/* Pens! * Contains: * Pens * Sleepy Pens * Parapens * Edaggers */ /* * Pens */ /obj/item/pen desc = "It's a normal black ink pen." name = "pen" icon = 'icons/obj/bureaucracy.dmi' icon_state = "pen" inhand_icon_state = "pen" worn_icon_state = "pen" slot_flags = ITEM_SLOT_BELT | ITEM_SLOT_EARS throwforce = 0 w_class = WEIGHT_CLASS_TINY throw_speed = 3 throw_range = 7 custom_materials = list(/datum/material/iron=10) pressure_resistance = 2 grind_results = list(/datum/reagent/iron = 2, /datum/reagent/iodine = 1) var/colour = "#000000" //what colour the ink is! var/degrees = 0 var/font = PEN_FONT var/requires_gravity = TRUE // can you use this to write in zero-g embedding = list(embed_chance = 50) sharpness = SHARP_POINTY /obj/item/pen/suicide_act(mob/living/user) user.visible_message(span_suicide("[user] is scribbling numbers all over [user.p_them()]self with [src]! It looks like [user.p_theyre()] trying to commit sudoku...")) return BRUTELOSS /obj/item/pen/blue desc = "It's a normal blue ink pen." icon_state = "pen_blue" colour = "#0000FF" /obj/item/pen/red desc = "It's a normal red ink pen." icon_state = "pen_red" colour = "#FF0000" throw_speed = 4 // red ones go faster (in this case, fast enough to embed!) /obj/item/pen/invisible desc = "It's an invisible pen marker." icon_state = "pen" colour = "#FFFFFF" /obj/item/pen/fourcolor desc = "It's a fancy four-color ink pen, set to black." name = "four-color pen" icon_state = "pen_4color" colour = "#000000" /obj/item/pen/fourcolor/attack_self(mob/living/carbon/user) . = ..() var/chosen_color = "black" switch(colour) if("#000000") colour = "#FF0000" chosen_color = "red" throw_speed++ if("#FF0000") colour = "#00FF00" chosen_color = "green" throw_speed = initial(throw_speed) if("#00FF00") colour = "#0000FF" chosen_color = "blue" else colour = "#000000" to_chat(user, span_notice("\The [src] will now write in [chosen_color].")) desc = "It's a fancy four-color ink pen, set to [chosen_color]." /obj/item/pen/fountain name = "fountain pen" desc = "It's a common fountain pen, with a faux wood body. Rumored to work in zero gravity situations." icon_state = "pen-fountain" font = FOUNTAIN_PEN_FONT requires_gravity = FALSE // fancy spess pens /obj/item/pen/charcoal name = "charcoal stylus" desc = "It's just a wooden stick with some compressed ash on the end. At least it can write." icon_state = "pen-charcoal" colour = "#696969" font = CHARCOAL_FONT custom_materials = null grind_results = list(/datum/reagent/ash = 5, /datum/reagent/cellulose = 10) requires_gravity = FALSE // this is technically a pencil /datum/crafting_recipe/charcoal_stylus name = "Charcoal Stylus" result = /obj/item/pen/charcoal reqs = list(/obj/item/stack/sheet/mineral/wood = 1, /datum/reagent/ash = 30) time = 3 SECONDS category = CAT_TOOLS /obj/item/pen/fountain/captain name = "captain's fountain pen" desc = "It's an expensive Oak fountain pen. The nib is quite sharp." icon_state = "pen-fountain-o" force = 5 throwforce = 5 throw_speed = 4 colour = "#DC143C" custom_materials = list(/datum/material/gold = 750) sharpness = SHARP_EDGED resistance_flags = FIRE_PROOF unique_reskin = list("Oak" = "pen-fountain-o", "Gold" = "pen-fountain-g", "Rosewood" = "pen-fountain-r", "Black and Silver" = "pen-fountain-b", "Command Blue" = "pen-fountain-cb" ) embedding = list("embed_chance" = 75) /obj/item/pen/fountain/captain/Initialize(mapload) . = ..() AddComponent(/datum/component/butchering, \ speed = 20 SECONDS, \ effectiveness = 115, \ ) //the pen is mightier than the sword /obj/item/pen/fountain/captain/reskin_obj(mob/M) ..() if(current_skin) desc = "It's an expensive [current_skin] fountain pen. The nib is quite sharp." /obj/item/pen/attack_self(mob/living/carbon/user) . = ..() if(.) return if(loc != user) to_chat(user, span_warning("You must be holding the pen to continue!")) return var/deg = tgui_input_number(user, "What angle would you like to rotate the pen head to? (0-360)", "Rotate Pen Head", max_value = 360) if(isnull(deg) || QDELETED(user) || QDELETED(src) || !user.can_perform_action(src, FORBID_TELEKINESIS_REACH) || loc != user) return degrees = deg to_chat(user, span_notice("You rotate the top of the pen to [deg] degrees.")) SEND_SIGNAL(src, COMSIG_PEN_ROTATED, deg, user) /obj/item/pen/attack(mob/living/M, mob/user, params) if(force) // If the pen has a force value, call the normal attack procs. Used for e-daggers and captain's pen mostly. return ..() if(!M.try_inject(user, injection_flags = INJECT_TRY_SHOW_ERROR_MESSAGE)) return FALSE to_chat(user, span_warning("You stab [M] with the pen.")) to_chat(M, span_danger("You feel a tiny prick!")) log_combat(user, M, "stabbed", src) return TRUE /obj/item/pen/afterattack(obj/O, mob/living/user, proximity) . = ..() if (!proximity) return . . |= AFTERATTACK_PROCESSED_ITEM //Changing name/description of items. Only works if they have the UNIQUE_RENAME object flag set if(isobj(O) && (O.obj_flags & UNIQUE_RENAME)) var/penchoice = tgui_input_list(user, "What would you like to edit?", "Pen Setting", list("Rename", "Description", "Reset")) if(QDELETED(O) || !user.can_perform_action(O)) return if(penchoice == "Rename") var/input = tgui_input_text(user, "What do you want to name [O]?", "Object Name", "[O.name]", MAX_NAME_LEN) var/oldname = O.name if(QDELETED(O) || !user.can_perform_action(O)) return if(input == oldname || !input) to_chat(user, span_notice("You changed [O] to... well... [O].")) else O.AddComponent(/datum/component/rename, input, O.desc) var/datum/component/label/label = O.GetComponent(/datum/component/label) if(label) label.remove_label() label.apply_label() to_chat(user, span_notice("You have successfully renamed \the [oldname] to [O].")) O.renamedByPlayer = TRUE if(penchoice == "Description") var/input = tgui_input_text(user, "Describe [O]", "Description", "[O.desc]", 140) var/olddesc = O.desc if(QDELETED(O) || !user.can_perform_action(O)) return if(input == olddesc || !input) to_chat(user, span_notice("You decide against changing [O]'s description.")) else O.AddComponent(/datum/component/rename, O.name, input) to_chat(user, span_notice("You have successfully changed [O]'s description.")) O.renamedByPlayer = TRUE if(penchoice == "Reset") if(QDELETED(O) || !user.can_perform_action(O)) return qdel(O.GetComponent(/datum/component/rename)) //reapply any label to name var/datum/component/label/label = O.GetComponent(/datum/component/label) if(label) label.remove_label() label.apply_label() to_chat(user, span_notice("You have successfully reset [O]'s name and description.")) O.renamedByPlayer = FALSE /obj/item/pen/get_writing_implement_details() return list( interaction_mode = MODE_WRITING, font = font, color = colour, use_bold = FALSE, ) /* * Sleepypens */ /obj/item/pen/sleepy/attack(mob/living/M, mob/user, params) . = ..() if(!.) return if(!reagents.total_volume) return if(!M.reagents) return reagents.trans_to(M, reagents.total_volume, transfered_by = user, methods = INJECT) /obj/item/pen/sleepy/Initialize(mapload) . = ..() create_reagents(45, OPENCONTAINER) reagents.add_reagent(/datum/reagent/toxin/chloralhydrate, 20) reagents.add_reagent(/datum/reagent/toxin/mutetoxin, 15) reagents.add_reagent(/datum/reagent/toxin/staminatoxin, 10) /* * (Alan) Edaggers */ /obj/item/pen/edagger attack_verb_continuous = list("slashes", "stabs", "slices", "tears", "lacerates", "rips", "dices", "cuts") //these won't show up if the pen is off attack_verb_simple = list("slash", "stab", "slice", "tear", "lacerate", "rip", "dice", "cut") sharpness = SHARP_POINTY armour_penetration = 20 bare_wound_bonus = 10 item_flags = NO_BLOOD_ON_ITEM light_system = MOVABLE_LIGHT light_range = 1.5 light_power = 0.75 light_color = COLOR_SOFT_RED light_on = FALSE /// The real name of our item when extended. var/hidden_name = "energy dagger" /// The real desc of our item when extended. var/hidden_desc = "It's a normal black ink pe- Wait. That's a thing used to stab people!" /// The real icons used when extended. var/hidden_icon = "edagger" /// Whether or pen is extended var/extended = FALSE /obj/item/pen/edagger/Initialize(mapload) . = ..() AddComponent(/datum/component/butchering, \ speed = 6 SECONDS, \ butcher_sound = 'sound/weapons/blade1.ogg', \ ) AddComponent(/datum/component/transforming, \ force_on = 18, \ throwforce_on = 35, \ throw_speed_on = 4, \ sharpness_on = SHARP_EDGED, \ w_class_on = WEIGHT_CLASS_NORMAL, \ inhand_icon_change = FALSE, \ ) RegisterSignal(src, COMSIG_TRANSFORMING_ON_TRANSFORM, PROC_REF(on_transform)) RegisterSignal(src, COMSIG_DETECTIVE_SCANNED, PROC_REF(on_scan)) /obj/item/pen/edagger/suicide_act(mob/living/user) if(extended) user.visible_message(span_suicide("[user] forcefully rams the pen into their mouth!")) else user.visible_message(span_suicide("[user] is holding a pen up to their mouth! It looks like [user.p_theyre()] trying to commit suicide!")) attack_self(user) return BRUTELOSS /* * Signal proc for [COMSIG_TRANSFORMING_ON_TRANSFORM]. * * Handles swapping their icon files to edagger related icon files - * as they're supposed to look like a normal pen. */ /obj/item/pen/edagger/proc/on_transform(obj/item/source, mob/user, active) SIGNAL_HANDLER extended = active if(active) name = hidden_name desc = hidden_desc icon_state = hidden_icon inhand_icon_state = hidden_icon lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi' righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi' embedding = list(embed_chance = 100) // Rule of cool else name = initial(name) desc = initial(desc) icon_state = initial(icon_state) inhand_icon_state = initial(inhand_icon_state) lefthand_file = initial(lefthand_file) righthand_file = initial(righthand_file) embedding = list(embed_chance = EMBED_CHANCE) updateEmbedding() balloon_alert(user, "[hidden_name] [active ? "active":"concealed"]") playsound(user ? user : src, active ? 'sound/weapons/saberon.ogg' : 'sound/weapons/saberoff.ogg', 5, TRUE) set_light_on(active) return COMPONENT_NO_DEFAULT_MESSAGE /obj/item/pen/edagger/proc/on_scan(datum/source, mob/user, list/extra_data) SIGNAL_HANDLER LAZYADD(extra_data[DETSCAN_CATEGORY_ILLEGAL], "Hard-light generator detected.") /obj/item/pen/survival name = "survival pen" desc = "The latest in portable survival technology, this pen was designed as a miniature diamond pickaxe. Watchers find them very desirable for their diamond exterior." icon = 'icons/obj/bureaucracy.dmi' icon_state = "digging_pen" inhand_icon_state = "pen" worn_icon_state = "pen" force = 3 w_class = WEIGHT_CLASS_TINY custom_materials = list(/datum/material/iron=10, /datum/material/diamond=100, /datum/material/titanium = 10) pressure_resistance = 2 grind_results = list(/datum/reagent/iron = 2, /datum/reagent/iodine = 1) tool_behaviour = TOOL_MINING //For the classic "digging out of prison with a spoon but you're in space so this analogy doesn't work" situation. toolspeed = 10 //You will never willingly choose to use one of these over a shovel. font = FOUNTAIN_PEN_FONT colour = "#0000FF" /obj/item/pen/destroyer name = "Fine Tipped Pen" desc = "A pen with an infinitly sharpened tip. Capable of striking the weakest point of a strucutre or robot and annihilating it instantly. Good at putting holes in people too." force = 5 wound_bonus = 100 demolition_mod = 9000 // screwdriver pen! /obj/item/pen/screwdriver desc = "A pen with an extendable screwdriver tip. This one has a yellow cap." icon_state = "pendriver" toolspeed = 1.2 // gotta have some downside /// whether the pen is extended var/extended = FALSE /obj/item/pen/screwdriver/Initialize(mapload) . = ..() AddComponent(/datum/component/transforming, \ throwforce_on = 5, \ w_class_on = WEIGHT_CLASS_SMALL, \ sharpness_on = TRUE, \ inhand_icon_change = FALSE, \ ) RegisterSignal(src, COMSIG_TRANSFORMING_ON_TRANSFORM, PROC_REF(toggle_screwdriver)) AddElement(/datum/element/update_icon_updates_onmob) /obj/item/pen/screwdriver/vv_edit_var(var_name, var_value) if(var_name == NAMEOF(src, extended)) if(var_value != extended) var/datum/component/transforming/transforming_comp = GetComponent(/datum/component/transforming) transforming_comp.on_attack_self(src) datum_flags |= DF_VAR_EDITED return return ..() /obj/item/pen/screwdriver/proc/toggle_screwdriver(obj/item/source, mob/user, active) SIGNAL_HANDLER extended = active if(user) balloon_alert(user, "[extended ? "extended" : "retracted"]") playsound(src, 'sound/weapons/batonextend.ogg', 50, TRUE) if(!extended) tool_behaviour = initial(tool_behaviour) RemoveElement(/datum/element/eyestab) else tool_behaviour = TOOL_SCREWDRIVER AddElement(/datum/element/eyestab) update_appearance(UPDATE_ICON) return COMPONENT_NO_DEFAULT_MESSAGE /obj/item/pen/screwdriver/update_icon_state() . = ..() icon_state = "[initial(icon_state)][extended ? "_out":null]" inhand_icon_state = initial(inhand_icon_state) //since transforming component switches the icon.