here we go again (#2456)
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@@ -4,7 +4,7 @@
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/obj/item/clothing/suit/space/space_ninja/proc/ninjastar()
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if(!ninjacost(10))
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var/mob/living/carbon/human/H = affecting
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var/obj/item/weapon/throwing_star/ninja/N = new(H)
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var/obj/item/throwing_star/ninja/N = new(H)
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if(H.put_in_hands(N))
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to_chat(H, "<span class='notice'>A throwing star has been created in your hand!</span>")
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else
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@@ -12,7 +12,7 @@
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H.throw_mode_on() //So they can quickly throw it.
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/obj/item/weapon/throwing_star/ninja
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/obj/item/throwing_star/ninja
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name = "ninja throwing star"
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throwforce = 30
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embedded_pain_multiplier = 6
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@@ -97,7 +97,7 @@ They *could* go in their appropriate files, but this is supposed to be modular
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//CELL//
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/obj/item/weapon/stock_parts/cell/ninjadrain_act(obj/item/clothing/suit/space/space_ninja/S, mob/living/carbon/human/H, obj/item/clothing/gloves/space_ninja/G)
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/obj/item/stock_parts/cell/ninjadrain_act(obj/item/clothing/suit/space/space_ninja/S, mob/living/carbon/human/H, obj/item/clothing/gloves/space_ninja/G)
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if(!S || !H || !G)
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return INVALID_DRAIN
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@@ -16,7 +16,7 @@ Contents:
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desc = "A unique, vaccum-proof suit of nano-enhanced armor designed specifically for Spider Clan assassins."
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icon_state = "s-ninja"
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item_state = "s-ninja_suit"
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allowed = list(/obj/item/weapon/gun, /obj/item/ammo_box, /obj/item/ammo_casing, /obj/item/weapon/melee/baton, /obj/item/weapon/restraints/handcuffs, /obj/item/weapon/tank/internals, /obj/item/weapon/stock_parts/cell)
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allowed = list(/obj/item/gun, /obj/item/ammo_box, /obj/item/ammo_casing, /obj/item/melee/baton, /obj/item/restraints/handcuffs, /obj/item/tank/internals, /obj/item/stock_parts/cell)
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slowdown = 0
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resistance_flags = LAVA_PROOF | ACID_PROOF
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armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 30, rad = 30, fire = 100, acid = 100)
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@@ -26,12 +26,12 @@ Contents:
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//Important parts of the suit.
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var/mob/living/carbon/human/affecting = null
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var/obj/item/weapon/stock_parts/cell/cell
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var/obj/item/stock_parts/cell/cell
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var/datum/effect_system/spark_spread/spark_system
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var/list/reagent_list = list("omnizine","salbutamol","spaceacillin","charcoal","nutriment","radium","potass_iodide")//The reagents ids which are added to the suit at New().
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var/list/stored_research = list()//For stealing station research.
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var/obj/item/weapon/disk/tech_disk/t_disk//To copy design onto disk.
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var/obj/item/weapon/dash/energy_katana/energyKatana //For teleporting the katana back to the ninja (It's an ability)
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var/obj/item/disk/tech_disk/t_disk//To copy design onto disk.
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var/obj/item/dash/energy_katana/energyKatana //For teleporting the katana back to the ninja (It's an ability)
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//Other articles of ninja gear worn together, used to easily reference them after initializing.
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var/obj/item/clothing/head/helmet/space/space_ninja/n_hood
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@@ -83,7 +83,7 @@ Contents:
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reagent_id == "radium" ? reagents.add_reagent(reagent_id, r_maxamount+(a_boost*a_transfer)) : reagents.add_reagent(reagent_id, r_maxamount)//It will take into account radium used for adrenaline boosting.
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//Cell Init
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cell = new/obj/item/weapon/stock_parts/cell/high
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cell = new/obj/item/stock_parts/cell/high
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cell.charge = 9000
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cell.name = "black power cell"
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cell.icon_state = "bscell"
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@@ -3,7 +3,7 @@
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/obj/item/clothing/suit/space/space_ninja/attackby(obj/item/I, mob/U, params)
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if(U==affecting)//Safety, in case you try doing this without wearing the suit/being the person with the suit.
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if(istype(I, /obj/item/weapon/reagent_containers/glass))//If it's a glass beaker.
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if(istype(I, /obj/item/reagent_containers/glass))//If it's a glass beaker.
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var/total_reagent_transfer//Keep track of this stuff.
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for(var/reagent_id in reagent_list)
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var/datum/reagent/R = I.reagents.has_reagent(reagent_id)//Mostly to pull up the name of the reagent after calculating. Also easier to use than writing long proc paths.
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@@ -19,15 +19,15 @@
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to_chat(U, "Replenished a total of [total_reagent_transfer ? total_reagent_transfer : "zero"] chemical units.")
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return
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else if(istype(I, /obj/item/weapon/stock_parts/cell))
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var/obj/item/weapon/stock_parts/cell/CELL = I
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else if(istype(I, /obj/item/stock_parts/cell))
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var/obj/item/stock_parts/cell/CELL = I
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if(CELL.maxcharge > cell.maxcharge && n_gloves && n_gloves.candrain)
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to_chat(U, "<span class='notice'>Higher maximum capacity detected.\nUpgrading...</span>")
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if (n_gloves && n_gloves.candrain && do_after(U,s_delay, target = src))
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U.drop_item()
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CELL.loc = src
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CELL.charge = min(CELL.charge+cell.charge, CELL.maxcharge)
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var/obj/item/weapon/stock_parts/cell/old_cell = cell
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var/obj/item/stock_parts/cell/old_cell = cell
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old_cell.charge = 0
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U.put_in_hands(old_cell)
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old_cell.add_fingerprint(U)
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@@ -39,8 +39,8 @@
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to_chat(U, "<span class='danger'>Procedure interrupted. Protocol terminated.</span>")
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return
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else if(istype(I, /obj/item/weapon/disk/tech_disk))//If it's a data disk, we want to copy the research on to the suit.
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var/obj/item/weapon/disk/tech_disk/TD = I
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else if(istype(I, /obj/item/disk/tech_disk))//If it's a data disk, we want to copy the research on to the suit.
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var/obj/item/disk/tech_disk/TD = I
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var/has_research = 0
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for(var/V in TD.tech_stored)
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if(V)
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