Currently priest currency manipulations is based on a static variable that does not change much quickly, It's handled with looping through Town variables as in abandoned and reputation averages.
Thinking about making a public variable so it's JIP friendly and sync'd as best as it can be across players and server to dictate this currency cap expanding and shrinking among many players modifying it instantly with buttons.
//Obtains the select 1 value from existing loop calculating town rep and abandoned averages, see blackboard for detail;
server setVariable ["OT_CryptoCap", 0.0000];
Not sure about relying on a global variable JIP and sync'd with all players as a tracker for currency. Will test but might break saves over real multiplayer.
Currently priest currency manipulations is based on a static variable that does not change much quickly, It's handled with looping through Town variables as in abandoned and reputation averages.
Thinking about making a public variable so it's JIP friendly and sync'd as best as it can be across players and server to dictate this currency cap expanding and shrinking among many players modifying it instantly with buttons.Not sure about relying on a global variable JIP and sync'd with all players as a tracker for currency. Will test but might break saves over real multiplayer.Originally posted by @guilemouse in https://github.com/guilemouse/Overthrow/issues/24#issuecomment-915033400