At the moment officers are generated with a random amount of money. This money can be "stolen" by the player once he hired the officer. This should, of course, not be possible. So IncredibleHat made some code changes that will be in Beta 7 that set that amount of money to wealth instead of normal money. That way the player can't steal it anymore.
This does have a side-effect: All officers have "0" money showing in the F2>Character screen. This can be changed by changing this code in PROGRAM\INTERFACE\character.c:<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1--> nPlayerMoney = sti(xi_refCharacter.Money);
if(xi_refCharacter.id == xi_refMainChar.id) nPlayerMoney = sti(xi_refCharacter.wealth); // NK<!--c2--></div><!--ec2-->to this:<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1--> nPlayerMoney = sti(xi_refCharacter.wealth); // PB: Show wealth instead
// if(xi_refCharacter.id == xi_refMainChar.id) nPlayerMoney = sti(xi_refCharacter.wealth); // NK<!--c2--></div><!--ec2-->
That way all characters will show their wealth instead of their money. However, that has a side-effect as well, because now characters that don't have any wealth will show "0" for money. This could again be changed by changing the code to this:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1--> nPlayerMoney = sti(xi_refCharacter.Money);
if(CheckAttribute(xi_refCharacter, "wealth") && sti(xi_refCharacter.wealth) > 0) nPlayerMoney = sti(xi_refCharacter.wealth); // PB: Always show wealth if available
<!--c2--></div><!--ec2-->
This code will result in the interface showing the character's wealth if he has any and otherwise showing his money.
I think that if an officer is paid salary and/or you devide the plunder, that money is added to the character's money, so that the player can steal it again. I am not sure if this is the case though, so can somebody please confirm that? If this is the case, we should change the AddCharacterMoney calls into AddCharacterWealth calls. That way the character's wealth will increase instead.
<b>Ideas for future Build versions:</b>
If the above things are done, there still isn't really any point to officer wealth. So I have a couple of ideas to make officer wealth actually be used somehow in the game:
1) When in port, the officer wealth will decrease (because they drink rum in the taverns <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid="
" border="0" alt="whistling.gif" /> )
2) If the officer has enough money, he might tell the player that he wants to quit his job and start on his own
3) The player can ask the officer to lend him some money if he needs it. This will only work if that officer is a friend of the player. And if the player doesn't give the money back in time, the officer will get angry and might try to cause a mutiny. Or he'll challenge the player to a fight.
I think we can get to quite some interesting ideas with the player-officer interaction. Especially if the above ideas are combined with the ideas proposed in the <a href="http://www.piratesahoy.com/forum/index.php?showtopic=8371" target="_blank">A suggestion about sailing</a> thread.
This does have a side-effect: All officers have "0" money showing in the F2>Character screen. This can be changed by changing this code in PROGRAM\INTERFACE\character.c:<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1--> nPlayerMoney = sti(xi_refCharacter.Money);
if(xi_refCharacter.id == xi_refMainChar.id) nPlayerMoney = sti(xi_refCharacter.wealth); // NK<!--c2--></div><!--ec2-->to this:<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1--> nPlayerMoney = sti(xi_refCharacter.wealth); // PB: Show wealth instead
// if(xi_refCharacter.id == xi_refMainChar.id) nPlayerMoney = sti(xi_refCharacter.wealth); // NK<!--c2--></div><!--ec2-->
That way all characters will show their wealth instead of their money. However, that has a side-effect as well, because now characters that don't have any wealth will show "0" for money. This could again be changed by changing the code to this:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1--> nPlayerMoney = sti(xi_refCharacter.Money);
if(CheckAttribute(xi_refCharacter, "wealth") && sti(xi_refCharacter.wealth) > 0) nPlayerMoney = sti(xi_refCharacter.wealth); // PB: Always show wealth if available
<!--c2--></div><!--ec2-->
This code will result in the interface showing the character's wealth if he has any and otherwise showing his money.
I think that if an officer is paid salary and/or you devide the plunder, that money is added to the character's money, so that the player can steal it again. I am not sure if this is the case though, so can somebody please confirm that? If this is the case, we should change the AddCharacterMoney calls into AddCharacterWealth calls. That way the character's wealth will increase instead.
<b>Ideas for future Build versions:</b>
If the above things are done, there still isn't really any point to officer wealth. So I have a couple of ideas to make officer wealth actually be used somehow in the game:
1) When in port, the officer wealth will decrease (because they drink rum in the taverns <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid="

2) If the officer has enough money, he might tell the player that he wants to quit his job and start on his own
3) The player can ask the officer to lend him some money if he needs it. This will only work if that officer is a friend of the player. And if the player doesn't give the money back in time, the officer will get angry and might try to cause a mutiny. Or he'll challenge the player to a fight.
I think we can get to quite some interesting ideas with the player-officer interaction. Especially if the above ideas are combined with the ideas proposed in the <a href="http://www.piratesahoy.com/forum/index.php?showtopic=8371" target="_blank">A suggestion about sailing</a> thread.