payment
Handles simple payment operations where the cost of the object in question doesn't change.
What this is useful for: Basic forms of vending. Objects that can drain the owner's money linearly. What this is not useful for: Things where the seller may want to fluxuate the price of the object. Improving standardizing every form of payment handing, as some custom handling is specific to that object.
Vars | |
cost | NO OVERRIDING TO CHEESE BOUNTIES Standardized of operation. |
---|---|
department_discount | Does this payment component respect same-department-discount? |
target_acc | Who's getting paid? |
transaction_style | Flavor style for handling cash (Friendly? Hostile? etc.) |
Procs | |
change_cost | Proc that changes the base cost of the interaction. |
clean_up | Attempts to remove the payment component, currently when the crew wins a revolution. |
handle_card | Attempts to charge a mob, user, an integer number of credits, total_cost, directly from an ID card/bank account. |
handle_cardless | Attempts to charge the mob, user, an integer number of credits, total_cost, without the use of an ID card to directly draw upon. |
Var Details
cost
NO OVERRIDING TO CHEESE BOUNTIES Standardized of operation.
department_discount
Does this payment component respect same-department-discount?
target_acc
Who's getting paid?
transaction_style
Flavor style for handling cash (Friendly? Hostile? etc.)
Proc Details
change_cost
Proc that changes the base cost of the interaction.
- source: Datum source of the thing changing the cost.
- new_cost: the int value of the attempted new_cost to replace the cost value.
clean_up
Attempts to remove the payment component, currently when the crew wins a revolution.
- datum/source: source of the signal.
handle_card
Attempts to charge a mob, user, an integer number of credits, total_cost, directly from an ID card/bank account.
handle_cardless
Attempts to charge the mob, user, an integer number of credits, total_cost, without the use of an ID card to directly draw upon.