Damaja

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Publish 57
Ultima Expansion
Endless Journey
Hi everyone
Old UO player, New here looking to make a personal server. There is something specific I am wanting to do and after spending a few hours on the forum, Discord and poking around the code I can't find any info specific to what I am trying to do.

Is there a way to limit the overall amount of gold in the game?
Essentially give the server a Gold supply cap ?
 
Everything is possible, not everything is by default, that being said, this is possible but requires editing the scripts!
 
Quite possible but would require edits in several places to work

You're mainly looking at lootpacks, vendors selling & buying, vendor stones if you use them, and champion gold after they die

Odd ends to tie up would like a player dropping gold on the ground, it deletes with their corpse, deletes with mob corpse, deletes on house drop, player vendor delete, etc, etc.

Difficult to debug when that gold cap value starts dropping and not going back up

EDIT: Actually most of those can be solved with an OnDelete method in Gold.cs
 
Quite possible but would require edits in several places to work

You're mainly looking at lootpacks, vendors selling & buying, vendor stones if you use them, and champion gold after they die

Odd ends to tie up would like a player dropping gold on the ground, it deletes with their corpse, deletes with mob corpse, deletes on house drop, player vendor delete, etc, etc.

Difficult to debug when that gold cap value starts dropping and not going back up

EDIT: Actually most of those can be solved with an OnDelete method in Gold.cs
Thank you, I appreciate the reply. I am going to attempt this as it will be the main feature of my shard. I was also thinking that corpses etc would never decay.
 
@zerodowned I was thinking the same, could have it update and check in the gold constructor and _deconstruct, though with gold tied into many systems, there could be edge cases that this would have issues! Worth testing as the idea of only having finite resources is appealing! Supply and demand! ;)
 
@zerodowned I was thinking the same, could have it update and check in the gold constructor and _deconstruct, though with gold tied into many systems, there could be edge cases that this would have issues! Worth testing as the idea of only having finite resources is appealing! Supply and demand! ;)
Bingo.
I actually want to go a little more in depth with this system actually where the gold supply increases over time until it hits a maximum supply in game. Would be interesting to see how a supply and demand mechanism would go over in an mmo.
Would be nice to be able to display the current “known supply” of gold as well.
 
@zerodowned I was thinking the same, could have it update and check in the gold constructor and _deconstruct, though with gold tied into many systems, there could be edge cases that this would have issues! Worth testing as the idea of only having finite resources is appealing! Supply and demand! ;)
Might not work to do in the constructor

If not, Set a DelayCall of zero in the constructor to call a method that does to proper update
Bingo.
I actually want to go a little more in depth with this system actually where the gold supply increases over time until it hits a maximum supply in game. Would be interesting to see how a supply and demand mechanism would go over in an mmo.
Would be nice to be able to display the current “known supply” of gold as well.
It's an interesting idea but could lead to new players not getting any gold for kills or selling things. Which gives players an advantage to hording gold and gives them power to bring the whole economy down at will.
 
Which is exactly what I'd do lol. It could be based on xx gold per account and increase that based on the number of accounts or something like that. It would have the intended effect of getting players to spend gold so they could make more and gold would still be a finite resource.
 
Which is exactly what I'd do lol. It could be based on xx gold per account and increase that based on the number of accounts or something like that. It would have the intended effect of getting players to spend gold so they could make more and gold would still be a finite resource.
It would be account based, it would be server based. I plan on making more changes than just a general gold cap that would make gold "hording" to a certain extent not exactly a viable thing if you actually wanted to play the shard. You need to consume things eventually if you want to keep on playing.

The server's gold "issuance" would be on a timer to keep new gold becoming available to collect in the wild via pvm or mining for example. That issuance rate would keep going down over time until eventually a long time from when the shard starts it would go to zero.

I'm just in the writing/planning stages with my idea. I appreciate the feedback and I am thinking I will keep it open source if anyone wants to help :)
 

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