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Paradise/code/modules/paperwork/pen.dm
2015-09-25 04:43:48 +02:00

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/* 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/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 << "<span class='warning'>You stab [M] with the pen.</span>"
// M << "<span class='danger'>You feel a tiny prick!</span>"
. = 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 << "<span class='warning'>[src] can now be concealed.</span>"
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 << "<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)