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buffs the staff/wand of door creation: Doors created start open, it can also be used on airlocks to open them akin to the knock spell.
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@@ -143,7 +143,9 @@
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no_den_usage = 1
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/obj/item/weapon/gun/magic/wand/door/zap_self()
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return
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user << "<span class='notice'>You feel vaguely more open with your feelings.</span>"
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charges--
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..()
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/////////////////////////////////////
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//WAND OF FIREBALL
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@@ -94,9 +94,7 @@
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damage = 0
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damage_type = OXY
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nodamage = 1
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var/list/door_types = list(/obj/structure/mineral_door/wood,/obj/structure/mineral_door/iron,/obj/structure/mineral_door/silver,\
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/obj/structure/mineral_door/gold,/obj/structure/mineral_door/uranium,/obj/structure/mineral_door/sandstone,/obj/structure/mineral_door/transparent/plasma,\
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/obj/structure/mineral_door/transparent/diamond)
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var/list/door_types = list(subtypesof(/obj/structure/mineral_door))
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/obj/item/projectile/magic/door/on_hit(atom/target)
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. = ..()
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@@ -105,12 +103,20 @@
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CreateDoor(target)
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else if (isturf(T) && T.density)
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CreateDoor(T)
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else if(istype(target, /obj/machinery/door))
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OpenDoor(target)
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/obj/item/projectile/magic/door/proc/CreateDoor(turf/T)
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var/door_type = pick(door_types)
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new door_type(T)
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var/obj/structure/mineral_door/D = new door_type(T)
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T.ChangeTurf(/turf/open/floor/plating)
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D.open()
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/obj/item/projectile/magic/door/proc/OpenDoor(/obj/machinery/door/D)
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if(istype(D,/obj/machinery/door/airlock))
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var/obj/machinery/door/airlock/A = D
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A.locked = 0
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D.open()
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/obj/item/projectile/magic/change
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name = "bolt of change"
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