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Wizard stuff balancing
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@@ -248,15 +248,23 @@
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H.spell_list += new /obj/effect/proc_holder/spell/targeted/inflict_handler/flesh_to_stone(H)
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temp = "You have learned flesh to stone."
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if("summonguns")
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feedback_add_details("wizard_spell_learned","SG") //please do not change the abbreviation to keep data processing consistent. Add a unique id to any new spells
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H.rightandwrong(0)
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max_uses--
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temp = "You have cast summon guns."
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if(max_uses < 5)
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temp = "You need 5 slots for this spell"
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return
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else
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feedback_add_details("wizard_spell_learned","SG") //please do not change the abbreviation to keep data processing consistent. Add a unique id to any new spells
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H.rightandwrong(0)
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max_uses-=5
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temp = "You have cast summon guns."
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if("summonmagic")
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feedback_add_details("wizard_spell_learned","SM") //please do not change the abbreviation to keep data processing consistent. Add a unique id to any new spells
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H.rightandwrong(1)
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max_uses--
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temp = "You have cast summon magic."
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if(max_uses < 5)
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temp = "You need 5 slots for this spell"
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return
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else
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feedback_add_details("wizard_spell_learned","SM") //please do not change the abbreviation to keep data processing consistent. Add a unique id to any new spells
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H.rightandwrong(1)
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max_uses-=5
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temp = "You have cast summon magic."
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if("staffchange")
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feedback_add_details("wizard_spell_learned","ST") //please do not change the abbreviation to keep data processing consistent. Add a unique id to any new spells
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new /obj/item/weapon/gun/magic/staff/change(get_turf(H))
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@@ -1,5 +1,15 @@
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obj/item/weapon/gun/magic/staff/
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slot_flags = SLOT_BACK
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max_charges = 100 //100, 50, 50, 34 (max charge distribution by 25%ths)
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var/variable_charges = 1
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/obj/item/weapon/gun/magic/staff/New()
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if(prob(75) && variable_charges) //25% chance of listed max charges, 50% chance of 1/2 max charges, 25% chance of 1/3 max charges
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if(prob(33))
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max_charges = Ceiling(max_charges / 3)
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else
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max_charges = Ceiling(max_charges / 2)
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..()
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obj/item/weapon/gun/magic/staff/change
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name = "staff of change"
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@@ -7,6 +17,7 @@ obj/item/weapon/gun/magic/staff/change
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projectile_type = "/obj/item/projectile/magic/change"
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icon_state = "staffofchange"
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item_state = "staffofchange"
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max_charges = 8 //8, 4, 4, 3
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obj/item/weapon/gun/magic/staff/animate
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name = "staff of animation"
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@@ -14,6 +25,7 @@ obj/item/weapon/gun/magic/staff/animate
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projectile_type = "/obj/item/projectile/magic/animate"
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icon_state = "staffofanimation"
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item_state = "staffofanimation"
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max_charges = 8 //8, 4, 4, 3
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obj/item/weapon/gun/magic/staff/healing
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name = "staff of healing"
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@@ -21,3 +33,4 @@ obj/item/weapon/gun/magic/staff/healing
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projectile_type = "/obj/item/projectile/magic/resurrection"
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icon_state = "staffofhealing"
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item_state = "staffofhealing"
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max_charges = 8 //8, 4, 4, 3
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