/obj/item/weapon/hand_labeler name = "hand labeler" icon = 'icons/obj/bureaucracy.dmi' icon_state = "labeler0" item_state = "flight" var/label = null var/labels_left = 30 var/mode = 0 /obj/item/weapon/hand_labeler/afterattack(atom/A, mob/user,proximity) if(!proximity) return if(!mode) //if it's off, give up. return if(A == loc) // if placing the labeller into something (e.g. backpack) return // don't set a label if(!labels_left) user << "No labels left!" return if(!label || !length(label)) user << "No text set!" return if(length(A.name) + length(label) > 64) user << "Label too big!" return if(ishuman(A)) user << "You can't label humans!" return if(issilicon(A)) user << "You can't label cyborgs!" return user.visible_message("[user] labels [A] as [label].", \ "You label [A] as [label].") A.name = "[A.name] ([label])" labels_left-- /obj/item/weapon/hand_labeler/attack_self(mob/user) if(!user.IsAdvancedToolUser()) user << "You don't have the dexterity to use [src]!" return mode = !mode icon_state = "labeler[mode]" if(mode) user << "You turn on [src]." //Now let them chose the text. var/str = copytext(reject_bad_text(input(user,"Label text?","Set label","")),1,MAX_NAME_LEN) if(!str || !length(str)) user << "Invalid text!" return label = str user << "You set the text to '[str]'." else user << "You turn off [src]." /obj/item/weapon/hand_labeler/attackby(obj/item/I, mob/user, params) ..() if(istype(I, /obj/item/hand_labeler_refill)) if(!user.unEquip(I)) return user << "You insert [I] into [src]." qdel(I) labels_left = initial(labels_left) return /obj/item/hand_labeler_refill name = "hand labeler paper roll" icon = 'icons/obj/bureaucracy.dmi' desc = "A roll of paper. Use it on a hand labeler to refill it." icon_state = "labeler_refill" item_state = "electropack" w_class = 1