/obj/item/dociler name = "dociler" desc = "A complex single use recharging injector that spreads a complex neurological serum that makes animals docile and friendly. Somewhat." w_class = WEIGHT_CLASS_NORMAL origin_tech = list(TECH_BIO = 5, TECH_MATERIAL = 2) icon = 'icons/obj/guns/decloner.dmi' icon_state = "decloner" item_state = "decloner" force = 0 var/loaded = 1 var/mode = "completely" /obj/item/dociler/feedback_hints(mob/user, distance, is_adjacent) . += ..() . += SPAN_NOTICE("It is currently set to [mode] docile mode.") /obj/item/dociler/attack_self(var/mob/user) if(mode == "somewhat") mode = "completely" else mode = "somewhat" to_chat(user, "You set \the [src] to [mode] docile mode.") /obj/item/dociler/afterattack(var/mob/living/L, var/mob/user, proximity) if(!proximity) return if(!istype(L, /mob/living/simple_animal)) to_chat(user, SPAN_WARNING("\The [src] has no effect on \the [L].")) return if(!loaded) to_chat(user, SPAN_WARNING("\The [src] isn't loaded!")) return user.visible_message("\The [user] thrusts \the [src] deep into \the [L]'s head, injecting something!") if(mode == "somewhat") L.faction = user.faction else L.faction = null if(istype(L,/mob/living/simple_animal/hostile)) var/mob/living/simple_animal/hostile/H = L if(!H.tameable) to_chat(user, SPAN_WARNING("\The [src] has no effect on \the [L].")) return else H.LoseTarget() H.attack_same = 0 H.friends += user H.hostile_nameable = TRUE L.desc += "
It looks especially docile." var/name = input(user, "Would you like to rename \the [L]?", "Dociler", L.name) as text if(length(name)) L.real_name = name L.name = name loaded = 0 icon_state = "decloner0" addtimer(CALLBACK(src, PROC_REF(do_recharge)), 5 MINUTES) /obj/item/dociler/proc/do_recharge() loaded = 1 icon_state = "decloner" src.visible_message("\The [src] beeps, refilling itself.")