/tg/ Station 13 - Modules - TypesVar Details - Proc Details

bank_account

Vars

account_balanceHow many credits are currently held in the bank account.
account_holderName listed on the account, reflected on the ID card.
account_idThe Unique ID number code associated with the owner's bank account, assigned at round start.
account_jobThe job datum of the account owner.
add_to_accountsShould this ID be added to the global list of accounts? If true, will be subject to station-bound economy effects as well as income.
bank_cardsList of the physical ID card objects that are associated with this bank_account
being_dumpedIs there a CRAB 17 on the station draining funds? Prevents manual fund transfer. pink levels are rising
bountiesIf player is currently picking a civilian bounty to do, these options are held here to prevent soft-resetting through the UI.
bounty_timerCooldown timer on replacing a civilain bounty. Bounties can only be replaced once every 5 minutes.
civilian_bountyReference to the current civilian bounty that the account is working on.
payday_modifierIf there are things effecting how much income a player will get, it's reflected here 1 is standard for humans.

Procs

_adjust_moneyPerforms the math component of adjusting a bank account balance.
adjust_moneyAdjusts the balance of a bank_account as well as sanitizes the numerical input.
bank_card_talkThis sends a local chat message to the owner of a bank account, on all ID cards registered to the bank_account. If not held, sends out a message to all nearby players.
bounty_numReturns the required item count, or required chemical units required to submit a bounty.
bounty_textReturns a string with the civilian bounty's description on it.
bounty_valueProduces the value of the account's civilian bounty reward, if able.
dumpeetSets the bank_account to behave as though a CRAB-17 event is happening.
has_moneyReturns TRUE if a bank account has more than or equal to the amount, amt. Otherwise returns false.
paydayThis proc handles passive income gain for players, using their job's paycheck value. Funds are taken from the parent department account to hand out to players. This can result in payment brown-outs if too many people are in one department.
reset_bountyPerforms house-cleaning on variables when a civilian bounty is replaced, or, when a bounty is claimed.
setup_unique_account_idProc guarantees the account_id possesses a unique number. If it doesn't, it tries to find a unique alternative. It then adds it to the SSeconomy.bank_accounts_by_id global list.
transfer_moneyPerforms a transfer of credits to the bank_account datum from another bank account. *datum/bank_account/from: The bank account that is sending the credits to this bank_account datum. *amount: the quantity of credits that are being moved between bank_account datums.

Var Details

account_balance

How many credits are currently held in the bank account.

account_holder

Name listed on the account, reflected on the ID card.

account_id

The Unique ID number code associated with the owner's bank account, assigned at round start.

account_job

The job datum of the account owner.

add_to_accounts

Should this ID be added to the global list of accounts? If true, will be subject to station-bound economy effects as well as income.

bank_cards

List of the physical ID card objects that are associated with this bank_account

being_dumped

Is there a CRAB 17 on the station draining funds? Prevents manual fund transfer. pink levels are rising

bounties

If player is currently picking a civilian bounty to do, these options are held here to prevent soft-resetting through the UI.

bounty_timer

Cooldown timer on replacing a civilain bounty. Bounties can only be replaced once every 5 minutes.

civilian_bounty

Reference to the current civilian bounty that the account is working on.

payday_modifier

If there are things effecting how much income a player will get, it's reflected here 1 is standard for humans.

Proc Details

_adjust_money

Performs the math component of adjusting a bank account balance.

adjust_money

Adjusts the balance of a bank_account as well as sanitizes the numerical input.

bank_card_talk

This sends a local chat message to the owner of a bank account, on all ID cards registered to the bank_account. If not held, sends out a message to all nearby players.

bounty_num

Returns the required item count, or required chemical units required to submit a bounty.

bounty_text

Returns a string with the civilian bounty's description on it.

bounty_value

Produces the value of the account's civilian bounty reward, if able.

dumpeet

Sets the bank_account to behave as though a CRAB-17 event is happening.

has_money

Returns TRUE if a bank account has more than or equal to the amount, amt. Otherwise returns false.

payday

This proc handles passive income gain for players, using their job's paycheck value. Funds are taken from the parent department account to hand out to players. This can result in payment brown-outs if too many people are in one department.

reset_bounty

Performs house-cleaning on variables when a civilian bounty is replaced, or, when a bounty is claimed.

setup_unique_account_id

Proc guarantees the account_id possesses a unique number. If it doesn't, it tries to find a unique alternative. It then adds it to the SSeconomy.bank_accounts_by_id global list.

transfer_money

Performs a transfer of credits to the bank_account datum from another bank account. *datum/bank_account/from: The bank account that is sending the credits to this bank_account datum. *amount: the quantity of credits that are being moved between bank_account datums.