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* Steal objective can now be cashed out early for less reward as soon as you place the bug on. Removes smuggling objective and adds a new 'Destroy Machinery' objective (#66771) Steal objective can now be cashed out early for less reward, but completing the time in its entirety will give extra TC and reputation. The smuggling objective has been removed and replaced with the 'Destroy Machinery' objective, which focuses on disrupting workflow by destroying stuff like protolathes, telecomms and research servers. Made the easier steal objectives worth slightly less TC * Steal objective can now be cashed out early for less reward as soon as you place the bug on. Removes smuggling objective and adds a new 'Destroy Machinery' objective * eeeee Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com> Co-authored-by: John Doe <gamingskeleton3@gmail.com>
312 lines
10 KiB
Plaintext
312 lines
10 KiB
Plaintext
/* Pens!
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* Contains:
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* Pens
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* Sleepy Pens
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* Parapens
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* Edaggers
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*/
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/*
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* Pens
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*/
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/obj/item/pen
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desc = "It's a normal black ink pen."
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name = "pen"
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icon = 'icons/obj/bureaucracy.dmi'
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icon_state = "pen"
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inhand_icon_state = "pen"
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worn_icon_state = "pen"
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slot_flags = ITEM_SLOT_BELT | ITEM_SLOT_EARS
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throwforce = 0
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w_class = WEIGHT_CLASS_TINY
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throw_speed = 3
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throw_range = 7
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custom_materials = list(/datum/material/iron=10)
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pressure_resistance = 2
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grind_results = list(/datum/reagent/iron = 2, /datum/reagent/iodine = 1)
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var/colour = "#000000" //what colour the ink is!
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var/degrees = 0
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var/font = PEN_FONT
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var/requires_gravity = TRUE // can you use this to write in zero-g
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embedding = list(embed_chance = 50)
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sharpness = SHARP_POINTY
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/obj/item/pen/suicide_act(mob/user)
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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..."))
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return(BRUTELOSS)
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/obj/item/pen/blue
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desc = "It's a normal blue ink pen."
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icon_state = "pen_blue"
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colour = "#0000FF"
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/obj/item/pen/red
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desc = "It's a normal red ink pen."
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icon_state = "pen_red"
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colour = "#FF0000"
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throw_speed = 4 // red ones go faster (in this case, fast enough to embed!)
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/obj/item/pen/invisible
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desc = "It's an invisible pen marker."
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icon_state = "pen"
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colour = "#FFFFFF"
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/obj/item/pen/fourcolor
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desc = "It's a fancy four-color ink pen, set to black."
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name = "four-color pen"
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icon_state = "pen_4color"
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colour = "#000000"
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/obj/item/pen/fourcolor/attack_self(mob/living/carbon/user)
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. = ..()
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var/chosen_color = "black"
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switch(colour)
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if("#000000")
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colour = "#FF0000"
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chosen_color = "red"
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throw_speed++
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if("#FF0000")
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colour = "#00FF00"
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chosen_color = "green"
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throw_speed = initial(throw_speed)
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if("#00FF00")
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colour = "#0000FF"
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chosen_color = "blue"
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else
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colour = "#000000"
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to_chat(user, span_notice("\The [src] will now write in [chosen_color]."))
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desc = "It's a fancy four-color ink pen, set to [chosen_color]."
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/obj/item/pen/fountain
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name = "fountain pen"
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desc = "It's a common fountain pen, with a faux wood body. Rumored to work in zero gravity situations."
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icon_state = "pen-fountain"
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font = FOUNTAIN_PEN_FONT
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requires_gravity = FALSE // fancy spess pens
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/obj/item/pen/charcoal
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name = "charcoal stylus"
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desc = "It's just a wooden stick with some compressed ash on the end. At least it can write."
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icon_state = "pen-charcoal"
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colour = "#696969"
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font = CHARCOAL_FONT
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custom_materials = null
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grind_results = list(/datum/reagent/ash = 5, /datum/reagent/cellulose = 10)
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requires_gravity = FALSE // this is technically a pencil
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/datum/crafting_recipe/charcoal_stylus
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name = "Charcoal Stylus"
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result = /obj/item/pen/charcoal
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reqs = list(/obj/item/stack/sheet/mineral/wood = 1, /datum/reagent/ash = 30)
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time = 30
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category = CAT_PRIMAL
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/obj/item/pen/fountain/captain
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name = "captain's fountain pen"
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desc = "It's an expensive Oak fountain pen. The nib is quite sharp."
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icon_state = "pen-fountain-o"
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force = 5
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throwforce = 5
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throw_speed = 4
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colour = "#DC143C"
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custom_materials = list(/datum/material/gold = 750)
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sharpness = SHARP_EDGED
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resistance_flags = FIRE_PROOF
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unique_reskin = list("Oak" = "pen-fountain-o",
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"Gold" = "pen-fountain-g",
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"Rosewood" = "pen-fountain-r",
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"Black and Silver" = "pen-fountain-b",
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"Command Blue" = "pen-fountain-cb"
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)
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embedding = list("embed_chance" = 75)
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/obj/item/pen/fountain/captain/Initialize(mapload)
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. = ..()
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AddComponent(/datum/component/butchering, 200, 115) //the pen is mightier than the sword
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/obj/item/pen/fountain/captain/reskin_obj(mob/M)
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..()
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if(current_skin)
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desc = "It's an expensive [current_skin] fountain pen. The nib is quite sharp."
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/obj/item/pen/attack_self(mob/living/carbon/user)
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. = ..()
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if(.)
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return
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if(loc != user)
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to_chat(user, span_warning("You must be holding the pen to continue!"))
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return
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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)
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if(isnull(deg) || QDELETED(user) || QDELETED(src) || !user.canUseTopic(src, BE_CLOSE, FALSE, NO_TK) || loc != user)
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return
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degrees = deg
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to_chat(user, span_notice("You rotate the top of the pen to [deg] degrees."))
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SEND_SIGNAL(src, COMSIG_PEN_ROTATED, deg, user)
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/obj/item/pen/attack(mob/living/M, mob/user, params)
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if(force) // If the pen has a force value, call the normal attack procs. Used for e-daggers and captain's pen mostly.
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return ..()
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if(!M.try_inject(user, injection_flags = INJECT_TRY_SHOW_ERROR_MESSAGE))
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return FALSE
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to_chat(user, span_warning("You stab [M] with the pen."))
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to_chat(M, span_danger("You feel a tiny prick!"))
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log_combat(user, M, "stabbed", src)
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return TRUE
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/obj/item/pen/afterattack(obj/O, mob/living/user, proximity)
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. = ..()
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//Changing name/description of items. Only works if they have the UNIQUE_RENAME object flag set
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if(isobj(O) && proximity && (O.obj_flags & UNIQUE_RENAME))
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var/penchoice = tgui_input_list(user, "What would you like to edit?", "Pen Setting", list("Rename", "Description", "Reset"))
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if(QDELETED(O) || !user.canUseTopic(O, BE_CLOSE))
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return
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if(penchoice == "Rename")
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var/input = tgui_input_text(user, "What do you want to name [O]?", "Object Name", "[O.name]", MAX_NAME_LEN)
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var/oldname = O.name
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if(QDELETED(O) || !user.canUseTopic(O, BE_CLOSE))
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return
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if(input == oldname || !input)
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to_chat(user, span_notice("You changed [O] to... well... [O]."))
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else
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O.AddComponent(/datum/component/rename, input, O.desc)
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var/datum/component/label/label = O.GetComponent(/datum/component/label)
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if(label)
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label.remove_label()
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label.apply_label()
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to_chat(user, span_notice("You have successfully renamed \the [oldname] to [O]."))
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O.renamedByPlayer = TRUE
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if(penchoice == "Description")
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var/input = tgui_input_text(user, "Describe [O]", "Description", "[O.desc]", 140)
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var/olddesc = O.desc
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if(QDELETED(O) || !user.canUseTopic(O, BE_CLOSE))
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return
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if(input == olddesc || !input)
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to_chat(user, span_notice("You decide against changing [O]'s description."))
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else
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O.AddComponent(/datum/component/rename, O.name, input)
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to_chat(user, span_notice("You have successfully changed [O]'s description."))
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O.renamedByPlayer = TRUE
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if(penchoice == "Reset")
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if(QDELETED(O) || !user.canUseTopic(O, BE_CLOSE))
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return
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qdel(O.GetComponent(/datum/component/rename))
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//reapply any label to name
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var/datum/component/label/label = O.GetComponent(/datum/component/label)
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if(label)
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label.remove_label()
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label.apply_label()
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to_chat(user, span_notice("You have successfully reset [O]'s name and description."))
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O.renamedByPlayer = FALSE
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/*
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* Sleepypens
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*/
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/obj/item/pen/sleepy/attack(mob/living/M, mob/user, params)
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. = ..()
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if(!.)
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return
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if(!reagents.total_volume)
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return
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if(!M.reagents)
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return
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reagents.trans_to(M, reagents.total_volume, transfered_by = user, methods = INJECT)
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/obj/item/pen/sleepy/Initialize(mapload)
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. = ..()
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create_reagents(45, OPENCONTAINER)
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reagents.add_reagent(/datum/reagent/toxin/chloralhydrate, 20)
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reagents.add_reagent(/datum/reagent/toxin/mutetoxin, 15)
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reagents.add_reagent(/datum/reagent/toxin/staminatoxin, 10)
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/*
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* (Alan) Edaggers
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*/
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/obj/item/pen/edagger
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attack_verb_continuous = list("slashes", "stabs", "slices", "tears", "lacerates", "rips", "dices", "cuts") //these won't show up if the pen is off
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attack_verb_simple = list("slash", "stab", "slice", "tear", "lacerate", "rip", "dice", "cut")
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sharpness = SHARP_POINTY
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/// The real name of our item when extended.
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var/hidden_name = "energy dagger"
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/// The real desc of our item when extended.
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var/hidden_desc = "It's a normal black ink pen."
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/// The real icons used when extended.
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var/hidden_icon = "edagger"
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/// Whether or pen is extended
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var/extended = FALSE
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/obj/item/pen/edagger/Initialize(mapload)
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. = ..()
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AddComponent(/datum/component/butchering, _speed = 6 SECONDS, _butcher_sound = 'sound/weapons/blade1.ogg')
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AddComponent(/datum/component/transforming, \
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force_on = 18, \
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throwforce_on = 35, \
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throw_speed_on = 4, \
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sharpness_on = SHARP_EDGED, \
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w_class_on = WEIGHT_CLASS_NORMAL)
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RegisterSignal(src, COMSIG_TRANSFORMING_ON_TRANSFORM, .proc/on_transform)
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/obj/item/pen/edagger/suicide_act(mob/user)
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. = BRUTELOSS
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if(extended)
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user.visible_message(span_suicide("[user] forcefully rams the pen into their mouth!"))
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else
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user.visible_message(span_suicide("[user] is holding a pen up to their mouth! It looks like [user.p_theyre()] trying to commit suicide!"))
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attack_self(user)
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/*
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* Signal proc for [COMSIG_TRANSFORMING_ON_TRANSFORM].
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*
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* Handles swapping their icon files to edagger related icon files -
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* as they're supposed to look like a normal pen.
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*/
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/obj/item/pen/edagger/proc/on_transform(obj/item/source, mob/user, active)
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SIGNAL_HANDLER
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extended = active
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if(active)
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name = hidden_name
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desc = hidden_desc
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icon_state = hidden_icon
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inhand_icon_state = hidden_icon
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lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi'
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embedding = list(embed_chance = 100) // Rule of cool
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else
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name = initial(name)
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desc = initial(desc)
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icon_state = initial(icon_state)
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inhand_icon_state = initial(inhand_icon_state)
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lefthand_file = initial(lefthand_file)
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righthand_file = initial(righthand_file)
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embedding = list(embed_chance = EMBED_CHANCE)
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updateEmbedding()
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balloon_alert(user, "[hidden_name] [active ? "active":"concealed"]")
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playsound(user ? user : src, active ? 'sound/weapons/saberon.ogg' : 'sound/weapons/saberoff.ogg', 5, TRUE)
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return COMPONENT_NO_DEFAULT_MESSAGE
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/obj/item/pen/survival
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name = "survival pen"
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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."
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icon = 'icons/obj/bureaucracy.dmi'
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icon_state = "digging_pen"
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inhand_icon_state = "pen"
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worn_icon_state = "pen"
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force = 3
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w_class = WEIGHT_CLASS_TINY
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custom_materials = list(/datum/material/iron=10, /datum/material/diamond=100, /datum/material/titanium = 10)
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pressure_resistance = 2
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grind_results = list(/datum/reagent/iron = 2, /datum/reagent/iodine = 1)
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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.
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toolspeed = 10 //You will never willingly choose to use one of these over a shovel.
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font = FOUNTAIN_PEN_FONT
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colour = "#0000FF"
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