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Silver Monocle Works Like Mercantor's Eye, Steward Can Select Their weapon#6872

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CheffieGithub merged 9 commits into
Monkestation:mainfrom
Sulaboy:Steward's-Eye
Jul 3, 2026
Merged

Silver Monocle Works Like Mercantor's Eye, Steward Can Select Their weapon#6872
CheffieGithub merged 9 commits into
Monkestation:mainfrom
Sulaboy:Steward's-Eye

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@Sulaboy

@Sulaboy Sulaboy commented Jun 24, 2026

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About The Pull Request

Silver monocles can be used to see the value of items or the value of all items on a tile by clicking the item/tile.
I thought about making a special monocle, but this probably isn't a problem, because the only way to get silver monocles is like one of two spawns in on Vanderlin, being a specific minor noble, or buying them from the merchant.

Makes Mercantor's Eye cheaper to buy. (Smart merchants won't be handing these or silver monocles out to people who would use them against them)

Steward has the same weapon choices that minor nobles get, without the stat ranges. Steward gets base 20 knives/swords.

Changed silver monocle grid size from 1x2 to 1x1.

Why It's Good For The Game

Monocle seemed like a fitting way for steward to get the same tile price check that merchant has (Examining and math sucks and we all hate it).

Mercator's Eye is now worth 75 mammon, and costs 100 to buy.

Weapon choice good, Steward has a bad stat line anyways.

Changelog

🆑
add: Silver Monocles can now check the price of items or all items on a tile by clicking. Steward spawns with one.
balance: Stewards can choose their weapon
/:cl:

Pre-Merge Checklist

  • You tested this on a local server.
  • This code did not runtime during testing.
  • You documented all of your changes.

@github-actions github-actions Bot added Feature adds a new thing Balance Surely this is good for the game and removed Feature adds a new thing Balance Surely this is good for the game labels Jun 24, 2026
@TheGreatSkeletonman

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I'm fine with this. makes sense for the steward. though give the steward a fancy scabbard if they take sword. they are the steward, they have all the money.

@Ben10083

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If you are going to make it so the sivler monocle has a special power, it should say so in it's examine (lore wise, since it entails that it has an enchantment) IMO.

@Sulaboy

Sulaboy commented Jun 24, 2026

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If you are going to make it so the sivler monocle has a special power, it should say so in it's examine (lore wise, since it entails that it has an enchantment) IMO.

I was just going to go for the idea that it physically lets you look at things better like one of those jeweler magnifying glasses, but now I have the idea to make it so if you don’t have golden blood it will give an inaccurate estimate like 25% higher or lower.

@TheGreatSkeletonman

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ben is right it should still say what it can do in its description. people need to know if an item has functionality.

@Sulaboy

Sulaboy commented Jun 24, 2026

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ben is right it should still say what it can do in its description. people need to know if an item has functionality.

/obj/item/clothing/face/spectacles/monocle/examine()
. = ..()
. += span_notice("Click on a turf or an item to see how much it is worth.")

it has tool text, in yellow, but I’ll write up some fluff.

@TheGreatSkeletonman

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ah I see, yeah a small fluff blerb is good too, but glad it has the yellow text.

@Sulaboy

Sulaboy commented Jun 25, 2026

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Alright, cleaned up the text a bit, added some new bland descriptions to some spectacles that didn't have any. Changed the price of the Mercator's eye. Made it so if you don't have the see prices trait and use the monocle your appraisal will be inaccurate. Mercator's eye is enchanted so people using that without the perk will get accurate appraisals.

Comment thread code/modules/clothing/face/spectacle.dm Outdated
Comment thread code/modules/clothing/face/spectacle.dm Outdated
Comment thread code/modules/clothing/face/spectacle.dm Outdated
Comment thread code/modules/jobs/job_types/nobility/steward.dm Outdated
Comment on lines +72 to +74
var/choice = tgui_input_list(spawned, "CHOOSE YOUR WEAPON", "STEWARD", options)
if(!choice)
choice = "Dagger"

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Suggested change
var/choice = tgui_input_list(spawned, "CHOOSE YOUR WEAPON", "STEWARD", options)
if(!choice)
choice = "Dagger"
var/choice = tgui_input_list(spawned, "CHOOSE YOUR WEAPON", "STEWARD", options, "Dagger")
if(!choice)
return

@Sulaboy Sulaboy Jun 29, 2026

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I ended up having to keep setting the dagger as choice if none was made, unless you know a better way to make sure they get something if they just click the X on the window.

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With this change? It's setting the default value

@Sulaboy Sulaboy Jul 2, 2026

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So this is what happens for each of these when I test them.

	var/choice = tgui_input_list(spawned, "CHOOSE YOUR WEAPON", "STEWARD", options, "Dagger")
	if(!choice)
		choice = "Dagger"

Submit = Gives Selected Weapon
Cancel = Get Dagger
Close Window = Get Dagger

	var/choice = tgui_input_list(spawned, "CHOOSE YOUR WEAPON", "STEWARD", options, "Dagger")
	if(!choice)
		return

Submit = Gives Selected Weapon
Cancel = Get no weapon
Close Window = Get no weapon


switch(choice)
if("Dagger")
spawned.put_in_hands(new /obj/item/weapon/knife/dagger/steel/royal())

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1: create the scabbard
2: create the knife
3: Insert the knife update appearance
4: equip scabbard

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I think I did this right, it works, but please look at it.

@github-actions github-actions Bot added Feature adds a new thing Balance Surely this is good for the game labels Jun 29, 2026
Comment thread code/modules/clothing/face/spectacle.dm Outdated
Comment thread code/modules/clothing/neck/misc.dm Outdated
Comment thread code/modules/jobs/job_types/nobility/steward.dm Outdated
Co-authored-by: CheffieGithub <113442598+CheffieGithub@users.noreply.github.com>
@CheffieGithub CheffieGithub merged commit b9c706f into Monkestation:main Jul 3, 2026
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github-actions Bot added a commit that referenced this pull request Jul 3, 2026
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4 participants