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Staff Configuration
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.
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 valueint (required) Amount of experience consumed per shot.
Type: sortilege:health
Class: HealthStaffItem
Consumes the player's health when fired.
Cost
Field Type Description valueint (required) Amount of health consumed per shot. free_on_missboolean (optional, default: false) If true, health is only consumed when a target is successfully hit. free_on_killboolean (optional, default: false) If true, health is not consumed when a target is killed.
Type: sortilege:hunger
Class: HungerStaffItem
Consumes hunger when fired.
Cost
Field Type Description valueint (required) Hunger consumed per shot.
Type: sortilege:ammo
Class: AmmoStaffItem
Consumes items from the player's inventory when fired.
Cost
Field Type Description itemstring, representing either an item id or tag id (required) Item consumed when firing the staff. countint (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.
Type: botania:mana
Class: BotaniaStaffItem
Consumes Botania mana (from tablets or other containers) to shoot and repair itself.
Cost
Field Type Description manaint (required) Mana consumed per shot. mana_per_durabilityint (optional, defaults to mana)Mana required to repair one point of durability.
Effects
Field Type Description allow_mana_burstboolean (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.
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 runestring, representing either an item id or tag id (required) Item consumed when firing the staff. manaint (optional) Mana consumed per shot, if a rune isn't available.
Effects
Field Type Description schoolstring, representing a Spell Engine spell school (optional, defaults to spell_engine:arcane)The spell school used for this staff. Affects attributes.
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 valueint (required) Amount consumed per shot. resourcestring, representigng an origins power id (required) Power defining the resource to be used when firing.
Type: goety:soul_energy
Class: GoetyStaffItem
Consumes soul energy from held totems when fired.
Cost
Field Type Description valueint (required) Soul Energy consumed per shot. resourcestring, representing an origins power id (required) Power defining the resource to be used when firing.
Effects
Field Type Description spell_typestring, 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 |
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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.