/obj/item/gun/magic name = "staff of nothing" desc = "This staff is boring to watch because even though it came first you've seen everything it can do in other staves for years." icon = 'icons/obj/guns/magic.dmi' icon_state = "staffofnothing" item_state = "staff" lefthand_file = 'icons/mob/inhands/weapons/staves_lefthand.dmi' righthand_file = 'icons/mob/inhands/weapons/staves_righthand.dmi' fire_sound = 'sound/weapons/emitter.ogg' flags_1 = CONDUCT_1 w_class = WEIGHT_CLASS_HUGE var/max_charges = 6 var/charges = 0 var/recharge_rate = 4 var/charge_tick = 0 var/can_charge = 1 var/ammo_type var/no_den_usage clumsy_check = 0 trigger_guard = TRIGGER_GUARD_ALLOW_ALL // Has no trigger at all, uses magic instead pin = /obj/item/device/firing_pin/magic lefthand_file = 'icons/mob/inhands/items_lefthand.dmi' //not really a gun and some toys use these inhands righthand_file = 'icons/mob/inhands/items_righthand.dmi' /obj/item/gun/magic/afterattack(atom/target, mob/living/user, flag) if(no_den_usage) var/area/A = get_area(user) if(istype(A, /area/wizard_station)) to_chat(user, "You know better than to violate the security of The Den, best wait until you leave to use [src].") return else no_den_usage = 0 ..() /obj/item/gun/magic/can_shoot() return charges /obj/item/gun/magic/recharge_newshot() if (charges && chambered && !chambered.BB) chambered.newshot() /obj/item/gun/magic/process_chamber() if(chambered && !chambered.BB) //if BB is null, i.e the shot has been fired... charges--//... drain a charge recharge_newshot() /obj/item/gun/magic/Initialize() . = ..() charges = max_charges chambered = new ammo_type(src) if(can_charge) START_PROCESSING(SSobj, src) /obj/item/gun/magic/Destroy() if(can_charge) STOP_PROCESSING(SSobj, src) return ..() /obj/item/gun/magic/process() charge_tick++ if(charge_tick < recharge_rate || charges >= max_charges) return 0 charge_tick = 0 charges++ if(charges == 1) recharge_newshot() return 1 /obj/item/gun/magic/update_icon() return /obj/item/gun/magic/shoot_with_empty_chamber(mob/living/user as mob|obj) to_chat(user, "The [name] whizzles quietly.") /obj/item/gun/magic/suicide_act(mob/user) user.visible_message("[user] is twisting [src] above [user.p_their()] head, releasing a magical blast! It looks like [user.p_theyre()] trying to commit suicide!") playsound(loc, fire_sound, 50, 1, -1) return (FIRELOSS) /obj/item/gun/magic/vv_edit_var(var_name, var_value) . = ..() switch (var_name) if ("charges") recharge_newshot()