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Paradise/code/modules/projectiles/guns/magic/staff.dm
2015-09-13 22:44:18 +02:00

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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"
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"
max_charges = 10
recharge_rate = 2
no_den_usage = 1