# Basic money (no denominations or change) that can be found, earned, traded?

Apologies if I’m asking about something that has been thoroughly covered elsewhere. For what I’m trying to achieve with money, the examples I’ve found are either too simple (there is one coin which can be traded for one item) or too complex (dollars and cents, making change, etc.). The one example I’ve found that gets close to my needs doesn’t work for me for some reason (I’ll get to this at the bottom).

I want my game to have a currency called “shiny rocks” which can be given, received, found lying around, dropped, and retrieved after having been dropped. There are no denominations or change. Just trading rocks.

I’ve already made a game where the player trades an item as a bribe, but there was only one of that item in the game world. I’m not sure how to implement multiples of an item that can be found or traded in quantities.

I want to be able to leave shiny rocks lying around in different places for the player to pick up. “Oh, look! I found another shiny rock on the ground!”

I want the player to be able to receive a sum of shiny rocks as payment for a job, or to pay a sum of shiny rocks in exchange for goods/services/information. “Give me 500 shiny rocks and I’ll tell you a secret!”

I want a total of shiny rocks to show up in the player’s inventory.

This is the closest example I’ve found to what I’m trying to accomplish, but I’m not sure it covers all my bases, and anyway I gets some PROBLEMS when I try to test it.

[MONEY]

cash is a number that varies.  cash is 0.

shiny rocks is a thing.  The printed name is "[if cash is 1]a[otherwise]some[end if] shiny rock[if cash is greater than 1]s[end if]".
The description of shiny rocks is "Small rocks, polished to a shine.  You have [cash in words] of them."
Understand "rocks" or "stones" or "money" or "cash" as shiny rocks.

When play begins:
if cash is greater than 0:
now the player holds shiny rocks.

Every turn when cash is greater than 0:
now the player holds shiny rocks.

Every turn when cash <= 0:
remove shiny rocks from play.

moneypile is a number that varies.
Some discarded rocks is a thing.  The description is "You see [moneypile in words] shiny rock[if moneypile is greater than 1]s[end if] here."
Understand "rock" or "stone" or "money" or "cash" or "shiny rocks" as discarded rocks.

say "You drop your shiny rocks.";
change moneypile to 0 + cash;
change cash to 0;
move discarded rocks to the location.

say "You take the shiny rocks.";
increase cash by moneypile;
if shiny rocks is off-stage:
now player carries shiny rocks.

Yields:

Problem. You wrote 'change moneypile to 0 + cash'  : but this is a phrase which I don't recognise, possibly because it is one you meant to define but never got round to, or because the wording is wrong (see the Phrasebook section of the Index to check). Alternatively, it may be that the text immediately previous to this was a definition whose ending, normally a full stop, is missing?

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Problem. You wrote 'change cash to 0'  : again, this is a phrase which I don't recognise.

Can anyone steer me in the right direction?

The “change foo to bar” syntax is deprecated in later versions of Inform, I forget which was the first. I was able to compile your source in 6M62 by changing those lines to:

now moneypile is 0 + cash;
now cash is 0;
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This is actually pretty tricky. I7 doesn’t like to deal with massive quantities of identical objects, letting you create no more than 100 in one assertion to remind you of that. But once they’re not identical, you no longer get a lot of benefits the parser normally gives you for free in terms of specifying number.

This is a study toward an approach I think might work, but it’s massively incomplete and would need to be extended to cover every case of the places where one can gain or lose items. The strategy is that there are 100 identical simoleons (a kind of thing whose printed name says shiny rocks) but any given object can only ever hold zero or one simoleons. The simoleon has a quantity property, and adding additional just increments that. Reducing it to zero recycles the simoleon by marking it unused and sending it to nowhere. And then there are some kludgy hacks to drop and take let you specify numbers of shiny rocks with them.

lab is a room.

simoleon is a kind of thing.
a simoleon has a number called the quantity.
the quantity of a simoleon is usually 0.
A simoleon can be used or unused.
A simoleon is usually unused.
A simoleon is usually proper-named.
There are 100 unused simoleons.
Understand "shiny/rock/rocks" as a simoleon.

for printing the name of a simoleon (called cash):
say "[quantity of cash] shiny rock[if quantity of cash > 1]s[end if]"

To bestow (n - a number) nugget/nuggets on/upon (o - an object):
let stash be a random unused simoleon;
if o holds a simoleon (called cash-held), now stash is the cash-held;
if stash is not nothing begin;
if stash is unused, now stash is used;
now the quantity of stash is the quantity of stash + n;
if o is a room, move stash to o;
if o is a person, now o carries stash;
if o is a container, now o contains stash;
if o is a supporter, now o supports stash;
else do nothing;
else;
say "** Out of nuggets.";
end if;

To diminish (nugget - a simoleon) by (n - a number):
if the quantity of nugget >= n begin;
now the quantity of nugget is the quantity of nugget - n;
if the quantity of nugget is 0 begin;
now nugget is unused;
now nugget is nowhere;
end if;
else;
say "** Nugget only has [quantity of nugget] simoleons, needs [n].";
end if;

To withdraw (n - a number) nugget/nuggets from (o - an object):
if o holds a simoleon (called cash-held), diminish cash-held by n;
else say "** [o] has no nuggets, needs [n].";

[ earning and spending are just debugging actions to create and destroy money ]
earning is an action applying to one number.
understand "earn [number]" as earning.
carry out earning: bestow the number understood nuggets upon the player;

spending is an action applying to one number.
understand "spend [number]" as spending.
carry out spending: withdraw the number understood nuggets from the player;

rock-dropping is an action applying to one number and one carried thing.
Understand "drop [number] [simoleon]" as rock-dropping.
check an actor rock-dropping:
let n be the number understood;
if the actor holds a simoleon (called cash) begin;
if the quantity of cash < n begin;
if the action is not silent and the actor is the player begin;
say "[We] [don't] have that much.";
else;
say "[Actor] [can't] do that.";
end if;
else;
withdraw n nuggets from the actor;
bestow n nuggets on the holder of the actor;
end if;
else;
say "[We] [don't] have any.";
end if;

rocks-taken is initially 0.
rock-taking is an action applying to one number and one thing.
Understand "take [number] [simoleon]" as rock-taking.
before an actor rock-taking: now rocks-taken is the number understood;
instead try the actor taking the second noun;

Last check an actor taking simoleon (called stash):
let n be the number understood;
if n > the quantity of stash, instead say "[There] [regarding stash][aren't] that many.".

Carry out an actor taking simoleon (called stash):
bestow rocks-taken nuggets on the actor;
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Yeah, in short it’s difficult to create a large number of discreet “coins” and usually that is best handled by a number variable. That’s why most games across genres show a loot window and award an amount of money and items instead of having you pick up every individual piece of it. It causes drag on the system to simulate hundreds of individual items.

(You can fudge this, but I don’t recommend it - in Baker of Shireton there was a total of 50 coins in the world, but I created an in-game reason to force the player to insert them into a box once they accumulated so they could be recycled and appear again.)

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Thanks for the feedback, everyone! I will experiment with this later tonight. Perhaps I can do without littering money around the landscape and/or reduce the amount of currency necessary in the game. I just had notions of making a little joke about money by having the character carry around an absurd amount of shiny rocks that occur in nature.

Yes, sadly the “identical objects” part of the Inform library is not especially robust. It works fine on the order of 10 things, less well on the order of 100 (lag and hard-to-read output), and falls apart on the order of 1000.

I wonder if you could do something interesting with a “[number]” token in an Understand line. You can then check “the number understood” (as long as the grammar line doesn’t involve parsing another KoV) and see how many rocks the player wanted to interact with.

Basic proof of concept:

A shiny rock is a kind of thing. The player carries a shiny rock.
Understand "[number] shiny/-- rock/rocks" as a shiny rock.
Before doing anything with a shiny rock: say "Number: [number understood]."

Hacking the parsing like this isn’t ideal (and in fact I’d usually recommend against it), but using the “[number]” token like this gives you a way to see exactly how many rocks the player wanted to interact with, and mess with variables appropriately.

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