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Redux of Financial PR - #192

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TheTrueSilverRat wants to merge 22 commits into
Monkestation:masterfrom
TheTrueSilverRat:pr/190
Open

Redux of Financial PR#192
TheTrueSilverRat wants to merge 22 commits into
Monkestation:masterfrom
TheTrueSilverRat:pr/190

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@TheTrueSilverRat

@TheTrueSilverRat TheTrueSilverRat commented Aug 26, 2026

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About The Pull Request

Redux of #190
Fucked up stuff gotta remake it to be coded better

Made certain roles rich or Super Rich (5x or 10x the money). This incentivized some Roles being really rich and ensuring that RP-wise they're true power shakers with the money they have. (Generally most if not all faction heads are at least Rich [Except Sabbat fuck you stay poor], and roles like Prince, Branch Lead of Pentex, and Capo are Super_RICH)

Made it so ATMs have higher integrity (2500 over 250) and also that if you attacked them, the police gets report so they can easily respond to you

Also slashed a lot of selling prices, this is to encourage actually engaging with people instead of murder blending so many people.

Why It's Good For The Game

Finance Finace Finance

Make Finance in control of the true Super Powers (RPers) instead of having people get their gamer gear in any role by just grinding for it.

Yes that means certain roles will have obscenely strong gear. But at least independents wouldn't be

Changelog

🆑
add: Added job var to make certain roles rich or really rich
add: Made it so Ventrue and Giovanni are rich innately
add: Made it so if you hit an atm it calls the police
qol: Bank event doesn't happen as much
balance: rebalanced something
fix: fixed a few things
sound: added/modified/removed audio or sound effects
image: added/modified/removed some icons or images
map: added/modified/removed map content
spellcheck: fixed a few typos
code: changed some code
refactor: refactored some code
config: changed some config setting
admin: messed with admin stuff
server: something server ops should know
/:cl:

@YellowKingThe

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So reading over these changes some of these numbers feel off. nearly all of the value of all the organs being stored in the heart feels really off, also 600 per all the organs in a body feels a little low with how much effort it takes, I would even out the things a bit more between them as well.
The fish also feel really low, and are lower then the comments suggest for the Tuna and Catfish.
These changes feel like they will make all fish other then sharks just not worth even taking to sell, and make people just rip the hearts to sell, especially with how much effort it is to get organs out of a body, not sure if that is an overall good change should probably tweak the numbers a bit more to even them out.

@TheTrueSilverRat

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So reading over these changes some of these numbers feel off. nearly all of the value of all the organs being stored in the heart feels really off, also 600 per all the organs in a body feels a little low with how much effort it takes, I would even out the things a bit more between them as well. The fish also feel really low, and are lower then the comments suggest for the Tuna and Catfish. These changes feel like they will make all fish other then sharks just not worth even taking to sell, and make people just rip the hearts to sell, especially with how much effort it is to get organs out of a body, not sure if that is an overall good change should probably tweak the numbers a bit more to even them out.

Tbh the main intent I was told was to ensure that Player-focused Economy was a thing. Basically making sure that selling wouldn't be how people gained money and just grind stuff out, ignoring the people who had money anyways.

I'll probably talk to Verin on this.

@chazzyjazzy chazzyjazzy left a comment

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originally i had alot to say about this, but I'll leave it with this-

we don't want the prince spawning with $25k and then receiving $60k over the course of the round without any meaningful gameplay ask of the player

the fish numbers probably take a gameplay loop which is already crippled (does anyone fish anymore? for money? and turns it into effectively an insane thing to be doing with your time in a 2hr round - organ changes are good, id wonder more about weed tho

and the ATM signals - you have the right idea (much like the rest of ur pr) for sure. upstream the ATM stuff in a different PR plz.

Comment on lines +260 to +265
to_chat(world, span_warning("THE MONEY IS DONE"))
add_mob_memory(/datum/memory/key/account, remembered_id = account_id)
add_mob_memory(/datum/memory/key/bank_pin, remembered_id = bank_account.bank_pin) // DARKPACK EDIT ADD
to_chat(world, span_warning("MEMORY STUFF ADDED"))

to_chat(world, span_warning("JOB EXITED MONEY STUFF LETS GET JOB EQUIPPING"))

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you have to_chat(world)'s in your pr and it's open. please review your own code or at least test it before opening. use breakpoints too on VSC.

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Sorry for that. I was late night coding debugging and forgot to take them out. I'll do so quickly

Comment on lines +243 to +259
// CRIMSON GRID ADD FOR BEING RICH
if(get_kindred_splat(src))
var/datum/subsplat/vampire_clan/rich_clan = src.get_clan()
if(equipping.super_rich)
bank_account.account_balance = bank_account.account_balance * 10
bank_account.paycheck_amount = bank_account.paycheck_amount * 10
if(equipping.super_rich != TRUE && (equipping.rich || rich_clan.id == VAMPIRE_CLAN_VENTRUE || rich_clan.id == VAMPIRE_CLAN_GIOVANNI)) //Job is rich
bank_account.account_balance = bank_account.account_balance * 5
bank_account.paycheck_amount = bank_account.paycheck_amount * 5
else
if(equipping.super_rich)
bank_account.account_balance = bank_account.account_balance * 10
bank_account.paycheck_amount = bank_account.paycheck_amount * 10
if(equipping.rich) //Job is rich
bank_account.account_balance = bank_account.account_balance * 5
bank_account.paycheck_amount = bank_account.paycheck_amount * 5
// CRIMSON GRID ADD END

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Suggested change
// CRIMSON GRID ADD FOR BEING RICH
if(get_kindred_splat(src))
var/datum/subsplat/vampire_clan/rich_clan = src.get_clan()
if(equipping.super_rich)
bank_account.account_balance = bank_account.account_balance * 10
bank_account.paycheck_amount = bank_account.paycheck_amount * 10
if(equipping.super_rich != TRUE && (equipping.rich || rich_clan.id == VAMPIRE_CLAN_VENTRUE || rich_clan.id == VAMPIRE_CLAN_GIOVANNI)) //Job is rich
bank_account.account_balance = bank_account.account_balance * 5
bank_account.paycheck_amount = bank_account.paycheck_amount * 5
else
if(equipping.super_rich)
bank_account.account_balance = bank_account.account_balance * 10
bank_account.paycheck_amount = bank_account.paycheck_amount * 10
if(equipping.rich) //Job is rich
bank_account.account_balance = bank_account.account_balance * 5
bank_account.paycheck_amount = bank_account.paycheck_amount * 5
// CRIMSON GRID ADD END
// CRIMSON GRID ADD FOR BEING RICH
var/datum/subsplat/vampire_clan/rich_clan
if(get_kindred_splat(src))
rich_clan = src.get_clan()
if(equipping.super_rich)
bank_account.account_balance *= 2
bank_account.paycheck_amount *= 2
else if(equipping.rich || (rich_clan && (rich_clan.id == VAMPIRE_CLAN_VENTRUE || rich_clan.id == VAMPIRE_CLAN_GIOVANNI)))
bank_account.account_balance *= 1.5
bank_account.paycheck_amount *= 1.5
// CRIMSON GRID ADD END

we don't need to overcorrect. try that.

Comment thread modular_darkpack/modules/economy/code/atm.dm
Comment on lines +24 to +31
var/static/list/hit_signals = list(COMSIG_MOB_ITEM_ATTACK, COMSIG_PROJECTILE_PREHIT, COMSIG_ATOM_ATTACKBY) //CRIMSON GRID EDIT. ADDED TO MAKE ATMS GET THESE SIGNAS

//CRIMSON GRID EDIT ADD
/obj/machinery/atm/proc/thiefs_attacking()
SIGNAL_HANDLER

SEND_SIGNAL(SSdcs, COMSIG_GLOB_REPORT_CRIME, CRIME_ATM_ROBBING, get_turf(src))
//CRIMSON GRID EDIT END

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why not just replace the original on_destruction in an upstream PR? or just fully replace. your version is a bit more robust imo.

/obj/machinery/atm/on_deconstruction(disassembled)
	dump_cash()
	SEND_SIGNAL(SSdcs, COMSIG_GLOB_REPORT_CRIME, CRIME_ATM_TAMPERING, get_turf(src))

Comment on lines +36 to +37
total_stored_cash = rand(100000, 1000000) //Crimson Grid Edit (Add 2 more digits to the numbers for more money)
RegisterSignal(src, hit_signals, PROC_REF(thiefs_attacking)) //CRIMSON GRID EDIT ADD

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?!?!??!!!

the total stored cash is so that we realistically simulate ATMs 'running out' of available cash - in real life you can't simply just withdraw 6 thousand dollars from an ATM, and have to look for a better ATM, this is both a bandaid solution and an overcorrection - i suggest making an ATM subtype with this amount of total stored cash, then we can map them into the bank.

Suggested change
total_stored_cash = rand(100000, 1000000) //Crimson Grid Edit (Add 2 more digits to the numbers for more money)
RegisterSignal(src, hit_signals, PROC_REF(thiefs_attacking)) //CRIMSON GRID EDIT ADD
total_stored_cash = rand(1000, 10000) //Crimson Grid Edit (Add 2 more digits to the numbers for more money)
RegisterSignal(src, hit_signals, PROC_REF(thiefs_attacking)) //CRIMSON GRID EDIT ADD

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Realistically an ATM is going to hold over 100k I have seen some upto 300k but it will actually very depending on where the ATM is and the normal clients/withdraw activity for said area, however the withdraw limits you are talking about are usually by account/bank not by individual atm, so if you want to try for realism we should have different 'tiers' of atms depending on area for how much cash is in them.
As for what is best for gameplay I don't think ATMs running out of money is good for gameplay and I am not sure a withdraw limit is good for gameplay.

Comment thread modular_darkpack/modules/fishing/code/fishing.dm Outdated
icon = 'modular_darkpack/modules/fishing/icons/fish.dmi'
ONFLOOR_ICON_HELPER('modular_darkpack/modules/fishing/icons/fish_onfloor.dmi')
icon_state = "horn_snail"

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revert random linebreak removal

Comment thread modular_vcg/modules/jobs/code/camarilla/primogens/primogen.dm Outdated
@@ -0,0 +1,2 @@
/datum/job/vampire/abbe
super_rich = TRUE //Knight Templars funded the San Francisco's Leopold Mission trust.

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Suggested change
super_rich = TRUE //Knight Templars funded the San Francisco's Leopold Mission trust.
rich = TRUE //Knight Templars funded the San Francisco's Leopold Mission trust.

please no

Comment thread modular_vcg/modules/jobs/code/_jobs.dm Outdated
TheTrueSilverRat and others added 7 commits August 27, 2026 15:32
Co-authored-by: chazzyjazzy <33268885+chazzyjazzy@users.noreply.github.com>
Co-authored-by: chazzyjazzy <33268885+chazzyjazzy@users.noreply.github.com>
Co-authored-by: chazzyjazzy <33268885+chazzyjazzy@users.noreply.github.com>
Co-authored-by: chazzyjazzy <33268885+chazzyjazzy@users.noreply.github.com>
Co-authored-by: chazzyjazzy <33268885+chazzyjazzy@users.noreply.github.com>
Co-authored-by: chazzyjazzy <33268885+chazzyjazzy@users.noreply.github.com>
Co-authored-by: chazzyjazzy <33268885+chazzyjazzy@users.noreply.github.com>
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3 participants