/datum/technomancer/equipment/default_core name = "Manipulation Core" desc = "The default core that you most likely already have. This is here in-case you change your mind after buying \ another core, don't forget to refund the old core.
\ Capacity: 10k
\ Recharge: 50/s
\ Instability Modifier: 80%
\ Energy Cost Modifier: 100%
\ Spell Power: 100%" cost = 100 obj_path = /obj/item/technomancer_core /datum/technomancer/equipment/rapid_core name = "Rapid Core" desc = "A core optimized for passive regeneration, however at the cost of capacity. Has a capacity of 7,000 units of energy, and \ recharges at a rate of 70 units. Complex gravatics and force manipulation allows the wearer to also run slightly faster.
\ " + span_red("Capacity: 7k") + "
\ " + span_green(span_bold("Recharge: 70/s")) + "
\ " + span_red("Instability Modifier: 90%") + "
\ Energy Cost Modifier: 100%
\ Spell Power: 100%" cost = 100 obj_path = /obj/item/technomancer_core/rapid /datum/technomancer/equipment/bulky_core name = "Bulky Core" desc = "This core has very large capacitors, however it also has a subpar fractal reactor. The user is recommended to \ purchase one or more energy-generating Functions as well if using this core. The intense weight of the core unfortunately can \ cause the wear to move slightly slower, and the closeness of the capacitors causes a slight increase in incoming instability.
\ " + span_green(span_bold("Capacity: 20k")) + "
\ " + span_red("Recharge: 25/s") + "
\ " + span_red("Instability Modifier: 100%") + "
\ Energy Cost Modifier: 100%
\ " + span_green("Spell Power: 140%") + "" cost = 100 obj_path = /obj/item/technomancer_core/bulky /datum/technomancer/equipment/unstable name = "Unstable Core" desc = "This core feeds off unstable energies around the user in addition to a fractal reactor. This means that it performs \ better as the user has more instability, which could prove dangerous to the inexperienced or unprepared. The rate of recharging \ increases as the user accumulates more instability, eventually exceeding even the rapid core in regen speed, at a huge risk.
\ " + span_green("Capacity: 13k") + "
\ " + span_green("Recharge: 35/s to 110/s+") + "
\ " + span_red(span_bold("Instability Modifier: 130%")) + "
\ " + span_green("Energy Cost Modifier: 70%") + "
\ " + span_green("Spell Power: 110%") + "" cost = 100 obj_path = /obj/item/technomancer_core/unstable /datum/technomancer/equipment/recycling name = "Recycling Core" desc = "This core is optimized for energy efficency, being able to sometimes recover energy that would have been lost with other \ cores. Each time energy is spent, there is a 30% chance of recovering half of what was spent.
\ " + span_green("Capacity: 12k") + "
\ " + span_red("Recharge: 40/s") + "
\ " + span_green("Instability Modifier: 60%") + "
\ " + span_green("Energy Cost Modifier: 80%") + "
\ Spell Power: 100%" cost = 100 obj_path = /obj/item/technomancer_core/recycling /datum/technomancer/equipment/summoning name = "Summoning Core" desc = "A unique type of core, this one sacrifices other characteristics in order to optimize it for the purposes teleporting \ entities from vast distances, and keeping them there. Wearers of this core can maintain up to 40 summons at once, and the energy \ demand for maintaining summons is severely reduced.
\ " + span_red("Capacity: 8k") + "
\ " + span_red("Recharge: 35/s") + "
\ " + span_red("Instability Modifier: 120%") + "
\ Energy Cost Modifier: 100%
\ " + span_green("Spell Power: 120%") + "" cost = 100 obj_path = /obj/item/technomancer_core/summoner /datum/technomancer/equipment/safety name = "Safety Core" desc = "This core is designed so that the wearer suffers almost no instability. It unfortunately comes at a cost of subpar \ ratings for everything else.
\ " + span_red("Capacity: 7k") + "
\ " + span_red("Recharge: 30/s") + "
\ " + span_green(span_bold("Instability Modifier: 30%")) + "
\ Energy Cost Modifier: 100%
\ " + span_red(span_bold("Spell Power: 70%")) + "" cost = 100 obj_path = /obj/item/technomancer_core/safety /datum/technomancer/equipment/overcharged name = "Overcharged Core" 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 \ those functions, so it is the opposite of energy efficent, however the enhancement of functions is second to none for other \ cores.
\ " + span_red("Capacity: 15k (effectively 7.5k)") + "
\ " + span_red("Recharge: 40/s") + "
\ " + span_red("Instability Modifier: 110%") + "
\ " + span_red(span_bold("Energy Cost Modifier: 200%")) + "
\ " + span_green(span_bold("Spell Power: 175%")) + "" cost = 100 obj_path = /obj/item/technomancer_core/overcharged /datum/technomancer/equipment/hypo_belt name = "Hypo Belt" desc = "A medical belt designed to carry autoinjectors and other medical equipment. Comes with one of each hypo." cost = 50 obj_path = /obj/item/storage/belt/medical/technomancer /obj/item/storage/belt/medical/technomancer name = "hypo belt" desc = "A medical belt designed to carry autoinjectors and other medical equipment." /obj/item/storage/belt/medical/technomancer/New() new /obj/item/reagent_containers/hypospray/autoinjector/biginjector/brute(src) new /obj/item/reagent_containers/hypospray/autoinjector/biginjector/burn(src) new /obj/item/reagent_containers/hypospray/autoinjector/biginjector/toxin(src) new /obj/item/reagent_containers/hypospray/autoinjector/biginjector/oxy(src) new /obj/item/reagent_containers/hypospray/autoinjector/biginjector/purity(src) new /obj/item/reagent_containers/hypospray/autoinjector/biginjector/pain(src) new /obj/item/reagent_containers/hypospray/autoinjector/biginjector/organ(src) new /obj/item/reagent_containers/hypospray/autoinjector/biginjector/combat(src) ..() /datum/technomancer/equipment/belt_of_holding name = "Belt of Holding" desc = "A belt with a literal pocket which opens to a localized pocket of 'Blue-Space', allowing for more storage. \ The nature of the pocket allows for storage of larger objects than what is typical for other belts, and in larger quanities. \ It will also help keep your pants on." cost = 50 obj_path = /obj/item/storage/belt/holding /obj/item/storage/belt/holding name = "Belt of Holding" desc = "Can hold more than you'd expect." icon_state = "ems" max_w_class = ITEMSIZE_NORMAL // Can hold normal sized items. storage_slots = 14 // Twice the capacity of a typical belt. max_storage_space = ITEMSIZE_COST_NORMAL * 14 /datum/technomancer/equipment/thermals name = "Thermoncle" desc = "A fancy monocle with a thermal optics lens installed. Allows you to see people across walls." cost = 150 obj_path = /obj/item/clothing/glasses/thermal/plain/monocle /datum/technomancer/equipment/night_vision name = "Night Vision Goggles" desc = "Strategical goggles which will allow the wearer to see in the dark. Perfect for the sneaky type, just get rid of the \ lights first." cost = 50 obj_path = /obj/item/clothing/glasses/night /datum/technomancer/equipment/omni_sight name = "Omnisight Scanner" desc = "A very rare scanner worn on the face, which allows the wearer to see nearly anything across walls." cost = 300 obj_path = /obj/item/clothing/glasses/omni /obj/item/clothing/glasses/omni name = "Omnisight Scanner" desc = "A pair of goggles which, while on the surface appear to be build very poorly, reveal to be very advanced in \ capabilities. The lens appear to be multiple optical matrices layered together, allowing the wearer to see almost anything \ across physical barriers." icon_state = "uzenwa_sissra_1" actions_types = list(/datum/action/item_action/toggle_goggles) origin_tech = list(TECH_MAGNET = 6, TECH_ENGINEERING = 6) toggleable = 1 vision_flags = SEE_TURFS|SEE_MOBS|SEE_OBJS prescription = 1 // So two versions of these aren't needed. /datum/technomancer/equipment/med_hud name = "Medical HUD" desc = "A commonly available HUD for medical professionals, which displays how healthy an individual is. \ Recommended for support-based apprentices!" cost = 25 obj_path = /obj/item/clothing/glasses/thermal/plain/monocle /datum/technomancer/equipment/scepter name = "Scepter of Empowerment" desc = "A gem sometimes found in the depths of asteroids makes up the basis for this device. Energy is channeled into it from \ the Core and the user, causing many functions to be enhanced in various ways, so long as it is held in the off-hand. \ Be careful not to lose this!" cost = 200 obj_path = /obj/item/scepter /obj/item/scepter name = "scepter of empowerment" 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." icon = 'icons/obj/technomancer.dmi' icon_state = "scepter" force = 15 slot_flags = SLOT_BELT attack_verb = list("beaten", "smashed", "struck", "whacked") /obj/item/scepter/attack_self(mob/living/carbon/human/user) var/obj/item/item_to_test = user.get_other_hand(src) if(istype(item_to_test, /obj/item/spell)) var/obj/item/spell/S = item_to_test S.on_scepter_use_cast(user) /obj/item/scepter/afterattack(atom/target, mob/living/carbon/human/user, proximity_flag, click_parameters) if(proximity_flag) return ..() var/obj/item/item_to_test = user.get_other_hand(src) if(istype(item_to_test, /obj/item/spell)) var/obj/item/spell/S = item_to_test S.on_scepter_ranged_cast(target, user) /datum/technomancer/equipment/spyglass name = "Spyglass" desc = "A mundane spyglass, it may prove useful to those who wish to scout ahead, or fight from an extreme range." cost = 100 obj_path = /obj/item/binoculars/spyglass /obj/item/binoculars/spyglass name = "spyglass" desc = "It's a hand-held telescope, useful for star-gazing, peeping, and recon." icon_state = "spyglass" slot_flags = SLOT_BELT