static public Dialogue_Prompt DefaultAmount(Resources_Player player, Resources_Shopkeeper shopkeeper, int askingPrice)
    {
        Resources_Building shop = shopkeeper.home;
        float profit            = shop.income - shop.expenses;

        if (profit == 0)
        {
            profit = 0.0001f;
        }

        float affordValue   = 2 * ((1 - askingPrice / profit * shopkeeper.greed) * (shopkeeper.fear / shopkeeper.greed) - 50);
        float strengthValue = (Utilities.difficultyHandicap / 5 + player.strength) * player.presence - (shopkeeper.strength * 100 / shopkeeper.fear);
        float moralValue    = Utilities.difficultyHandicap * shopkeeper.fear / 10 - shopkeeper.integrity / shopkeeper.respect;

        Debug.Log("Afford Value: " + affordValue + ". Strength Value: " + strengthValue + ". Moral Value: " + moralValue + ". Total: " + (affordValue + strengthValue + moralValue) + ".");

        if ((affordValue + strengthValue + moralValue) >= 0)
        {
            Dialogue_Prompt_Logic.OfferAccepted();
            return(Dialogue_Prompt.GetPromptByName("dialogue_prompt_offerAccepted"));
        }
        else
        {
            Dialogue_Prompt_Logic.OfferRefused();
            return(Dialogue_Prompt.GetPromptByName("dialogue_prompt_offerRefused"));
        }
    }