/obj/item/weapon/twohanded/staff name = "wizards staff" desc = "Apparently a staff used by the wizard." icon = 'icons/obj/wizard.dmi' icon_state = "staff" force = 3.0 throwforce = 5.0 throw_speed = 1 throw_range = 5 w_class = 2 armour_penetration = 100 attack_verb = list("bludgeoned", "whacked", "disciplined") burn_state = FLAMMABLE /obj/item/weapon/twohanded/staff/broom name = "broom" desc = "Used for sweeping, and flying into the night while cackling. Black cat not included." icon = 'icons/obj/wizard.dmi' icon_state = "broom" item_state = "broom0" /obj/item/weapon/twohanded/staff/broom/attack_self(mob/user as mob) ..() item_state = "broom[wielded ? 1 : 0]" force = wielded ? 5 : 3 attack_verb = wielded ? list("rammed into", "charged at") : list("bludgeoned", "whacked", "cleaned") if(user) user.update_inv_l_hand() user.update_inv_r_hand() if(user.mind in ticker.mode.wizards) user.flying = wielded ? 1 : 0 if(wielded) to_chat(user, "You hold \the [src] between your legs.") user.say("QUID 'ITCH") animate(user, pixel_y = pixel_y + 10 , time = 10, loop = 1, easing = SINE_EASING) else animate(user, pixel_y = pixel_y + 10 , time = 1, loop = 1) animate(user, pixel_y = pixel_y, time = 10, loop = 1, easing = SINE_EASING) animate(user) if(user.lying)//aka. if they have just been stunned user.pixel_y -= 6 else if(wielded) to_chat(user, "You hold \the [src] between your legs.") /obj/item/weapon/twohanded/staff/broom/attackby(var/obj/O, mob/user) if(istype(O, /obj/item/clothing/mask/horsehead)) new/obj/item/weapon/twohanded/staff/broom/horsebroom(get_turf(src)) user.unEquip(O) qdel(O) qdel(src) return ..() /obj/item/weapon/twohanded/staff/broom/horsebroom name = "broomstick horse" desc = "Saddle up!" icon = 'icons/obj/wizard.dmi' icon_state = "horsebroom" item_state = "horsebroom0" /obj/item/weapon/twohanded/staff/broom/horsebroom/attack_self(mob/user as mob) ..() item_state = "horsebroom[wielded ? 1 : 0]" /obj/item/weapon/twohanded/staff/stick name = "stick" desc = "A great tool to drag someone else's drinks across the bar." icon = 'icons/obj/weapons.dmi' icon_state = "stick" item_state = "stick" force = 3.0 throwforce = 5.0 throw_speed = 1 throw_range = 5 w_class = 2