/obj/item/ammo_casing/magic name = "magic casing" desc = "I didn't even know magic needed ammo..." slot_flags = null projectile_type = /obj/projectile/magic firing_effect_type = /obj/effect/temp_visual/dir_setting/firing_effect/magic newtonian_force = 0.5 /obj/item/ammo_casing/magic/change projectile_type = /obj/projectile/magic/change /obj/item/ammo_casing/magic/change/ready_proj(atom/target, mob/living/user, quiet, zone_override = "", atom/fired_from) if (!loaded_projectile) return // If we were fired by a Staff of Change, we can try to inherent their preset vars for our wabbajack var/obj/item/gun/magic/staff/change/change_staff = fired_from var/obj/projectile/magic/change/change_projectile = loaded_projectile if(istype(change_staff) && istype(change_projectile)) change_projectile.set_wabbajack_effect = change_staff.preset_wabbajack_type change_projectile.set_wabbajack_changeflags = change_staff.preset_wabbajack_changeflag return ..() /obj/item/ammo_casing/magic/animate projectile_type = /obj/projectile/magic/animate /obj/item/ammo_casing/magic/heal projectile_type = /obj/projectile/magic/resurrection harmful = FALSE /obj/item/ammo_casing/magic/death projectile_type = /obj/projectile/magic/death /obj/item/ammo_casing/magic/teleport projectile_type = /obj/projectile/magic/teleport harmful = FALSE /obj/item/ammo_casing/magic/safety projectile_type = /obj/projectile/magic/safety harmful = FALSE /obj/item/ammo_casing/magic/door projectile_type = /obj/projectile/magic/door harmful = FALSE /obj/item/ammo_casing/magic/fireball projectile_type = /obj/projectile/magic/fireball /obj/item/ammo_casing/magic/chaos projectile_type = /obj/projectile/magic /obj/item/ammo_casing/magic/spellblade projectile_type = /obj/projectile/magic/spellblade /obj/item/ammo_casing/magic/arcane_barrage projectile_type = /obj/projectile/magic/arcane_barrage /obj/item/ammo_casing/magic/honk projectile_type = /obj/projectile/bullet/honker /obj/item/ammo_casing/magic/locker projectile_type = /obj/projectile/magic/locker /obj/item/ammo_casing/magic/flying projectile_type = /obj/projectile/magic/flying /obj/item/ammo_casing/magic/bounty projectile_type = /obj/projectile/magic/bounty /obj/item/ammo_casing/magic/antimagic projectile_type = /obj/projectile/magic/antimagic /obj/item/ammo_casing/magic/babel projectile_type = /obj/projectile/magic/babel /obj/item/ammo_casing/magic/necropotence projectile_type = /obj/projectile/magic/necropotence /obj/item/ammo_casing/magic/wipe projectile_type = /obj/projectile/magic/wipe /obj/item/ammo_casing/magic/nothing projectile_type = /obj/projectile/magic/nothing harmful = FALSE /obj/item/ammo_casing/magic/shrink projectile_type = /obj/projectile/magic/shrink /obj/item/ammo_casing/magic/shrink/wand projectile_type = /obj/projectile/magic/shrink/wand