/obj/item/material/star name = "shuriken" desc = "A sharp, perfectly weighted piece of metal." icon_state = "star" force_divisor = 0.1 // 6 with hardness 60 (steel) thrown_force_divisor = 0.75 // 15 with weight 20 (steel) throw_speed = 10 throw_range = 15 sharp = 1 edge = 1 /obj/item/material/star/Initialize() . = ..() src.pixel_x = rand(-12, 12) src.pixel_y = rand(-12, 12) /obj/item/material/star/throw_impact(atom/hit_atom) ..() if(material.radioactivity>0 && istype(hit_atom,/mob/living)) var/mob/living/M = hit_atom M.adjustToxLoss(rand(20,40)) /obj/item/material/star/ninja default_material = "uranium" // Hilariously, arrows are just darts, but bigger! ..The same can be said of spears. Thrown weapon. /obj/item/material/arrow name = "arrow" desc = "A sharp, triangular head on a slender body. Yep, it's an arrow." icon = 'icons/obj/weapons.dmi' icon_state = "arrowmetal" item_state = "bolt" force_divisor = 0.1 // 6 with hardness 60 (steel) thrown_force_divisor = 0.4 // 8 with weight 20 (steel) throw_speed = 10 throw_range = 4 sharp = 1 edge = 1 var/list/knock_point = list(7,7) /obj/item/material/arrow/crude name = "crude arrow" desc = "An ancient device for stabbing someone at range." icon_state = "arrow" thrown_force_divisor = 0.3 throw_range = 3 edge = 0