1 = 1 IC
K2 = 2-4 IC
K3 = 5-9 IC
K4 = 10-19 IC
K5 = 20-49 IC
K6 = 50-99 IC
K7 = 100-199 IC
K8 = 200-499 IC
K9 = 500-999 IC
K10 = 1000+ IC

There are many exceptions, however. Financial and other immaterial products are typically K0, regardless of their price. Material products (such as consumables) are K1 even if much cheaper than 1 IC equivalent. Products with embedded value (gold) get level only based on their remolding cost, not the price of gold. Backdated items cost more IC but the backdating does not increase their level. If level is to be assessed for an item that can not be converted, it is gamemaster decision. Historically some items got +1 level bonuses, and this may still happen as a promotion.

Item Parameters are (from Items table, can be populated with NEW command, API accessible with permission):
year <- current game year or any past year no older than 1600. Backdating adds to price in calculator)
level <- is calculated from the price IC (and other parameters/attributes)
name <- user specified, the listing name
itemType <- it_type_code for sorting, mandatory
ckg <- ckg contained
cks <- cks contained
stone <- stone contained
desc <- description of the item, mandatory
history <- stories of the item, perhaps to add flavor and resale value
specialNote <- if the item has encumbrance or other important info
adminNotes <- reserved
material <- code (for lookup), mandatory
colCode <- color code (for lookup), mandatory
repair <- always start at 1 (100%)
Attributes <- take value of 0...3, where 1=Attribute, 2=Most Attribute, 3=Very Attribute (upping by 1 typically doubles the price)
ancient <- always 0
elaborate
powerful
imported <- always 1 in this shop (range 0/1)
cultural
scientific
historical <- not used
royal <- King only
noble <- admin only
blessed <- church only
cursed <- church only
legendary <- (range 0/1) general population only
untradable <- (range 0/1) will appear in listing but cannot place bids/asks (currently does not work)

Duty Paid shop feature specification

Some might remember the time of AIC in March-2015 and the "AIC shop" in Google DB. With the help of calculators there, it was possible to add new rows to the Items tab. What we seek to do now is the same, in Ultima context.

The shop needs to have Ultima authentication. When the user is in, he sees item converters and can enter the values for the item attributes. Upon "calculate price", he gets to see the price in IC. Upon "convert", the item is NEWed (new line created to the DB) and 1 instance created to the owner. The IC is consumed.

Example: Imported Wig
"You know, we have not had wigs before, but they are in high fashion in France and the places where we get our influences from. So I want to buy one to join the ranks of the people who know how to dress."

Wig item type is (currently) GIP, "Personal Item". After this is selected, a simple questionnaire is given to the willing importer with the following fields:

year <- current game year or any past year no older than 1600. Backdating adds to price in calculator)
name <- user specified, the listing name
desc <- description of the item, mandatory
history <- stories of the item, perhaps to add flavor and resale value
specialNote <- if the item has encumbrance or other important info
Size of the Item   <- 1=small, 2=handheld, 3=tabletop, 4=large, 5=very large) this is not saved as such but will determine the price
material <- code (for lookup), mandatory
colCode <- color code (for lookup), mandatory
elaborate
powerful
cultural
scientific

The lookup fields must work with the looked_up (plaintext) display, but save the code.

Press "Calculate price"

Then the formula which I will supply will calculate the price in IC. In this case the wig is "tabletop" size and "elaborate" so costs 20 IC. They are not cheap! Most elaborate would be 50 IC..

Level <- is calculated from the price IC (and other parameters/attributes)

From here, it is still possible to edit the descriptions.

When it is ready, then ->"Create item" will:
- calculate the final price after possible changes
- try to consume the associated IC from the active_character
- if successful, NEW and CREATE the item.

Example: Imported Wine Store

Wines and silver are bulk products that can be directly converted for some time after their introduction. They are listed with fixed prices denominated in IC. There needs to be a script to bill the town tax (10,000 m/wine bottle) as well and it needs to work as one-click shopping.

Admin UI

Admin needs to be able to edit the products for sale in the fixed price section. This happens rather often. Also the pricing etc formulas in the other converters. This does not happen often.

1418  Alternate cryptocurrencies / Altcoin Discussion / Re: Crypto Kingdom - 1991 Retro Virtual World(City) on: November 26, 2015, 06:26:25 AM
3rd party development commission: Duty Paid IC shop

We need to get the IC->items conversion working. All the commands and methods are there already, but Wizard Dev PJ is fully resourced to core development including safeguarding the DB, doing "secret projects" such as Health (which includes information that only me, or not even me are allowed to see), and fixing bugs in the main gameplay interface, cryptokingdom.me.

So in the devthread, I will outline the Duty Paid module, the ingame shop for generating imported items. We (Town) are looking for dev for the project in a commercial deal. Check it out if interested.
1419  Alternate cryptocurrencies / Altcoin Discussion / Re: Crypto Kingdom - 1991 Retro Virtual World(City) on: November 26, 2015, 06:17:36 AM
Year Change to 1616 (update 3)

- NPC dividends paid (2 years, incl IC)

- Building dividends partly paid (about 4.6bil money for 2 years, but CUL+IC+SCI is not yet credited to owners)

- NPC salaries paid and land owners taxed

- New stuff in devthread: commands SPOIL and PROMOTE specified.

* It is likely that the spoilage of VEG+CAV and depopulation of NPC and horses will be able to start already in this year change. NPC and horses will also be able to be promoted. The exact promotion formulas are secret but they are based on real world. In US Military, 17% of the starting commissioned officers actually become colonels, but this does not mean that 17% of all officers are colonels because the promotion is reached only at the end of career, so the percentage of COL/(officers total) is more like 3%, as in here.

* NPC implementation does not include "age" so they die randomly without warning. Higher level NPC have more to spend on their health challenges (N9 = 7 mil per year(!)) so they have better chance to extend their age despite being older than entry-level NPC.

* It is likely that NPC will soon start to buy and consume products from the market, which will mean a much increased scripted activity to buy all kinds of products daily from the "ask", encouraging PC to keep the ask updated and compete ferociously Wink
1420  Alternate cryptocurrencies / Altcoin Discussion / Re: Crypto Kingdom Ultima Version Development Thread on: November 26, 2015, 06:04:06 AM
SPOIL item_id_or_item_type_id percentage_spoiled

The command is used to randomly destroy a percentage of instances of item_id_or_item_type_id.

validation active_character must be senior admin, else print "You do not have the permission to spoil (needed: senior admin)." and abort
if no percentage_spoiled is given, print "Command SPOIL syntax is 'SPOIL item_id_or_item_type_id percentage_spoiled'." and abort
if percentage_spoiled is not a positive integer between 1...99, print "Percentage to be spoiled must be a positive integer (which the system will divide by 100)." and abort
if item_id_or_item_type_id is not a valid item_id or item_type_id, print "No such item or item type." and abort

loop through all instances of the item(s) in question and assign each item an equal probability P=(percentage_spoiled / 100), eg. if percentage_spoiled = 33, then P=0.33 with the result that as n=>inf, the fraction of all instances destroyed tends to 33/100 of the original # of instances.
transfer the instances destroyed back to #5.
print "Spoil successful. instancesdestroyed items destroyed."

The random die roll must be done separately for each instance of the item. This command will be used for stuff like VEG with an average holding of 200-400 instances per character and percentage_spoiled=50. If it consumes too much resources, it needs to be threaded, or I may be able to give concession to the rule if the expected

User note: The command SPOIL is also used to kill NPC and animals, we skip the need for a KILL command (or the name can be saved for more troubled times Tongue ) SPOIL is the original "d100 kill roll"  Grin


PROMOTE item_id percentage_promoted promoted_to

The command is used to randomly mutate a percentage of instances of item_id to promoted_to.

validation active_character must be senior admin, else print "You do not have the permission to promote (needed: senior admin)." and abort
if no promoted_to is given, print "Command PROMOTE syntax is 'PROMOTE item_id percentage_promoted promoted_to'." and abort
if promoted_to is not a valid item_id, print "No such item to be promoted to." and abort
if percentage_promoted is not a positive integer between 1...99, print "Percentage to be promoted must be a positive integer (which the system will divide by 100)." and abort
if item_id is not a valid item_id, print "No such item." and abort

loop through all instances of the item in question and assign each item an equal probability P=(percentage_promoted / 100), eg. if percentage_promoted = 5, then P=0.05 with the result that each instance of the item has 5%=1/20 chance to be promoted.
transfer the instances of item_id that will be promoted, back to #5.
create 1 instance of promoted_to per each instance of item_id destroyed, to its original owner.

print "Spoil successful. instancespromoted items promoted."

The random die roll must be done separately for each instance of the item.


MERGE item_id percentage_remaining

The command is used to scale down the number of instances of an item proportionately for all owners.

validation active_character must be senior admin, else print "You do not have the permission to merge (needed: senior admin)." and abort
if no percentage_remaining is given, print "Command MERGE syntax is 'MERGE item_id percentage_remaining'." and abort
if percentage_remaining is not a positive integer between 1...99, print "Percentage remaining must be a positive integer." and abort
if item_id is not a valid item_id, print "No such item." and abort

calculate each character's holdings of item_id, multiply by percentage_remaining / 100. Everyone gets to keep this many items (always rounded down (floored) to nearest full item. The rest are destroyed and transferred to #5.

print "Merge successful."

Since this command floors the result, it should not be used when the items are of high value so that the lost fraction is significant. In these cases it is fairer to use the random_roll SPOIL command.
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