#region Bullets
- type: entity
  parent: BaseBulletTrigger
  id: NFBulletMagicIceBoltMob
  categories: [ HideSpawnMenu ]
  name : ice bolt
  components:
  - type: Projectile
    damage:
      types:
        Cold: 6
    soundHit:
      collection: WeakHit
    forceSound: true
  - type: Sprite
    sprite: Objects/Weapons/Guns/Projectiles/magic.rsi
    layers:
    - state: ice
      shader: unshaded
  - type: Ammo
    muzzleFlash: null

- type: entity
  parent: NFBulletMagicIceBoltMob
  id: NFBulletMagicIceBoltStaffAdept
  categories: [ HideSpawnMenu ]
  components:
  - type: Projectile
    damage:
      types:
        Cold: 16
    soundHit:
      collection: WeakHit
    forceSound: true

- type: entity
  parent: NFBulletMagicIceBoltMob
  id: NFBulletMagicIceBoltStaffMaster
  categories: [ HideSpawnMenu ]
  components:
  - type: Projectile
    damage:
      types:
        Cold: 24
    soundHit:
      collection: WeakHit
    forceSound: true

- type: entity
  parent: BaseBulletTrigger
  id: NFBulletMagicFireBoltMob
  categories: [ HideSpawnMenu ]
  name: fire bolt
  components:
  - type: Projectile
    damage:
      types:
        Heat: 4
  - type: Sprite
    noRot: false
    sprite: Objects/Weapons/Guns/Projectiles/magic.rsi
    layers:
    - state: blastwave
  - type: Ammo
    muzzleFlash: null
  - type: IgniteOnCollide
    fireStacks: 2

- type: entity
  parent: NFBulletMagicFireBoltMob
  id: NFBulletMagicFireBoltStaffAdept
  categories: [ HideSpawnMenu ]
  components:
  - type: Projectile
    damage:
      types:
        Heat: 16
  - type: IgniteOnCollide
    fireStacks: 0.5

- type: entity
  parent: NFBulletMagicFireBoltMob
  id: NFBulletMagicFireBoltStaffMaster
  categories: [ HideSpawnMenu ]
  components:
  - type: Projectile
    damage:
      types:
        Heat: 22
  - type: IgniteOnCollide
    fireStacks: 1

- type: entity # low values because the damage bypasses armor
  parent: BaseBulletTrigger
  id: NFBulletMagicBoltMob
  categories: [ HideSpawnMenu ]
  name: magic bolt
  components:
  - type: Projectile
    damage:
      types:
        Bloodloss: 3
        Asphyxiation: 3
  - type: Sprite
    noRot: false
    sprite: Objects/Weapons/Guns/Projectiles/magic.rsi
    layers:
    - state: arcane_barrage
  - type: Ammo
    muzzleFlash: null

- type: entity # low values because the damage bypasses armor
  parent: NFBulletMagicBoltMob
  id: NFBulletMagicBoltStaffAdept
  categories: [ HideSpawnMenu ]
  components:
  - type: Projectile
    damage:
      types:
        Bloodloss: 4
        Asphyxiation: 4

- type: entity # low values because the damage bypasses armor
  parent: NFBulletMagicBoltMob
  id: NFBulletMagicBoltStaffMaster
  categories: [ HideSpawnMenu ]
  components:
  - type: Projectile
    damage:
      types:
        Bloodloss: 7.5
        Asphyxiation: 7.5

- type: entity
  parent: BaseBulletTrigger
  id: NFBulletMagicBloodCultDarkBoltMob
  categories: [ HideSpawnMenu ]
  name: blood bolt
  components:
  - type: Projectile
    damage:
      types:
        Bloodloss: 2
        Slash: 4
  - type: Sprite
    noRot: false
    sprite: Objects/Weapons/Guns/Projectiles/magic.rsi
    color: red
    layers:
    - state: arcane_barrage
  - type: Ammo
    muzzleFlash: null

- type: entity
  parent: NFBulletMagicBloodCultDarkBoltMob
  id: NFBulletMagicBloodCultDarkBoltStaffAdept
  categories: [ HideSpawnMenu ]
  components:
  - type: Projectile
    damage:
      types:
        Bloodloss: 4
        Slash: 12

- type: entity
  parent: NFBulletMagicBloodCultDarkBoltMob
  id: NFBulletMagicBloodCultDarkBoltStaffMaster
  categories: [ HideSpawnMenu ]
  components:
  - type: Projectile
    damage:
      types:
        Bloodloss: 6
        Slash: 18

- type: entity
  parent: BaseBulletTrigger
  id: NFBulletMagicBloodCultHandMob
  categories: [ HideSpawnMenu ]
  name: blood hand
  components:
  - type: Projectile
    damage:
      types:
        Asphyxiation: 2
        Blunt: 5
  - type: Sprite
    noRot: false
    sprite: _NF/Effects/bloodcultprojectiles.rsi
    layers:
    - state: hand
  - type: Ammo
    muzzleFlash: null

- type: entity
  parent: NFBulletMagicBloodCultHandMob
  id: NFBulletMagicBloodCultHandStaffAdept
  categories: [ HideSpawnMenu ]
  components:
  - type: Projectile
    damage:
      types:
        Asphyxiation: 4
        Blunt: 12

- type: entity
  parent: NFBulletMagicBloodCultHandMob
  id: NFBulletMagicBloodCultHandStaffMaster
  categories: [ HideSpawnMenu ]
  components:
  - type: Projectile
    damage:
      types:
        Asphyxiation: 6
        Blunt: 18

- type: entity # For t-rex
  parent: BaseBullet
  id: BulletTRexRoar
  categories: [ HideSpawnMenu ]
  name: t-rex roar
  components:
  - type: StaminaDamageOnCollide
    damage: 100
  - type: Projectile
    damage:
      types:
        Asphyxiation: 0
    angle: 180
    impactEffect: null
    soundHit: null
  - type: Sprite
    noRot: false
    sprite: _NF/Effects/sonic_wave.rsi
    layers:
    - state: icon
      color: "#0099ff"
      shader: unshaded
  - type: Ammo
    muzzleFlash: null

- type: entity
  parent: ProjectileIcicle
  id: ProjectileIcicleLowDamage
  categories: [ HideSpawnMenu ]
  components:
  - type: Projectile
    damage:
      types:
        Piercing: 4
        Cold: 4
        Structural: 10

- type: entity # For blood cult cat
  parent: BaseBullet
  id: BulletEldritchHand
  categories: [ HideSpawnMenu ]
  name: eldritch hand
  components:
  - type: StaminaDamageOnCollide
    damage: 100
  - type: Projectile
    damage:
      types:
        Asphyxiation: 0
  - type: Sprite
    noRot: false
    sprite: _NF/Effects/bloodcultprojectiles.rsi
    layers:
    - state: hand
  - type: Ammo
    muzzleFlash: null

# region Hitscan
- type: hitscan
  id: NFHitscanMagicLightningMob
  damage:
    types:
      Shock: 10
  muzzleFlash:
    sprite: _NF/Effects/wizardbeams.rsi
    state: lightning-muzzle-01
  travelFlash:
    sprite: _NF/Effects/wizardbeams.rsi
    state: lightning-beam-01
  impactFlash:
    sprite: _NF/Effects/wizardbeams.rsi
    state: lightning-hit-01

- type: hitscan
  id: NFHitscanMagicLightningStaffAdept
  damage:
    types:
      Shock: 16
  muzzleFlash:
    sprite: _NF/Effects/wizardbeams.rsi
    state: lightning-muzzle-01
  travelFlash:
    sprite: _NF/Effects/wizardbeams.rsi
    state: lightning-beam-01
  impactFlash:
    sprite: _NF/Effects/wizardbeams.rsi
    state: lightning-hit-01

- type: hitscan
  id: NFHitscanMagicLightningStaffMaster
  damage:
    types:
      Shock: 22
  muzzleFlash:
    sprite: _NF/Effects/wizardbeams.rsi
    state: lightning-muzzle-01
  travelFlash:
    sprite: _NF/Effects/wizardbeams.rsi
    state: lightning-beam-01
  impactFlash:
    sprite: _NF/Effects/wizardbeams.rsi
    state: lightning-hit-01

- type: hitscan
  id: NFHitscanMagicCausticBeamMob
  damage:
    types:
      Caustic: 8
  muzzleFlash:
    sprite: _NF/Effects/wizardbeams.rsi
    state: green-beam-01
  travelFlash:
    sprite: _NF/Effects/wizardbeams.rsi
    state: green-beam-01
  impactFlash:
    sprite: _NF/Effects/wizardbeams.rsi
    state: green-beam-01

- type: hitscan
  id: NFHitscanMagicCausticBeamStaffAdept
  damage:
    types:
      Caustic: 14
  muzzleFlash:
    sprite: _NF/Effects/wizardbeams.rsi
    state: green-beam-01
  travelFlash:
    sprite: _NF/Effects/wizardbeams.rsi
    state: green-beam-01
  impactFlash:
    sprite: _NF/Effects/wizardbeams.rsi
    state: green-beam-01

- type: hitscan
  id: NFHitscanMagicCausticBeamStaffMaster
  damage:
    types:
      Caustic: 20
  muzzleFlash:
    sprite: _NF/Effects/wizardbeams.rsi
    state: green-beam-01
  travelFlash:
    sprite: _NF/Effects/wizardbeams.rsi
    state: green-beam-01
  impactFlash:
    sprite: _NF/Effects/wizardbeams.rsi
    state: green-beam-01

- type: hitscan
  id: NFHitscanMagicBloodCultLightningMob
  damage:
    types:
      Slash: 8
  muzzleFlash:
    sprite: _NF/Effects/bloodcultbeams.rsi
    state: red_lightning
  travelFlash:
    sprite: _NF/Effects/bloodcultbeams.rsi
    state: red_lightning
  impactFlash:
    sprite: _NF/Effects/bloodcultbeams.rsi
    state: red_lightning

- type: hitscan
  id: NFHitscanMagicBloodCultLightningStaffAdept
  damage:
    types:
      Slash: 16
  muzzleFlash:
    sprite: _NF/Effects/bloodcultbeams.rsi
    state: red_lightning
  travelFlash:
    sprite: _NF/Effects/bloodcultbeams.rsi
    state: red_lightning
  impactFlash:
    sprite: _NF/Effects/bloodcultbeams.rsi
    state: red_lightning

- type: hitscan
  id: NFHitscanMagicBloodCultLightningStaffMaster
  damage:
    types:
      Slash: 24
  muzzleFlash:
    sprite: _NF/Effects/bloodcultbeams.rsi
    state: red_lightning
  travelFlash:
    sprite: _NF/Effects/bloodcultbeams.rsi
    state: red_lightning
  impactFlash:
    sprite: _NF/Effects/bloodcultbeams.rsi
    state: red_lightning
