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Crossfire RPG (Role-Playing Game) is a two-dimensional, individual characters scale multiplayer online game engine initially developed to drive just one specific gameworld.

A web-launchable client for it is at http://invidious.meflin.net/crossfire/jxclient.jnlp

Apparently the web-launch of the client does not work for everyone but downloading the client directly,

http://invidious.meflin.net/crossfire/jxclient.jar

and running it directly on their own machine works fine.

( java -jar jxclient.jar )

In either case, or using the gtk2 client that is also available and in fact is included in the pre-made packages available for some operating systems, (try using yum or apt-get to search, you likely will find crossfire-client and maybe crossfire-client-images packages available) the client will display a list of servers. Select the ”CrossCiv” server to access the Galactic Milieu - you will also need once there to pick a non-fantasy character type.

Sometimes the CrossCiv server does not show up on the metaserver (the list of Crossfire RPG servers); if that is the case you can still tell the client you want to connect to CrossCiv.no-ip.org

Because it was initially created specifically to portray a fantasy milieu it is not very modular as to the milieu that it portrays. Nonethess because it is free open source code it has been put to use as a way to allow players in the Galactic Milieu to walk about as individual characters and interact.

It is also not very “watertight” from a financial-accounting perspective; it never really card much about keeping track of money and items in a serious watertight way, probably largely because its target milieu is one in which onsters and treasure just keep forever appearing out of nothing.

For example if you can find a way to crash the server, it is possible to save your character while loaded with loot, then drop the loot in a persistent map, then crash the server after that map has saved but befreo your chracters has re-saved, thus ending up with the loot existing both on your saved character and in the persistent map. By such means you can duplicate stuff. So it is not a very robust software to put strictly accounted currencies into. You would need to do so in a way that takes account of, and counters, the problem that some tokens might sometimes end up getting duplicated, so you would need to have measures against double-spending of such tokens.

Current thinking is to maybe use share certificates for this, with the certificates basically certifying that a specific character owns a specific numbered share. The real ownership would thus rely on that type of share's central database of who owns which share, rather than actually relying upon the tokens. That, of course, would basically make the tokens pretty useless at least as trade items so why even bother.

So basically all the loot and currency in the Crossfire RPG system has to be regarded as not strictly accounted. Until it is made much more robust against arbitrary crashing of the server it really is not practical to put strictly accounted assets into the system. On the other hand, it is possible to have mechanisms within a Crossfire RPG server by means of which players can interact with cryptocoin daemons. For example a bot can provide such an interface, or the bartender NPC in the guild houses could have such functions added to its repertoire. Such mechanisms would allow players to trade cryptocoins within the game without exposing the coins to the item-duplication possibilities of the Crossfire RPG system itself.


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