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ninja_stars.dm
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ninja_stars.dm
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/datum/action/item_action/ninjastar
name = "Create Throwing Stars (1E)"
desc = "Creates a throwing star in your hand, if possible."
button_icon_state = "throwingstar"
icon_icon = 'icons/obj/items_and_weapons.dmi'
/**
* Proc called to create a ninja star in the ninja's hands.
*
* Called to create a ninja star in the wearer's hand. The ninja
* star doesn't do much up-front damage, but deals stamina damage
* as the target moves around, forcing a finish or flee scenario.
*/
/obj/item/clothing/suit/space/space_ninja/proc/ninjastar()
if(ninjacost(10))
return
var/mob/living/carbon/human/ninja = affecting
var/obj/item/throwing_star/stamina/ninja/ninja_star = new(ninja)
if(ninja.put_in_hands(ninja_star))
to_chat(ninja, span_notice("A throwing star has been created in your hand!"))
else
qdel(ninja_star)
to_chat(ninja, span_notice("You can't create a throwing star, your hands are full!"))
/**
* # Ninja Throwing Star
*
* a throwing star which specifically makes sure you know it came from a real ninja.
*
* The most important item in the entire codebase, as without it we would all cease to exist.
* Inherits everything that makes it interesting the stamina throwing star, but the most
* important change made is that its name specifically has the prefix, 'ninja' in it.
* This provides the detective role with information to play off of by ensuring that his
* assumption that a space ninja is aboard the ship to be true when he find 20 of these in
* the captain's back. Along with this, its throwforce is 10 instead of the 5 of the stamina
* throwing star, meaning it'll do a little more damage than the stamina throwing star does as well.
* Changes to this item need to be approved by all maintainers, so if you do change it, make sure
* you go through the proper channels, lest you get permabanned. Do I make myself clear?
*/
/obj/item/throwing_star/stamina/ninja
name = "ninja throwing star"
throwforce = 10