/* Pens! * Contains: * Pens * Sleepy Pens * Edaggers */ /* * Pens */ /obj/item/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 = WEIGHT_CLASS_TINY throw_speed = 3 throw_range = 7 materials = list(MAT_METAL=10) var/colour = "black" //what colour the ink is! pressure_resistance = 2 /obj/item/pen/suicide_act(mob/user) to_chat(viewers(user), "[user] starts scribbling numbers over [user.p_them()]self with the [name]! It looks like [user.p_theyre()] trying to commit sudoku.") return BRUTELOSS /obj/item/pen/blue name = "blue-ink pen" desc = "It's a normal blue ink pen." icon_state = "pen_blue" colour = "blue" /obj/item/pen/red name = "red-ink pen" desc = "It's a normal red ink pen." icon_state = "pen_red" colour = "red" /obj/item/pen/gray name = "gray-ink pen" desc = "It's a normal gray ink pen." colour = "gray" /obj/item/pen/invisible desc = "It's an invisble pen marker." icon_state = "pen" colour = "white" /obj/item/pen/multi name = "multicolor pen" desc = "It's a cool looking pen. Lots of colors!" // these values are for the overlay var/list/colour_choices = list( "black" = list(0.25, 0.25, 0.25), "red" = list(1, 0.25, 0.25), "green" = list(0, 1, 0), "blue" = list(0.5, 0.5, 1), "yellow" = list(1, 1, 0)) var/pen_color_iconstate = "pencolor" var/pen_color_shift = 3 /obj/item/pen/multi/New() ..() update_icon() /obj/item/pen/multi/proc/select_colour(mob/user as mob) var/newcolour = input(user, "Which colour would you like to use?", name, colour) as null|anything in colour_choices if(newcolour) colour = newcolour playsound(loc, 'sound/effects/pop.ogg', 50, 1) update_icon() /obj/item/pen/multi/attack_self(mob/living/user as mob) select_colour(user) /obj/item/pen/multi/update_icon() overlays.Cut() var/icon/o = new(icon, pen_color_iconstate) var/list/c = colour_choices[colour] o.SetIntensity(c[1], c[2], c[3]) if(pen_color_shift) o.Shift(SOUTH, pen_color_shift) overlays += o /obj/item/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/pen/multi/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" pen_color_shift = 0 /obj/item/pen/multi/fountain name = "Engraved Fountain Pen" desc = "An expensive looking pen." icon_state = "fountainpen" pen_color_shift = 0 /obj/item/pen/attack(mob/living/M, mob/user) if(!istype(M)) return if(!force) if(M.can_inject(user, 1)) to_chat(user, "You stab [M] with the pen.") // to_chat(M, "You feel a tiny prick!") . = 1 add_attack_logs(user, M, "Stabbed with [src]") else . = ..() /* * Sleepypens */ /obj/item/pen/sleepy container_type = OPENCONTAINER origin_tech = "engineering=4;syndicate=2" /obj/item/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/pen/sleepy/New() create_reagents(100) reagents.add_reagent("ketamine", 100) ..() /* * (Alan) Edaggers */ /obj/item/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 var/brightness_on = 2 light_color = LIGHT_COLOR_RED /obj/item/pen/edagger/attack_self(mob/living/user) if(on) on = 0 force = initial(force) sharp = 0 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) to_chat(user, "[src] can now be concealed.") set_light(0) else on = 1 force = 18 sharp = 1 w_class = WEIGHT_CLASS_NORMAL name = "energy dagger" hitsound = 'sound/weapons/blade1.ogg' embed_chance = 100 //rule of cool throwforce = 35 playsound(user, 'sound/weapons/saberon.ogg', 5, 1) to_chat(user, "[src] is now active.") set_light(brightness_on, 1) update_icon() /obj/item/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) /obj/item/proc/on_write(obj/item/paper/P, mob/user) return /obj/item/pen/poison var/uses_left = 3 /obj/item/pen/poison/on_write(obj/item/paper/P, mob/user) if(P.contact_poison_volume) to_chat(user, "[P] is already coated.") else if(uses_left) uses_left-- P.contact_poison = "amanitin" P.contact_poison_volume = 15 P.contact_poison_poisoner = user.name add_attack_logs(user, P, "Poison pen'ed") to_chat(user, "You apply the poison to [P].") else to_chat(user, "[src] clicks. It seems to be depleted.")