/* Pens! * Contains: * Pens * Sleepy Pens * 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 = 1.0 throw_speed = 3 throw_range = 7 materials = list(MAT_METAL=10) var/colour = "black" //what colour the ink is! pressure_resistance = 2 /obj/item/weapon/pen/suicide_act(mob/user) viewers(user) << "[user] starts scribbling numbers over \himself with the [src.name]! It looks like \he's trying to commit sudoku." return (BRUTELOSS) /obj/item/weapon/pen/blue name = "blue-ink pen" desc = "It's a normal blue ink pen." icon_state = "pen_blue" colour = "blue" /obj/item/weapon/pen/red name = "red-ink pen" desc = "It's a normal red ink pen." icon_state = "pen_red" colour = "red" /obj/item/weapon/pen/gray name = "gray-ink pen" desc = "It's a normal gray ink pen." colour = "gray" /obj/item/weapon/pen/invisible desc = "It's an invisble pen marker." icon_state = "pen" colour = "white" /obj/item/weapon/pen/multi //spaceman96: Trenna Seber name = "multicolor pen" desc = "It's a cool looking pen. Lots of colors!" /obj/item/weapon/pen/fancy name = "fancy pen" desc = "A fancy metal pen. It uses blue ink. An inscription on one side reads,\"L.L. - L.R.\"" icon_state = "fancypen" /obj/item/weapon/pen/gold name = "Gilded Pen" desc = "A golden pen that is gilded with a meager amount of gold material. The word 'Nanotrasen' is etched on the clip of the pen." icon_state = "goldpen" /obj/item/weapon/pen/fountain name = "Engraved Fountain Pen" desc = "An expensive looking pen." icon_state = "fountainpen" /obj/item/weapon/pen/attack(mob/living/M, mob/user) if(!istype(M)) return if(!force) if(M.can_inject(user, 1)) user << "You stab [M] with the pen." // M << "You feel a tiny prick!" . = 1 add_logs(M, user, "stabbed", object="[name]") else . = ..() /* * Sleepypens */ /obj/item/weapon/pen/sleepy flags = OPENCONTAINER 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, 50) /obj/item/weapon/pen/sleepy/New() create_reagents(100) reagents.add_reagent("ketamine", 100) ..() /* * (Alan) Edaggers */ /obj/item/weapon/pen/edagger origin_tech = "combat=3;syndicate=5" 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) sharp = 0 edge = 0 w_class = initial(w_class) name = initial(name) hitsound = initial(hitsound) throwforce = initial(throwforce) playsound(user, 'sound/weapons/saberoff.ogg', 5, 1) user << "[src] can now be concealed." else on = 1 force = 18 sharp = 1 edge = 1 w_class = 3 name = "energy dagger" hitsound = 'sound/weapons/blade1.ogg' throwforce = 35 playsound(user, 'sound/weapons/saberon.ogg', 5, 1) user << "[src] is now active." 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)