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Bubberstation/code/modules/paperwork/pen.dm
2016-05-18 20:12:01 +03:00

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/* Pens!
* Contains:
* Pens
* Sleepy Pens
* Parapens
* Edaggers
*/
/*
* Pens
*/
/obj/item/weapon/pen
desc = "It's a normal black ink pen."
name = "pen"
icon = 'icons/obj/bureaucracy.dmi'
icon_state = "pen"
item_state = "pen"
slot_flags = SLOT_BELT | SLOT_EARS
throwforce = 0
w_class = 1
throw_speed = 3
throw_range = 7
materials = list(MAT_METAL=10)
pressure_resistance = 2
var/colour = "black" //what colour the ink is!
/obj/item/weapon/pen/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] is scribbling numbers all over themself with [src]! It looks like they're trying to commit sudoku!</span>")
return(BRUTELOSS)
/obj/item/weapon/pen/blue
desc = "It's a normal blue ink pen."
icon_state = "pen_blue"
colour = "blue"
/obj/item/weapon/pen/red
desc = "It's a normal red ink pen."
icon_state = "pen_red"
colour = "red"
/obj/item/weapon/pen/invisible
desc = "It's an invisble pen marker."
icon_state = "pen"
colour = "white"
/obj/item/weapon/pen/fourcolor
desc = "It's a fancy four-color ink pen, set to black."
name = "four-color pen"
colour = "black"
/obj/item/weapon/pen/fourcolor/attack_self(mob/living/carbon/user)
switch(colour)
if("black")
colour = "red"
if("red")
colour = "green"
if("green")
colour = "blue"
else
colour = "black"
user << "<span class='notice'>\The [src] will now write in [colour].</span>"
desc = "It's a fancy four-color ink pen, set to [colour]."
/obj/item/weapon/pen/attack(mob/living/M, mob/user,stealth)
if(!istype(M))
return
if(!force)
if(M.can_inject(user, 1))
user << "<span class='warning'>You stab [M] with the pen.</span>"
if(!stealth)
M << "<span class='danger'>You feel a tiny prick!</span>"
. = 1
add_logs(user, M, "stabbed", src)
else
. = ..()
/*
* Sleepypens
*/
/obj/item/weapon/pen/sleepy
origin_tech = "engineering=4;syndicate=2"
flags = OPENCONTAINER
/obj/item/weapon/pen/sleepy/attack(mob/living/M, mob/user)
if(!istype(M))
return
if(..())
if(reagents.total_volume)
if(M.reagents)
reagents.trans_to(M, reagents.total_volume)
/obj/item/weapon/pen/sleepy/New()
create_reagents(45)
reagents.add_reagent("morphine", 20)
reagents.add_reagent("mutetoxin", 15)
reagents.add_reagent("tirizene", 10)
..()
/*
* (Alan) Edaggers
*/
/obj/item/weapon/pen/edagger
origin_tech = "combat=3;syndicate=1"
attack_verb = list("slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut") //these wont show up if the pen is off
var/on = 0
/obj/item/weapon/pen/edagger/attack_self(mob/living/user)
if(on)
on = 0
force = initial(force)
w_class = initial(w_class)
name = initial(name)
hitsound = initial(hitsound)
embed_chance = initial(embed_chance)
throwforce = initial(throwforce)
playsound(user, 'sound/weapons/saberoff.ogg', 5, 1)
user << "<span class='warning'>[src] can now be concealed.</span>"
else
on = 1
force = 18
w_class = 3
name = "energy dagger"
hitsound = 'sound/weapons/blade1.ogg'
embed_chance = 100 //rule of cool
throwforce = 35
playsound(user, 'sound/weapons/saberon.ogg', 5, 1)
user << "<span class='warning'>[src] is now active.</span>"
update_icon()
/obj/item/weapon/pen/edagger/update_icon()
if(on)
icon_state = "edagger"
item_state = "edagger"
else
icon_state = initial(icon_state) //looks like a normal pen when off.
item_state = initial(item_state)