static public Dialogue_Prompt RequestPayment(Resources_Player player, Resources_Shopkeeper shopkeeper)
    {
        int randNum       = Random.Range(0, 50);
        int paymentAmount = shopkeeper.home.payment;

        // Determine if the shopkeeper is feeling cocky enough to not pay you.
        if (randNum > shopkeeper.respect && shopkeeper.strength > player.strength)
        {
            // The shopkeeper doesn't respect you, and isn't afraid of you, so you are not getting your payment
            Dialogue_Prompt_Logic.PaymentNone();
            return(Dialogue_Prompt.GetPromptByName("dialogue_prompt_paymentNone"));
        }
        else
        {
            // Check to see if the store can afford to make the payment
            if (shopkeeper.home.money < paymentAmount)
            {
                // If the shop can't afford the payment
                // Check to see if the shopkeeper is fearful enough to try to pay out of pocket
                if (shopkeeper.fear > 50)
                {
                    // The shopkeeper is fearful enought to pay out of pocket
                    // Check to see if the shopkeeper can afford it
                    if (shopkeeper.home.money + shopkeeper.money < paymentAmount)
                    {
                        // The shopkeeper can't make up the difference and must pay only partially
                        player.money         += shopkeeper.home.money;
                        shopkeeper.home.money = 0;
                        Dialogue_Prompt_Logic.PaymentPartial();
                        return(Dialogue_Prompt.GetPromptByName("dialogue_prompt_paymentPartial"));
                    }
                    else
                    {
                        // The shopkeeper will make up the difference out of pocket
                        player.money += paymentAmount;
                        int difAmount = paymentAmount;
                        difAmount            -= shopkeeper.home.money;
                        shopkeeper.home.money = 0;
                        shopkeeper.money     -= difAmount;
                        Dialogue_Prompt_Logic.PaymentFull();
                        return(Dialogue_Prompt.GetPromptByName("dialogue_prompt_paymentFull"));
                    }
                }
                else
                {
                    // The shopkeeper is unwilling to pay out of pocket and will pay only partially
                    player.money         += shopkeeper.home.money;
                    shopkeeper.home.money = 0;
                    Dialogue_Prompt_Logic.PaymentPartial();
                    return(Dialogue_Prompt.GetPromptByName("dialogue_prompt_paymentPartial"));
                }
            }
            else
            {
                // The shopkeeper can afford the full payment
                player.money          += paymentAmount;
                shopkeeper.home.money -= paymentAmount;
                Dialogue_Prompt_Logic.PaymentFull();
                return(Dialogue_Prompt.GetPromptByName("dialogue_prompt_paymentFull"));
            }
        }
    }