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Staff Configuration

Lyof429 edited this page Jul 13, 2026 · 20 revisions

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Staff types determine how a staff pays its cost when fired and may provide additional effects or configuration options. Every staff shares the same properties, effects, and display sections. The selected type may determine additional fields available under these sections.

New staff types can easily defined in java addons by declaring a service for net.lyof.sortilege.item.staff.IStaffEntryReader. Feel free to look at the built-in types for examples on this.


Experience

Type: sortilege:experience

Class: ExperienceStaffItem

Consumes player experience when fired. This is the default staff type used by most built-in staffs.

Cost

Field Type Description
value int (required) Amount of experience consumed per shot.

Health

Type: sortilege:health

Class: HealthStaffItem

Consumes the player's health when fired.

Cost

Field Type Description
value int (required) Amount of health consumed per shot.
free_on_miss boolean (optional, default: false) If true, health is only consumed when a target is successfully hit.
free_on_kill boolean (optional, default: false) If true, health is not consumed when a target is killed.

Hunger

Type: sortilege:hunger

Class: HungerStaffItem

Consumes hunger when fired.

Cost

Field Type Description
value int (required) Hunger consumed per shot.

Ammo

Type: sortilege:ammo

Class: AmmoStaffItem

Consumes items from the player's inventory when fired.

Cost

Field Type Description
item string, representing either an item id or tag id (required) Item consumed when firing the staff.
count int (required) Number of items consumed per shot.

This can be used to create staffs that consume any item as ammunition, allowing them to function more like traditional ranged weapons or reusable spell scrolls.


Botania Mana

Type: botania:mana

Class: BotaniaStaffItem

Consumes Botania mana (from tablets or other containers) to shoot and repair itself.

Cost

Field Type Description
mana int (required) Mana consumed per shot.
mana_per_durability int (optional, defaults to mana) Mana required to repair one point of durability.

Effects

Field Type Description
allow_mana_burst boolean (optional, defaults to true) If true, overrides default shooting behavior when sneaking to fire a mana burst (much like a Mana Blaster).

If allow_mana_burst is true, a Lens can be equipped on the staff by combining them in a crafting inventory. The fired mana burst will have the lens' effects applied.


Spell Engine Runes

Type: spell_engine:rune

Class: SpellEngineStaffItem

Technically an Ammo staff, but integrates further with Spell Engine and Spell Power attributes and spell schools. If RPGMana is installed, its mana will also be usable to shoot instead of runes.

Cost

Field Type Description
rune string, representing either an item id or tag id (required) Item consumed when firing the staff.
mana int (optional) Mana consumed per shot, if a rune isn't available.

Effects

Field Type Description
school string, representing a Spell Engine spell school (optional, defaults to spell_engine:arcane) The spell school used for this staff. Affects attributes.

Origins Resource

Type: origins:resource

Class: OriginsStaffItem

Consumes an Origin resource when fired. Also prevents users who do not have said resource to fire, effectively locking the staff behind some origins.

Cost

Field Type Description
value int (required) Amount consumed per shot.
resource string, representigng an origins power id (required) Power defining the resource to be used when firing.

Goety Soul Energy

Type: goety:soul_energy

Class: GoetyStaffItem

Consumes soul energy from held totems when fired.

Cost

Field Type Description
value int (required) Soul Energy consumed per shot.
resource string, representing an origins power id (required) Power defining the resource to be used when firing.

Effects

Field Type Description
spell_type string, representing a Goety spell type (optional, defaults to NONE) Spell Type used for the staff. Affects attributes, cost and cooldown. If NONE is used, the staff will dynamically change type based on its elemental enchantments.

Brazier -> NETHER Blizzard -> FROST Blast -> Geomancy Blitz -> STORM Blessing -> NECROMANCY |

| resource | string, representigng an origins power id (required) | Power defining the resource to be used when firing. |


Cost Field Description value Soul Energy consumed per shot. Effects Field Description spell_type Spell category used by Goety integration. persists Determines whether certain Goety spell effects remain active after casting. Electroblob Mana Staffs

Type: ebwizardry:mana

Electroblob Wizardry staffs use Wizardry's mana system and support upgrade-based scaling.

Cost Field Description value Mana consumed per shot. Effects

The following upgrade values may be configured:

Field Description upgrades.max Maximum upgrade level. upgrades.range_per_level Additional range gained per upgrade level. upgrades.cooldown_per_level Cooldown reduction per upgrade level. upgrades.siphon_per_level Additional mana siphoned per upgrade level. upgrades.condenser_interval Interval used by mana condensers. upgrades.storage_per_level Additional mana storage per upgrade level. Affinity Aethum Staffs

Type: affinity:aethum

Affinity staffs consume Aethum instead of experience.

Cost Field Description value Aethum consumed per shot. Effects Field Description aethum_damage_multiplier Modifies damage based on available Aethum. Feathers Staffs

Type: feathers:feathers

Feathers staffs consume the Feathers resource provided by the Feathers mod.

Cost Field Description value Feathers resource consumed per shot. Weathering Experience Staffs

Type: caverns_and_chasms:weathering_experience

Weathering staffs create multiple linked staff variants representing each oxidation stage.

The following stage names may be used to override values:

unaffected exposed weathered oxidized

Stage-specific overrides may be supplied inside:

properties cost effects display

Any values not overridden continue using the shared values defined for the staff.

Weathering Feathers Staffs

Type: caverns_and_chasms:weathering_feathers

Functions identically to Weathering Experience Staffs, but consumes the Feathers resource instead of experience.

All stage override rules are identical to the experience variant.

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