mirror of
https://github.com/SPLURT-Station/S.P.L.U.R.T-Station-13.git
synced 2025-12-09 16:07:40 +00:00
541 lines
18 KiB
Plaintext
541 lines
18 KiB
Plaintext
/* Cards
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* Contains:
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* DATA CARD
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* ID CARD
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* FINGERPRINT CARD HOLDER
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* FINGERPRINT CARD
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*/
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/*
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* DATA CARDS - Used for the IC data card reader
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*/
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/obj/item/card
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name = "card"
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desc = "Does card things."
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icon = 'icons/obj/card.dmi'
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w_class = WEIGHT_CLASS_TINY
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var/list/files = list()
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/obj/item/card/suicide_act(mob/living/carbon/user)
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user.visible_message("<span class='suicide'>[user] begins to swipe [user.p_their()] neck with \the [src]! It looks like [user.p_theyre()] trying to commit suicide!</span>")
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return BRUTELOSS
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/obj/item/card/data
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name = "data card"
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desc = "A plastic magstripe card for simple and speedy data storage and transfer. This one has a stripe running down the middle."
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icon_state = "data_1"
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obj_flags = UNIQUE_RENAME
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var/function = "storage"
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var/data = "null"
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var/special = null
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item_state = "card-id"
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lefthand_file = 'icons/mob/inhands/equipment/idcards_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/idcards_righthand.dmi'
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var/detail_color = COLOR_ASSEMBLY_ORANGE
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/obj/item/card/data/Initialize()
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.=..()
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update_icon()
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/obj/item/card/data/update_icon()
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cut_overlays()
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if(detail_color == COLOR_FLOORTILE_GRAY)
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return
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var/mutable_appearance/detail_overlay = mutable_appearance('icons/obj/card.dmi', "[icon_state]-color")
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detail_overlay.color = detail_color
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add_overlay(detail_overlay)
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/obj/item/card/data/attackby(obj/item/I, mob/living/user)
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if(istype(I, /obj/item/integrated_electronics/detailer))
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var/obj/item/integrated_electronics/detailer/D = I
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detail_color = D.detail_color
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update_icon()
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return ..()
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/obj/item/proc/GetCard()
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/obj/item/card/data/GetCard()
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return src
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/obj/item/card/data/full_color
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desc = "A plastic magstripe card for simple and speedy data storage and transfer. This one has the entire card colored."
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icon_state = "data_2"
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/obj/item/card/data/disk
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desc = "A plastic magstripe card for simple and speedy data storage and transfer. This one inexplicibly looks like a floppy disk."
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icon_state = "data_3"
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/*
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* ID CARDS
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*/
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/obj/item/card/emag
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desc = "It's a card with a magnetic strip attached to some circuitry."
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name = "cryptographic sequencer"
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icon_state = "emag"
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item_state = "card-id"
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lefthand_file = 'icons/mob/inhands/equipment/idcards_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/idcards_righthand.dmi'
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item_flags = NO_MAT_REDEMPTION | NOBLUDGEON
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var/prox_check = TRUE //If the emag requires you to be in range
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var/uses = 15
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/obj/item/card/emag/bluespace
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name = "bluespace cryptographic sequencer"
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desc = "It's a blue card with a magnetic strip attached to some circuitry. It appears to have some sort of transmitter attached to it."
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color = rgb(40, 130, 255)
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prox_check = FALSE
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/obj/item/card/emag/attack()
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return
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/obj/item/card/emag/afterattack(atom/target, mob/user, proximity)
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. = ..()
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var/atom/A = target
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if(!proximity && prox_check || !(isobj(A) || issilicon(A) || isbot(A) || isdrone(A)))
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return
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if(istype(A, /obj/item/storage) && !(istype(A, /obj/item/storage/lockbox) || istype(A, /obj/item/storage/pod)))
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return
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if(!uses)
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user.visible_message("<span class='warning'>[src] emits a weak spark. It's burnt out!</span>")
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playsound(src, 'sound/effects/light_flicker.ogg', 100, 1)
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return
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else if(uses <= 3)
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playsound(src, 'sound/effects/light_flicker.ogg', 30, 1) //Tiiiiiiny warning sound to let ya know your emag's almost dead
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if(!A.emag_act(user))
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return
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uses = max(uses - 1, 0)
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if(!uses)
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user.visible_message("<span class='warning'>[src] fizzles and sparks. It seems like it's out of charges.</span>")
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playsound(src, 'sound/effects/light_flicker.ogg', 100, 1)
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/obj/item/card/emag/examine(mob/user)
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. = ..()
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. += "<span class='notice'>It has <b>[uses ? uses : "no"]</b> charges left.</span>"
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/obj/item/card/emag/attackby(obj/item/W, mob/user, params)
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if(istype(W, /obj/item/emagrecharge))
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var/obj/item/emagrecharge/ER = W
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if(ER.uses)
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uses += ER.uses
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to_chat(user, "<span class='notice'>You have added [ER.uses] charges to [src]. It now has [uses] charges.</span>")
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playsound(src, "sparks", 100, 1)
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ER.uses = 0
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else
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to_chat(user, "<span class='warning'>[ER] has no charges left.</span>")
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return
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. = ..()
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/obj/item/emagrecharge
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name = "electromagnet charging device"
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desc = "A small cell with two prongs lazily jabbed into it. It looks like it's made for charging the small batteries found in electromagnetic devices, sadly this can't be recharged like a normal cell."
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icon = 'icons/obj/module.dmi'
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icon_state = "cell_mini"
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item_flags = NOBLUDGEON
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var/uses = 5 //Dictates how many charges the device adds to compatible items
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/obj/item/emagrecharge/examine(mob/user)
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. = ..()
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if(uses)
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. += "<span class='notice'>It can add up to [uses] charges to compatible devices</span>"
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else
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. += "<span class='warning'>It has a small, red, blinking light coming from inside of it. It's spent.</span>"
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/obj/item/card/emagfake
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desc = "It's a card with a magnetic strip attached to some circuitry. Closer inspection shows that this card is a poorly made replica, with a \"DonkCo\" logo stamped on the back."
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name = "cryptographic sequencer"
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icon_state = "emag"
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item_state = "card-id"
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lefthand_file = 'icons/mob/inhands/equipment/idcards_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/idcards_righthand.dmi'
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/obj/item/card/emagfake/afterattack()
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. = ..()
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playsound(src, 'sound/items/bikehorn.ogg', 50, 1)
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/obj/item/card/id
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name = "identification card"
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desc = "A card used to provide ID and determine access across the station."
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icon_state = "id"
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item_state = "card-id"
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lefthand_file = 'icons/mob/inhands/equipment/idcards_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/idcards_righthand.dmi'
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slot_flags = ITEM_SLOT_ID
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armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100)
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resistance_flags = FIRE_PROOF | ACID_PROOF
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var/mining_points = 0 //For redeeming at mining equipment vendors
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var/list/access = list()
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var/registered_name = null // The name registered_name on the card
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var/assignment = null
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var/access_txt // mapping aid
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/obj/item/card/id/Initialize(mapload)
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. = ..()
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if(mapload && access_txt)
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access = text2access(access_txt)
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/obj/item/card/id/vv_edit_var(var_name, var_value)
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. = ..()
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if(.)
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switch(var_name)
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if("assignment","registered_name")
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update_label()
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/obj/item/card/id/attack_self(mob/user)
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if(Adjacent(user))
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user.visible_message("<span class='notice'>[user] shows you: [icon2html(src, viewers(user))] [src.name].</span>", \
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"<span class='notice'>You show \the [src.name].</span>")
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add_fingerprint(user)
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return
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/obj/item/card/id/examine(mob/user)
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. = ..()
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if(mining_points)
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. += "There's [mining_points] mining equipment redemption point\s loaded onto this card."
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/obj/item/card/id/GetAccess()
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return access
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/obj/item/card/id/GetID()
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return src
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/obj/item/card/id/RemoveID()
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return src
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/*
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Usage:
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update_label()
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Sets the id name to whatever registered_name and assignment is
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update_label("John Doe", "Clowny")
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Properly formats the name and occupation and sets the id name to the arguments
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*/
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/obj/item/card/id/proc/update_label(newname, newjob)
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if(newname || newjob)
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name = "[(!newname) ? "identification card" : "[newname]'s ID Card"][(!newjob) ? "" : " ([newjob])"]"
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return
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name = "[(!registered_name) ? "identification card" : "[registered_name]'s ID Card"][(!assignment) ? "" : " ([assignment])"]"
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/obj/item/card/id/silver
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name = "silver identification card"
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desc = "A silver card which shows honour and dedication."
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icon_state = "silver"
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item_state = "silver_id"
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lefthand_file = 'icons/mob/inhands/equipment/idcards_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/idcards_righthand.dmi'
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/obj/item/card/id/silver/reaper
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name = "Thirteen's ID Card (Reaper)"
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access = list(ACCESS_MAINT_TUNNELS)
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assignment = "Reaper"
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registered_name = "Thirteen"
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/obj/item/card/id/gold
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name = "gold identification card"
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desc = "A golden card which shows power and might."
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icon_state = "gold"
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item_state = "gold_id"
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lefthand_file = 'icons/mob/inhands/equipment/idcards_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/idcards_righthand.dmi'
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/obj/item/card/id/syndicate
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name = "agent card"
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access = list(ACCESS_MAINT_TUNNELS, ACCESS_SYNDICATE)
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var/anyone = FALSE //Can anyone forge the ID or just syndicate?
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/obj/item/card/id/syndicate/Initialize()
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. = ..()
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var/datum/action/item_action/chameleon/change/chameleon_action = new(src)
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chameleon_action.chameleon_type = /obj/item/card/id
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chameleon_action.chameleon_name = "ID Card"
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chameleon_action.initialize_disguises()
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/obj/item/card/id/syndicate/afterattack(obj/item/O, mob/user, proximity)
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if(!proximity)
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return
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if(istype(O, /obj/item/card/id))
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var/obj/item/card/id/I = O
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src.access |= I.access
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if(isliving(user) && user.mind)
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if(user.mind.special_role)
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to_chat(usr, "<span class='notice'>The card's microscanners activate as you pass it over the ID, copying its access.</span>")
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/obj/item/card/id/syndicate/attack_self(mob/user)
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if(isliving(user) && user.mind)
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if(user.mind.special_role || anyone)
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if(alert(user, "Action", "Agent ID", "Show", "Forge") == "Forge")
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var/input_name = reject_bad_name(stripped_input(user, "What name would you like to put on this card?", "Agent card name", registered_name ? registered_name : (ishuman(user) ? user.real_name : user.name), MAX_NAME_LEN), TRUE)
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if(!input_name)
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return
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var/u = stripped_input(user, "What occupation would you like to put on this card?\nNote: This will not grant any access levels other than Maintenance.", "Agent card job assignment", "Assistant", MAX_MESSAGE_LEN)
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if(!u)
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registered_name = ""
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return
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assignment = u
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update_label()
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to_chat(user, "<span class='notice'>You successfully forge the ID card.</span>")
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return
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..()
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/obj/item/card/id/syndicate/anyone
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anyone = TRUE
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/obj/item/card/id/syndicate/nuke_leader
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name = "lead agent card"
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access = list(ACCESS_MAINT_TUNNELS, ACCESS_SYNDICATE, ACCESS_SYNDICATE_LEADER)
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/obj/item/card/id/syndicate_command
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name = "syndicate ID card"
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desc = "An ID straight from the Syndicate."
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registered_name = "Syndicate"
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assignment = "Syndicate Overlord"
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access = list(ACCESS_SYNDICATE)
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/obj/item/card/id/captains_spare
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name = "captain's spare ID"
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desc = "The spare ID of the High Lord himself."
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icon_state = "gold"
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item_state = "gold_id"
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lefthand_file = 'icons/mob/inhands/equipment/idcards_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/idcards_righthand.dmi'
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registered_name = "Captain"
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assignment = "Captain"
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/obj/item/card/id/captains_spare/Initialize()
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var/datum/job/captain/J = new/datum/job/captain
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access = J.get_access()
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. = ..()
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/obj/item/card/id/centcom
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name = "\improper CentCom ID"
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desc = "An ID straight from Central Command."
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icon_state = "centcom"
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registered_name = "Central Command"
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assignment = "General"
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/obj/item/card/id/centcom/Initialize()
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access = get_all_centcom_access()
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. = ..()
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/obj/item/card/id/ert
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name = "\improper CentCom ID"
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desc = "An ERT ID card."
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icon_state = "centcom"
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registered_name = "Emergency Response Team Commander"
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assignment = "Emergency Response Team Commander"
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/obj/item/card/id/ert/Initialize()
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access = get_all_accesses()+get_ert_access("commander")-ACCESS_CHANGE_IDS
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. = ..()
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/obj/item/card/id/ert/Security
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registered_name = "Security Response Officer"
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assignment = "Security Response Officer"
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/obj/item/card/id/ert/Security/Initialize()
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access = get_all_accesses()+get_ert_access("sec")-ACCESS_CHANGE_IDS
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. = ..()
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/obj/item/card/id/ert/Engineer
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registered_name = "Engineer Response Officer"
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assignment = "Engineer Response Officer"
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/obj/item/card/id/ert/Engineer/Initialize()
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access = get_all_accesses()+get_ert_access("eng")-ACCESS_CHANGE_IDS
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. = ..()
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/obj/item/card/id/ert/Medical
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registered_name = "Medical Response Officer"
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assignment = "Medical Response Officer"
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/obj/item/card/id/ert/Medical/Initialize()
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access = get_all_accesses()+get_ert_access("med")-ACCESS_CHANGE_IDS
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. = ..()
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/obj/item/card/id/ert/chaplain
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registered_name = "Religious Response Officer"
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assignment = "Religious Response Officer"
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/obj/item/card/id/ert/chaplain/Initialize()
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access = get_all_accesses()+get_ert_access("sec")-ACCESS_CHANGE_IDS
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. = ..()
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/obj/item/card/id/prisoner
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name = "prisoner ID card"
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desc = "You are a number, you are not a free man."
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icon_state = "orange"
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item_state = "orange-id"
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lefthand_file = 'icons/mob/inhands/equipment/idcards_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/idcards_righthand.dmi'
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assignment = "Prisoner"
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access = list(ACCESS_ENTER_GENPOP)
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//Lavaland labor camp
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var/goal = 0 //How far from freedom?
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var/points = 0
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//Genpop
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var/sentence = 0 //When world.time is greater than this number, the card will have its ACCESS_ENTER_GENPOP access replaced with ACCESS_LEAVE_GENPOP the next time it's checked, unless this value is 0/null
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var/crime= "\[REDACTED\]"
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/obj/item/card/id/prisoner/GetAccess()
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if((sentence && world.time >= sentence) || (goal && points >= goal))
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access = list(ACCESS_LEAVE_GENPOP)
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return ..()
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/obj/item/card/id/prisoner/process()
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if(!sentence)
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STOP_PROCESSING(SSobj, src)
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return
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if(world.time >= sentence)
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playsound(loc, 'sound/machines/ping.ogg', 50, 1)
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if(isliving(loc))
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to_chat(loc, "<span class='boldnotice'>[src]</span><span class='notice'> buzzes: You have served your sentence! You may now exit prison through the turnstiles and collect your belongings.</span>")
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STOP_PROCESSING(SSobj, src)
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return
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/obj/item/card/id/prisoner/examine(mob/user)
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. = ..()
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if(sentence && world.time < sentence)
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. += "<span class='notice'>You're currently serving a sentence for [crime]. <b>[DisplayTimeText(sentence - world.time)]</b> left.</span>"
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else if(goal)
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. += "<span class='notice'>You have accumulated [points] out of the [goal] points you need for freedom.</span>"
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else if(!sentence)
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. += "<span class='warning'>You are currently serving a permanent sentence for [crime].</span>"
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else
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. += "<span class='notice'>Your sentence is up! You're free!</span>"
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/obj/item/card/id/prisoner/one
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name = "Prisoner #13-001"
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registered_name = "Prisoner #13-001"
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/obj/item/card/id/prisoner/two
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name = "Prisoner #13-002"
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registered_name = "Prisoner #13-002"
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/obj/item/card/id/prisoner/three
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name = "Prisoner #13-003"
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registered_name = "Prisoner #13-003"
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/obj/item/card/id/prisoner/four
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name = "Prisoner #13-004"
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registered_name = "Prisoner #13-004"
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/obj/item/card/id/prisoner/five
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name = "Prisoner #13-005"
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registered_name = "Prisoner #13-005"
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/obj/item/card/id/prisoner/six
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name = "Prisoner #13-006"
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registered_name = "Prisoner #13-006"
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/obj/item/card/id/prisoner/seven
|
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name = "Prisoner #13-007"
|
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registered_name = "Prisoner #13-007"
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|
|
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/obj/item/card/id/mining
|
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name = "mining ID"
|
|
access = list(ACCESS_MINING, ACCESS_MINING_STATION, ACCESS_MAILSORTING, ACCESS_MINERAL_STOREROOM)
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|
|
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/obj/item/card/id/away
|
|
name = "a perfectly generic identification card"
|
|
desc = "A perfectly generic identification card. Looks like it could use some flavor."
|
|
access = list(ACCESS_AWAY_GENERAL)
|
|
|
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/obj/item/card/id/away/hotel
|
|
name = "Staff ID"
|
|
desc = "A staff ID used to access the hotel's doors."
|
|
access = list(ACCESS_AWAY_GENERAL, ACCESS_AWAY_MAINT)
|
|
|
|
/obj/item/card/id/away/hotel/securty
|
|
name = "Officer ID"
|
|
access = list(ACCESS_AWAY_GENERAL, ACCESS_AWAY_MAINT, ACCESS_AWAY_SEC)
|
|
|
|
/obj/item/card/id/away/old
|
|
name = "a perfectly generic identification card"
|
|
desc = "A perfectly generic identification card. Looks like it could use some flavor."
|
|
icon_state = "centcom"
|
|
|
|
/obj/item/card/id/away/old/sec
|
|
name = "Charlie Station Security Officer's ID card"
|
|
desc = "A faded Charlie Station ID card. You can make out the rank \"Security Officer\"."
|
|
assignment = "Charlie Station Security Officer"
|
|
access = list(ACCESS_AWAY_GENERAL, ACCESS_AWAY_SEC)
|
|
|
|
/obj/item/card/id/away/old/sci
|
|
name = "Charlie Station Scientist's ID card"
|
|
desc = "A faded Charlie Station ID card. You can make out the rank \"Scientist\"."
|
|
assignment = "Charlie Station Scientist"
|
|
access = list(ACCESS_AWAY_GENERAL)
|
|
|
|
/obj/item/card/id/away/old/eng
|
|
name = "Charlie Station Engineer's ID card"
|
|
desc = "A faded Charlie Station ID card. You can make out the rank \"Station Engineer\"."
|
|
assignment = "Charlie Station Engineer"
|
|
access = list(ACCESS_AWAY_GENERAL, ACCESS_AWAY_ENGINE)
|
|
|
|
/obj/item/card/id/away/old/apc
|
|
name = "APC Access ID"
|
|
desc = "A special ID card that allows access to APC terminals."
|
|
access = list(ACCESS_ENGINE_EQUIP)
|
|
|
|
//Polychromatic Knight Badge
|
|
|
|
/obj/item/card/id/knight
|
|
var/id_color = "#00FF00" //defaults to green
|
|
name = "knight badge"
|
|
icon_state = "knight"
|
|
desc = "A badge denoting the owner as a knight! It has a strip for swiping like an ID"
|
|
|
|
/obj/item/card/id/knight/update_label(newname, newjob)
|
|
if(newname || newjob)
|
|
name = "[(!newname) ? "knight badge" : "[newname]'s Knight Badge"][(!newjob) ? "" : " ([newjob])"]"
|
|
return
|
|
|
|
name = "[(!registered_name) ? "knight badge" : "[registered_name]'s Knight Badge"][(!assignment) ? "" : " ([assignment])"]"
|
|
|
|
/obj/item/card/id/knight/update_icon()
|
|
var/mutable_appearance/id_overlay = mutable_appearance(icon, "knight_overlay")
|
|
|
|
if(id_color)
|
|
id_overlay.color = id_color
|
|
cut_overlays()
|
|
|
|
add_overlay(id_overlay)
|
|
|
|
/obj/item/card/id/knight/AltClick(mob/living/user)
|
|
. = ..()
|
|
if(!in_range(src, user)) //Basic checks to prevent abuse
|
|
return
|
|
if(user.incapacitated() || !istype(user))
|
|
to_chat(user, "<span class='warning'>You can't do that right now!</span>")
|
|
return TRUE
|
|
if(alert("Are you sure you want to recolor your id?", "Confirm Repaint", "Yes", "No") == "Yes")
|
|
var/energy_color_input = input(usr,"","Choose Energy Color",id_color) as color|null
|
|
if(!in_range(src, user) || !energy_color_input)
|
|
return TRUE
|
|
if(user.incapacitated() || !istype(user))
|
|
to_chat(user, "<span class='warning'>You can't do that right now!</span>")
|
|
return TRUE
|
|
id_color = sanitize_hexcolor(energy_color_input, desired_format=6, include_crunch=1)
|
|
update_icon()
|
|
return TRUE
|
|
|
|
/obj/item/card/id/knight/Initialize()
|
|
. = ..()
|
|
update_icon()
|
|
|
|
/obj/item/card/id/knight/examine(mob/user)
|
|
. = ..()
|
|
. += "<span class='notice'>Alt-click to recolor it.</span>"
|
|
|
|
/obj/item/card/id/knight/blue
|
|
id_color = "#0000FF"
|
|
|
|
/obj/item/card/id/knight/captain
|
|
id_color = "#FFD700" |