mirror of
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synced 2026-08-19 02:50:08 +01:00
Refactored hitby to be in line with TG's version. Refactored item weight defines to a more clear naming scheme, also in line with TG's version. Refactored how the movement bumps are handled, ported signals to handle them, in preparation for the movement update. Fixed disposal hit bouncing the hitting atom on the wall. Items do not push other items anymore if they are tiny.
232 lines
11 KiB
Plaintext
232 lines
11 KiB
Plaintext
/datum/technomancer/equipment/default_core
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name = "Manipulation Core"
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// desc = "The default core that you most likely already have. This is here in-case you change your mind after buying
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// another core, don't forget to refund the old core. This has a capacity of 10,000 units of energy, and recharges at a
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// rate of 50 units. It also reduces incoming instability from functions by 20%."
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desc = "The default core that you most likely already have. This is here in-case you change your mind after buying \
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another core, don't forget to refund the old core.<br>\
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Capacity: 10k<br>\
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Recharge: 50/s<br>\
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Instability Modifier: 80%<br>\
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Energy Cost Modifier: 100%<br>\
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Spell Power: 100%"
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cost = 100
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obj_path = /obj/item/technomancer_core
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/datum/technomancer/equipment/rapid_core
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name = "Rapid Core"
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desc = "A core optimized for passive regeneration, however at the cost of capacity. Has a capacity of 7,000 units of energy, and \
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recharges at a rate of 70 units. Complex gravatics and force manipulation allows the wearer to also run slightly faster.<br>\
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<font color='red'>Capacity: 7k</font><br>\
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<font color='green'><b>Recharge: 70/s</b></font><br>\
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<font color='red'>Instability Modifier: 90%</font><br>\
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Energy Cost Modifier: 100%<br>\
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Spell Power: 100%"
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cost = 100
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obj_path = /obj/item/technomancer_core/rapid
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/datum/technomancer/equipment/bulky_core
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name = "Bulky Core"
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desc = "This core has very large capacitors, however it also has a subpar fractal reactor. The user is recommended to \
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purchase one or more energy-generating Functions as well if using this core. The intense weight of the core unfortunately can \
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cause the wear to move slightly slower, and the closeness of the capacitors causes a slight increase in incoming instability.<br>\
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<font color='green'><b>Capacity: 20k</b></font><br>\
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<font color='red'>Recharge: 25/s</font><br>\
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<font color='red'>Instability Modifier: 100%</font><br>\
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Energy Cost Modifier: 100%<br>\
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<font color='green'>Spell Power: 140%</font>"
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cost = 100
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obj_path = /obj/item/technomancer_core/bulky
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/datum/technomancer/equipment/unstable
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name = "Unstable Core"
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desc = "This core feeds off unstable energies around the user in addition to a fractal reactor. This means that it performs \
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better as the user has more instability, which could prove dangerous to the inexperienced or unprepared. The rate of recharging \
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increases as the user accumulates more instability, eventually exceeding even the rapid core in regen speed, at a huge risk.<br>\
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<font color='green'>Capacity: 13k</font><br>\
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<font color='green'>Recharge: 35/s to 110/s+</font><br>\
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<font color='red'><b>Instability Modifier: 130%</b></font><br>\
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<font color='green'>Energy Cost Modifier: 70%</font><br>\
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<font color='green'>Spell Power: 110%</font>"
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cost = 100
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obj_path = /obj/item/technomancer_core/unstable
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/datum/technomancer/equipment/recycling
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name = "Recycling Core"
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desc = "This core is optimized for energy efficency, being able to sometimes recover energy that would have been lost with other \
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cores. Each time energy is spent, there is a 30% chance of recovering half of what was spent.<br>\
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<font color='green'>Capacity: 12k</font><br>\
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<font color='red'>Recharge: 40/s</font><br>\
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<font color='green'>Instability Modifier: 60%</font><br>\
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<font color='green'>Energy Cost Modifier: 80%</font><br>\
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Spell Power: 100%"
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cost = 100
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obj_path = /obj/item/technomancer_core/recycling
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/datum/technomancer/equipment/summoning
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name = "Summoning Core"
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desc = "A unique type of core, this one sacrifices other characteristics in order to optimize it for the purposes teleporting \
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entities from vast distances, and keeping them there. Wearers of this core can maintain up to 40 summons at once, and the energy \
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demand for maintaining summons is severely reduced.<br>\
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<font color='red'>Capacity: 8k</font><br>\
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<font color='red'>Recharge: 35/s</font><br>\
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<font color='red'>Instability Modifier: 120%</font><br>\
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Energy Cost Modifier: 100%<br>\
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<font color='green'>Spell Power: 120%</font>"
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cost = 100
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obj_path = /obj/item/technomancer_core/summoner
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/datum/technomancer/equipment/safety
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name = "Safety Core"
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desc = "This core is designed so that the wearer suffers almost no instability. It unfortunately comes at a cost of subpar \
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ratings for everything else.<br>\
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<font color='red'>Capacity: 7k</font><br>\
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<font color='red'>Recharge: 30/s</font><br>\
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<font color='green'><b>Instability Modifier: 30%</b></font><br>\
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Energy Cost Modifier: 100%<br>\
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<font color='red'><b>Spell Power: 70%</b></font>"
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cost = 100
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obj_path = /obj/item/technomancer_core/safety
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/datum/technomancer/equipment/overcharged
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name = "Overcharged Core"
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desc = "A core that was created in order to get the most power out of functions. It does this by shoving the most power into \
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those functions, so it is the opposite of energy efficent, however the enhancement of functions is second to none for other \
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cores.<br>\
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<font color='red'>Capacity: 15k (effectively 7.5k)</font><br>\
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<font color='red'>Recharge: 40/s</font><br>\
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<font color='red'>Instability Modifier: 110%</font><br>\
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<font color='red'><b>Energy Cost Modifier: 200%</b></font><br>\
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<font color='green'><b>Spell Power: 175%</b></font>"
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cost = 100
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obj_path = /obj/item/technomancer_core/overcharged
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/datum/technomancer/equipment/bracelet
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name = "Bracelet Core"
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desc = "A core created for those unable to master the art of technomancy, or for those that desire a more incognito approach. \
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This variant of the core goes onto the wrists instead of onto the back.<br>\
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<font color='red'>Capacity: 5k</font><br>\
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Recharge: 50/s<br>\
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<font color='green'>Instability Modifier: 60%</font><br>\
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<font color='green'>Energy Cost Modifier: 60%</font><br>\
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<font color='red'><b>Spell Power: 60%</b></font>"
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cost = 50
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obj_path = /obj/item/technomancer_core/bracelet
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/datum/technomancer/equipment/hypo_belt
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name = "Hypo Belt"
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desc = "A medical belt designed to carry autoinjectors and other medical equipment. Comes with one of each hypo."
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cost = 50
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obj_path = /obj/item/storage/belt/medical/technomancer
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/obj/item/storage/belt/medical/technomancer
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name = "hypo belt"
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desc = "A medical belt designed to carry autoinjectors and other medical equipment."
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/obj/item/storage/belt/medical/technomancer/New()
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new /obj/item/reagent_containers/hypospray/autoinjector/trauma(src)
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new /obj/item/reagent_containers/hypospray/autoinjector/burn(src)
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new /obj/item/reagent_containers/hypospray/autoinjector/oxygen(src)
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new /obj/item/reagent_containers/hypospray/autoinjector/purity(src)
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new /obj/item/reagent_containers/hypospray/autoinjector/pain(src)
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new /obj/item/reagent_containers/hypospray/autoinjector/organ(src)
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new /obj/item/reagent_containers/hypospray/combat(src)
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..()
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/datum/technomancer/equipment/belt_of_holding
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name = "Belt of Holding"
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desc = "A belt with a literal pocket which opens to a localized pocket of 'Blue-Space', allowing for more storage. \
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The nature of the pocket allows for storage of larger objects than what is typical for other belts, and in larger quanities. \
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It will also help keep your pants on."
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cost = 50
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obj_path = /obj/item/storage/belt/holding
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/obj/item/storage/belt/holding
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name = "Belt of Holding"
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desc = "Can hold more than you'd expect."
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icon_state = "emsbelt"
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max_w_class = WEIGHT_CLASS_NORMAL // Can hold normal sized items.
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storage_slots = 14 // Twice the capacity of a typical belt.
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max_storage_space = 16
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/datum/technomancer/equipment/thermals
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name = "Thermonocle"
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desc = "A fancy monocle with a thermal optics lens installed. Allows you to see people across walls."
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cost = 150
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obj_path = /obj/item/clothing/glasses/thermal/plain/monocle
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/datum/technomancer/equipment/night_vision
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name = "Night Vision Goggles"
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desc = "Strategical goggles which will allow the wearer to see in the dark. Perfect for the sneaky type, just get rid of the \
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lights first."
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cost = 50
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obj_path = /obj/item/clothing/glasses/night
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/datum/technomancer/equipment/omni_sight
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name = "Omnisight Scanner"
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desc = "A very rare scanner worn on the face, which allows the wearer to see nearly anything across walls."
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cost = 300
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obj_path = /obj/item/clothing/glasses/omni
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/obj/item/clothing/glasses/omni
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name = "Omnisight Scanner"
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desc = "A pair of goggles which, while on the surface appear to be build very poorly, reveal to be very advanced in \
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capabilities. The lens appear to be multiple optical matrices layered together, allowing the wearer to see almost anything \
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across physical barriers."
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icon_state = "omnisight"
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action_button_name = "Toggle Goggles"
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origin_tech = list(TECH_MAGNET = 6, TECH_ENGINEERING = 6)
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toggleable = 1
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vision_flags = SEE_TURFS|SEE_MOBS|SEE_OBJS
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prescription = 1 // So two versions of these aren't needed.
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/datum/technomancer/equipment/med_hud
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name = "Medical HUD"
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desc = "A commonly available HUD for medical professionals, which displays how healthy an individual is. \
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Recommended for support-based apprentices!"
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cost = 25
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obj_path = /obj/item/clothing/glasses/thermal/plain/monocle
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/datum/technomancer/equipment/scepter
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name = "Scepter of Empowerment"
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desc = "A gem sometimes found in the depths of asteroids makes up the basis for this device. Energy is channeled into it from \
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the Core and the user, causing many functions to be enhanced in various ways, so long as it is held in the off-hand. \
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Be careful not to lose this!"
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cost = 200
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obj_path = /obj/item/scepter
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/obj/item/scepter
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name = "scepter of empowerment"
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desc = "It's a purple gem, attached to a rod and a handle, along with small wires. It looks like it would make a good club."
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icon = 'icons/obj/technomancer.dmi'
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icon_state = "scepter"
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force = 22
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slot_flags = SLOT_BELT
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attack_verb = list("beaten", "smashed", "struck", "whacked")
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/obj/item/scepter/attack_self(mob/living/carbon/human/user)
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var/obj/item/item_to_test = user.get_other_hand(src)
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if(istype(item_to_test, /obj/item/spell))
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var/obj/item/spell/S = item_to_test
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S.on_scepter_use_cast(user)
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/obj/item/scepter/afterattack(atom/target, mob/living/carbon/human/user, proximity_flag, click_parameters)
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if(proximity_flag)
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return ..()
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var/obj/item/item_to_test = user.get_other_hand(src)
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if(istype(item_to_test, /obj/item/spell))
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var/obj/item/spell/S = item_to_test
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S.on_scepter_ranged_cast(target, user)
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/datum/technomancer/equipment/spyglass
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name = "Spyglass"
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desc = "A mundane spyglass, it may prove useful to those who wish to scout ahead, or fight from an extreme range."
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cost = 100
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obj_path = /obj/item/device/binoculars/spyglass
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/obj/item/device/binoculars/spyglass
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name = "spyglass"
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desc = "It's a hand-held telescope, useful for star-gazing, peeping, and recon."
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icon_state = "spyglass"
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slot_flags = SLOT_BELT
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