/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