obj/item/weapon/gun/magic/staff/ slot_flags = SLOT_BACK obj/item/weapon/gun/magic/staff/change name = "staff of change" desc = "An artefact that spits bolts of coruscating energy which cause the target's very form to reshape itself" projectile_type = "/obj/item/projectile/magic/change" icon_state = "staffofchange" item_state = "staffofchange" obj/item/weapon/gun/magic/staff/animate name = "staff of animation" desc = "An artefact that spits bolts of life-force which causes objects which are hit by it to animate and come to life! This magic doesn't affect machines." projectile_type = "/obj/item/projectile/magic/animate" icon_state = "staffofanimation" item_state = "staffofanimation" obj/item/weapon/gun/magic/staff/healing name = "staff of healing" desc = "An artefact that spits bolts of restoring magic which can remove ailments of all kinds and even raise the dead." projectile_type = "/obj/item/projectile/magic/resurrection" icon_state = "staffofhealing" item_state = "staffofhealing" obj/item/weapon/gun/magic/staff/chaos name = "staff of chaos" desc = "An artefact that spits bolts of chaotic magic that can potentially do anything." projectile_type = "/obj/item/projectile/magic" icon_state = "staffofchaos" item_state = "staffofchaos" icon_override = 'icons/mob/in-hand/staff.dmi' max_charges = 10 recharge_rate = 2 no_den_usage = 1 /obj/item/weapon/gun/magic/staff/chaos/process_chambered() //Snowflake proc, because this uses projectile_type instead of ammo_casing for whatever reason. projectile_type = pick(typesof(/obj/item/projectile/magic)) if(in_chamber) return 1 if(!charges) return 0 in_chamber = new projectile_type(src) return 1 obj/item/weapon/gun/magic/staff/door name = "staff of door creation" desc = "An artefact that spits bolts of transformative magic that can create doors in walls." projectile_type = "/obj/item/projectile/magic/door" icon_state = "staffofdoor" item_state = "staffofdoor" icon_override = 'icons/mob/in-hand/staff.dmi' max_charges = 10 recharge_rate = 2 no_den_usage = 1