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Bubberstation/code/modules/paperwork/pen.dm

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/* Pens!
* Contains:
* Pens
* Sleepy Pens
* Parapens
*/
/*
* 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 = 1.0
throw_speed = 3
throw_range = 7
m_amt = 10
pressure_resistance = 2
var/colour = "black" //what colour the ink is!
/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/attack(mob/living/M, mob/user)
if(!istype(M))
return
if(M.can_inject(user, 1))
user << "<span class='warning'>You stab [M] with the pen.</span>"
M << "<span class='danger'>You feel a tiny prick!</span>"
. = 1
add_logs(user, M, "stabbed", object="[name]")
/*
* Sleepypens
*/
/obj/item/weapon/pen/sleepy
origin_tech = "materials=2;syndicate=5"
/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, 55)
/obj/item/weapon/pen/sleepy/New()
create_reagents(55)
reagents.add_reagent("morphine", 30)
reagents.add_reagent("mutetoxin", 15)
reagents.add_reagent("tirizene", 10)
..()
/*
* Gang Boss Pens
*/
/obj/item/weapon/pen/gang
origin_tech = "materials=2;syndicate=5"
var/cooldown
/obj/item/weapon/pen/gang/attack(mob/living/M, mob/user)
if(!istype(M)) return
if(..())
if(ishuman(M) && ishuman(user) && M.stat != DEAD)
if(user.mind && ((user.mind in ticker.mode.A_bosses) || (user.mind in ticker.mode.B_bosses)))
if(cooldown)
user << "<span class='warning'>[src] needs more time to recharge before it can be used.</span>"
return
if(M.client)
M.mind_initialize() //give them a mind datum if they don't have one.
if(user.mind in ticker.mode.A_bosses)
if(ticker.mode.add_gangster(M.mind,"A"))
M.Paralyse(5)
cooldown(ticker.mode.A_gang.len, )
else
user << "<span class='warning'>This mind is resistant to recruitment!</span>"
else if(user.mind in ticker.mode.B_bosses)
if(ticker.mode.add_gangster(M.mind,"B"))
M.Paralyse(5)
cooldown(ticker.mode.B_gang.len)
else
user << "<span class='warning'>This mind is resistant to recruitment!</span>"
else
user << "<span class='warning'>This mind is so vacant that it is not susceptible to influence!</span>"
/obj/item/weapon/pen/gang/proc/cooldown(modifier)
if(!modifier)
return
cooldown = 1
icon_state = "pen_blink"
spawn(600)
cooldown = 0
icon_state = "pen"
var/mob/M = get(src, /mob)
M << "<span class='notice'>\icon[src] [src][(src.loc == M)?(""):(" in your [src.loc]")] vibrates softly.</span>"