/* Pens! * Contains: * Pens * Sleepy Pens * Parapens * 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 = ITEM_SLOT_BELT | ITEM_SLOT_EARS throwforce = 0 w_class = WEIGHT_CLASS_TINY throw_speed = 3 throw_range = 7 custom_materials = list(/datum/material/iron=10) pressure_resistance = 2 grind_results = list(/datum/reagent/iron = 2, /datum/reagent/iodine = 1) var/colour = "black" //what colour the ink is! var/degrees = 0 var/font = PEN_FONT embedding = list() /obj/item/pen/suicide_act(mob/user) user.visible_message("[user] is scribbling numbers all over [user.p_them()]self with [src]! It looks like [user.p_theyre()] trying to commit sudoku...") return(BRUTELOSS) /obj/item/pen/blue desc = "It's a normal blue ink pen." icon_state = "pen_blue" colour = "blue" /obj/item/pen/red desc = "It's a normal red ink pen." icon_state = "pen_red" colour = "red" throw_speed = 4 // red ones go faster (in this case, fast enough to embed!) /obj/item/pen/invisible desc = "It's an invisible pen marker." icon_state = "pen" colour = "white" /obj/item/pen/fourcolor desc = "It's a fancy four-color ink pen, set to black." name = "four-color pen" colour = "black" /obj/item/pen/fourcolor/attack_self(mob/living/carbon/user) switch(colour) if("black") colour = "red" throw_speed++ if("red") colour = "green" throw_speed = initial(throw_speed) if("green") colour = "blue" else colour = "black" to_chat(user, "\The [src] will now write in [colour].") desc = "It's a fancy four-color ink pen, set to [colour]." /obj/item/pen/fountain name = "fountain pen" desc = "It's a common fountain pen, with a faux wood body." icon_state = "pen-fountain" font = FOUNTAIN_PEN_FONT /obj/item/pen/fountain/captain name = "captain's fountain pen" desc = "It's an expensive Oak fountain pen. The nib is quite sharp." icon_state = "pen-fountain-o" force = 5 throwforce = 5 throw_speed = 4 colour = "crimson" custom_materials = list(/datum/material/gold = 750) sharpness = IS_SHARP resistance_flags = FIRE_PROOF unique_reskin = list("Oak" = "pen-fountain-o", "Gold" = "pen-fountain-g", "Rosewood" = "pen-fountain-r", "Black and Silver" = "pen-fountain-b", "Command Blue" = "pen-fountain-cb" ) /obj/item/pen/fountain/captain/Initialize() . = ..() AddComponent(/datum/component/butchering, 200, 115) //the pen is mightier than the sword /obj/item/pen/fountain/captain/reskin_obj(mob/M) ..() if(current_skin) desc = "It's an expensive [current_skin] fountain pen. The nib is quite sharp." /obj/item/pen/attack_self(mob/living/carbon/user) var/deg = input(user, "What angle would you like to rotate the pen head to? (1-360)", "Rotate Pen Head") as null|num if(deg && (deg > 0 && deg <= 360)) degrees = deg to_chat(user, "You rotate the top of the pen to [degrees] degrees.") SEND_SIGNAL(src, COMSIG_PEN_ROTATED, deg, user) /obj/item/pen/attack(mob/living/M, mob/user,stealth) if(!istype(M)) return if(!force) if(M.can_inject(user, 1)) to_chat(user, "You stab [M] with the pen.") if(!stealth) to_chat(M, "You feel a tiny prick!") . = 1 log_combat(user, M, "stabbed", src) else . = ..() /obj/item/pen/afterattack(obj/O, mob/living/user, proximity) . = ..() //Changing Name/Description of items. Only works if they have the 'unique_rename' flag set if(isobj(O) && proximity && (O.obj_flags & UNIQUE_RENAME)) var/penchoice = input(user, "What would you like to edit?", "Rename or change description?") as null|anything in list("Rename","Change description") if(QDELETED(O) || !user.canUseTopic(O, BE_CLOSE)) return if(penchoice == "Rename") var/input = stripped_input(user,"What do you want to name \the [O.name]?", ,"", MAX_NAME_LEN) var/oldname = O.name if(QDELETED(O) || !user.canUseTopic(O, BE_CLOSE)) return if(oldname == input) to_chat(user, "You changed \the [O.name] to... well... \the [O.name].") else O.name = input to_chat(user, "\The [oldname] has been successfully been renamed to \the [input].") O.renamedByPlayer = TRUE log_game("[user] [key_name(user)] has renamed [O] to [input]") if(penchoice == "Change description") var/input = stripped_input(user,"Describe \the [O.name] here", ,"", 100) if(QDELETED(O) || !user.canUseTopic(O, BE_CLOSE)) return O.desc = input to_chat(user, "You have successfully changed \the [O.name]'s description.") log_game("[user] [key_name(user)] has changed [O]'s description to to [input]") /* * Sleepypens */ /obj/item/pen/sleepy/attack(mob/living/M, mob/user) if(!istype(M)) return if(..()) if(reagents.total_volume) if(M.reagents) reagents.reaction(M, INJECT) reagents.trans_to(M, reagents.total_volume) /obj/item/pen/sleepy/Initialize() . = ..() create_reagents(45, OPENCONTAINER) reagents.add_reagent(/datum/reagent/toxin/chloralhydrate, 20) reagents.add_reagent(/datum/reagent/toxin/mutetoxin, 15) reagents.add_reagent(/datum/reagent/toxin/staminatoxin, 10) /* * (Alan) Edaggers */ /obj/item/pen/edagger attack_verb = list("slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut") //these wont show up if the pen is off sharpness = IS_SHARP var/on = FALSE var/embedding = list(embed_chance = EMBED_CHANCE) /obj/item/pen/edagger/ComponentInitialize() . = ..() AddComponent(/datum/component/butchering, 60, 100, 0, 'sound/weapons/blade1.ogg') AddElement(/datum/element/update_icon_updates_onmob) /obj/item/pen/edagger/get_sharpness() return on * sharpness /obj/item/pen/edagger/attack_self(mob/living/user) if(on) on = FALSE force = initial(force) w_class = initial(w_class) name = initial(name) hitsound = initial(hitsound) embedding = null throwforce = initial(throwforce) playsound(user, 'sound/weapons/saberoff.ogg', 5, 1) to_chat(user, "[src] can now be concealed.") RemoveElement(/datum/element/embed, embedding) else on = TRUE force = 18 w_class = WEIGHT_CLASS_NORMAL name = "energy dagger" hitsound = 'sound/weapons/blade1.ogg' embedding = getEmbeddingBehavior(embed_chance = 100, embedded_fall_chance = 0) //rule of cool throwforce = 35 playsound(user, 'sound/weapons/saberon.ogg', 5, 1) to_chat(user, "[src] is now active.") AddElement(/datum/element/embed, embedding) update_icon() /obj/item/pen/edagger/update_icon_state() if(on) icon_state = item_state = "edagger" lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi' righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi' else icon_state = initial(icon_state) //looks like a normal pen when off. item_state = initial(item_state) lefthand_file = initial(lefthand_file) righthand_file = initial(righthand_file) /obj/item/pen/survival name = "survival pen" 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." icon = 'icons/obj/bureaucracy.dmi' icon_state = "digging_pen" item_state = "pen" force = 3 w_class = WEIGHT_CLASS_TINY custom_materials = list(/datum/material/iron=10, /datum/material/diamond=100, /datum/material/titanium = 10) pressure_resistance = 2 grind_results = list(/datum/reagent/iron = 2, /datum/reagent/iodine = 1) 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. toolspeed = 10 //You will never willingly choose to use one of these over a shovel.