//The base core object, worn on the wizard's back. /obj/item/weapon/technomancer_core name = "manipulation core" desc = "A bewilderingly complex 'black box' that allows the wearer to accomplish amazing feats." icon = 'icons/obj/technomancer.dmi' icon_state = "technomancer_core" item_state = "technomancer_core" w_class = ITEMSIZE_HUGE slot_flags = SLOT_BACK unacidable = 1 origin_tech = list( TECH_MATERIAL = 8, TECH_ENGINEERING = 8, TECH_POWER = 8, TECH_BLUESPACE = 10, TECH_COMBAT = 7, TECH_MAGNET = 9, TECH_DATA = 5 ) sprite_sheets = list( "Teshari" = 'icons/mob/species/seromi/back.dmi' ) var/energy = 10000 var/max_energy = 10000 var/regen_rate = 50 // 200 seconds to full var/energy_delta = 0 // How much we're gaining (or perhaps losing) every process(). var/mob/living/wearer = null // Reference to the mob wearing the core. var/instability_modifier = 0.8 // Multiplier on how much instability is added. var/energy_cost_modifier = 1.0 // Multiplier on how much spells will cost. var/spell_power_modifier = 1.0 // Multiplier on how strong spells are. var/cooldown_modifier = 1.0 // Multiplier on cooldowns for spells. var/list/spells = list() // This contains the buttons used to make spells in the user's hand. var/list/appearances = list( // Assoc list containing possible icon_states that the wiz can change the core to. "default" = "technomancer_core", "wizard's cloak" = "wizard_cloak" ) /* Some spell-specific variables go here, since spells themselves are temporary. Cores are more long term and more accessable than mind datums. It may also allow creative players to try to pull off a 'soul jar' scenario. */ var/list/summoned_mobs = list() // Maintained horribly with maintain_summon_list(). var/list/wards_in_use = list() // Wards don't count against the cap for other summons. var/max_summons = 10 // Maximum allowed summoned entities. Some cores will have different caps. var/universal = FALSE // Allows non-technomancers to use the core - VOREStation Add /obj/item/weapon/technomancer_core/New() ..() START_PROCESSING(SSobj, src) /obj/item/weapon/technomancer_core/Destroy() dismiss_all_summons() STOP_PROCESSING(SSobj, src) return ..() // Add the spell buttons to the HUD. /obj/item/weapon/technomancer_core/equipped(mob/user) wearer = user for(var/obj/spellbutton/spell in spells) wearer.ability_master.add_technomancer_ability(spell, spell.ability_icon_state) ..() // Removes the spell buttons from the HUD. /obj/item/weapon/technomancer_core/dropped(mob/user) for(var/obj/screen/ability/obj_based/technomancer/A in wearer.ability_master.ability_objects) wearer.ability_master.remove_ability(A) wearer = null ..() // 'pay_energy' is too vague of a name for a proc at the mob level. /mob/proc/technomancer_pay_energy(amount) return 0 /mob/living/carbon/human/technomancer_pay_energy(amount) if(istype(back, /obj/item/weapon/technomancer_core)) var/obj/item/weapon/technomancer_core/TC = back return TC.pay_energy(amount) return 0 /obj/item/weapon/technomancer_core/proc/pay_energy(amount) amount = round(amount * energy_cost_modifier, 0.1) if(amount <= energy) energy = max(energy - amount, 0) return 1 return 0 /obj/item/weapon/technomancer_core/proc/give_energy(amount) energy = min(energy + amount, max_energy) return 1 /obj/item/weapon/technomancer_core/process() var/old_energy = energy regenerate() pay_dues() energy_delta = energy - old_energy if(world.time % 5 == 0) // Maintaining fat lists is expensive, I imagine. maintain_summon_list() if(wearer && wearer.mind) if(!(technomancers.is_antagonist(wearer.mind)) && !universal) // In case someone tries to wear a stolen core. //VOREStation Edit - Add universal cores wearer.adjust_instability(20) if(!wearer || wearer.stat == DEAD) // Unlock if we're dead or not worn. canremove = TRUE /obj/item/weapon/technomancer_core/proc/regenerate() energy = min(max(energy + regen_rate, 0), max_energy) if(wearer && ishuman(wearer)) var/mob/living/carbon/human/H = wearer H.wiz_energy_update_hud() // We pay for on-going effects here. /obj/item/weapon/technomancer_core/proc/pay_dues() if(summoned_mobs.len) pay_energy( round(summoned_mobs.len * 5) ) // Because sometimes our summoned mobs will stop existing and leave a null entry in the list, we need to do cleanup every // so often so .len remains reliable. /obj/item/weapon/technomancer_core/proc/maintain_summon_list() if(!summoned_mobs.len) // No point doing work if there's no work to do. return for(var/A in summoned_mobs) // First, a null check. if(isnull(A)) summoned_mobs -= A continue // Now check for dead mobs who shouldn't be on the list. if(istype(A, /mob/living)) var/mob/living/L = A if(L.stat == DEAD) summoned_mobs -= L spawn(1) L.visible_message("\The [L] begins to fade away...") animate(L, alpha = 255, alpha = 0, time = 30) // Makes them fade into nothingness. sleep(30) qdel(L) // Deletes all the summons and wards from the core, so that Destroy() won't have issues. /obj/item/weapon/technomancer_core/proc/dismiss_all_summons() for(var/mob/living/L in summoned_mobs) summoned_mobs -= L qdel(L) for(var/mob/living/ward in wards_in_use) wards_in_use -= ward qdel(ward) // This is what is clicked on to place a spell in the user's hands. /obj/spellbutton name = "generic spellbutton" var/spellpath = null var/obj/item/weapon/technomancer_core/core = null var/ability_icon_state = null /obj/spellbutton/New(loc, var/path, var/new_name, var/new_icon_state) if(!path || !ispath(path)) message_admins("ERROR: /obj/spellbutton/New() was not given a proper path!") qdel(src) src.name = new_name src.spellpath = path src.loc = loc src.core = loc src.ability_icon_state = new_icon_state /obj/spellbutton/Click() if(ishuman(usr)) var/mob/living/carbon/human/H = usr H.place_spell_in_hand(spellpath) /obj/spellbutton/DblClick() return Click() /mob/living/carbon/human/Stat() . = ..() if(. && istype(back,/obj/item/weapon/technomancer_core)) var/obj/item/weapon/technomancer_core/core = back setup_technomancer_stat(core) /mob/living/carbon/human/proc/setup_technomancer_stat(var/obj/item/weapon/technomancer_core/core) if(core && statpanel("Spell Core")) var/charge_status = "[core.energy]/[core.max_energy] ([round( (core.energy / core.max_energy) * 100)]%) \ ([round(core.energy_delta)]/s)" var/instability_delta = instability - last_instability var/instability_status = "[src.instability] ([round(instability_delta, 0.1)]/s)" stat("Core charge", charge_status) stat("User instability", instability_status) for(var/obj/spellbutton/button in core.spells) stat(button) /obj/item/weapon/technomancer_core/proc/add_spell(var/path, var/new_name, var/ability_icon_state) if(!path || !ispath(path)) message_admins("ERROR: /obj/item/weapon/technomancer_core/add_spell() was not given a proper path! \ The path supplied was [path].") return var/obj/spellbutton/spell = new(src, path, new_name, ability_icon_state) spells.Add(spell) if(wearer) wearer.ability_master.add_technomancer_ability(spell, ability_icon_state) /obj/item/weapon/technomancer_core/proc/remove_spell(var/obj/spellbutton/spell_to_remove) if(spell_to_remove in spells) spells.Remove(spell_to_remove) if(wearer) var/obj/screen/ability/obj_based/technomancer/A = wearer.ability_master.get_ability_by_instance(spell_to_remove) if(A) wearer.ability_master.remove_ability(A) qdel(spell_to_remove) /obj/item/weapon/technomancer_core/proc/remove_all_spells() for(var/obj/spellbutton/spell in spells) spells.Remove(spell) qdel(spell) /obj/item/weapon/technomancer_core/proc/has_spell(var/datum/technomancer/spell_to_check) for(var/obj/spellbutton/spell in spells) if(spell.spellpath == spell_to_check.obj_path) return 1 return 0 /mob/living/carbon/human/proc/wiz_energy_update_hud() if(client && hud_used) if(istype(back, /obj/item/weapon/technomancer_core)) //I reckon there's a better way of doing this. var/obj/item/weapon/technomancer_core/core = back wiz_energy_display.invisibility = 0 var/ratio = core.energy / core.max_energy ratio = max(round(ratio, 0.05) * 100, 5) wiz_energy_display.icon_state = "wiz_energy[ratio]" else wiz_energy_display.invisibility = 101 //Resonance Aperture //Variants which the wizard can buy. //High risk, high reward core. /obj/item/weapon/technomancer_core/unstable name = "unstable core" desc = "A bewilderingly complex 'black box' that allows the wearer to accomplish amazing feats. This one is rather unstable, \ and could prove dangerous to the user, as it feeds off unstable energies that can occur with overuse of this machine." energy = 13000 max_energy = 13000 regen_rate = 35 //~371 seconds to full, 118 seconds to full at 50 instability (rate of 110) instability_modifier = 1.2 energy_cost_modifier = 0.7 spell_power_modifier = 1.1 /obj/item/weapon/technomancer_core/unstable/regenerate() var/instability_bonus = 0 if(loc && ishuman(loc)) var/mob/living/carbon/human/H = loc instability_bonus = H.instability * 1.5 energy = min(energy + regen_rate + instability_bonus, max_energy) if(loc && ishuman(loc)) var/mob/living/carbon/human/H = loc H.wiz_energy_update_hud() //Lower capacity but safer core. /obj/item/weapon/technomancer_core/rapid name = "rapid core" desc = "A bewilderingly complex 'black box' that allows the wearer to accomplish amazing feats. This one has a superior \ recharge rate, at the price of storage capacity. It also includes integrated motion assistance, increasing agility somewhat." energy = 7000 max_energy = 7000 regen_rate = 70 //100 seconds to full slowdown = -1 instability_modifier = 0.9 cooldown_modifier = 0.9 //Big batteries but slow regen, buying energy spells is highly recommended. /obj/item/weapon/technomancer_core/bulky name = "bulky core" desc = "A bewilderingly complex 'black box' that allows the wearer to accomplish amazing feats. This variant is more \ cumbersome and bulky, due to the additional energy capacitors installed, which allows for a massive energy storage, as well \ as stronger function usage. It also comes at a price of a subpar fractal \ reactor." energy = 20000 max_energy = 20000 regen_rate = 25 //800 seconds to full slowdown = 1 instability_modifier = 1.0 spell_power_modifier = 1.4 // Using this can result in abilities costing less energy. If you're lucky. /obj/item/weapon/technomancer_core/recycling name = "recycling core" desc = "A bewilderingly complex 'black box' that allows the wearer to accomplish amazing feats. This type tries to recover \ some of the energy lost from using functions due to inefficiency." energy = 12000 max_energy = 12000 regen_rate = 40 //300 seconds to full instability_modifier = 0.6 energy_cost_modifier = 0.8 /obj/item/weapon/technomancer_core/recycling/pay_energy(amount) var/success = ..() if(success) if(prob(30)) give_energy(round(amount / 2)) if(amount >= 50) // Managing to recover less than half of this isn't worth telling the user about. to_chat(wearer, "\The [src] has recovered [amount/2 >= 1000 ? "a lot of" : "some"] energy.") return success // For those dedicated to summoning hoards of things. /obj/item/weapon/technomancer_core/summoner name = "summoner core" desc = "A bewilderingly complex 'black box' that allows the wearer to accomplish amazing feats. This type is optimized for \ plucking hapless creatures and machines from other locations, to do your bidding. The maximum amount of entities that you can \ bring over at once is higher with this core, up to 40 entities, and the maintenance cost is significantly lower." energy = 8000 max_energy = 8000 regen_rate = 35 //228 seconds to full max_summons = 40 instability_modifier = 1.2 spell_power_modifier = 1.2 /obj/item/weapon/technomancer_core/summoner/pay_dues() if(summoned_mobs.len) pay_energy( round(summoned_mobs.len) ) // For those who hate instability. /obj/item/weapon/technomancer_core/safety name = "safety core" desc = "A bewilderingly complex 'black box' that allows the wearer to accomplish amazing feats. This type is designed to be \ the closest thing you can get to 'safe' for a Core. Instability from this is significantly reduced. You can even dance if \ you want to, and leave your apprentice behind." energy = 7000 max_energy = 7000 regen_rate = 30 //233 seconds to full instability_modifier = 0.3 spell_power_modifier = 0.7 // For those who want to blow everything on a few spells. /obj/item/weapon/technomancer_core/overcharged name = "overcharged core" desc = "A bewilderingly complex 'black box' that allows the wearer to accomplish amazing feats. This type will use as much \ energy as it can in order to pump up the strength of functions used to insane levels." energy = 15000 max_energy = 15000 regen_rate = 40 //375 seconds to full instability_modifier = 1.1 spell_power_modifier = 1.75 energy_cost_modifier = 2.0 // For use only for the GOLEM. /obj/item/weapon/technomancer_core/golem name = "integrated core" desc = "A bewilderingly complex 'black box' that allows the wearer to accomplish amazing feats. This type is not meant \ to be worn on the back like other cores. Instead it is meant to be installed inside a synthetic shell. As a result, it's \ a lot more robust." energy = 25000 max_energy = 25000 regen_rate = 100 //250 seconds to full instability_modifier = 0.75 /obj/item/weapon/technomancer_core/verb/toggle_lock() set name = "Toggle Core Lock" set category = "Object" set desc = "Toggles the locking mechanism on your manipulation core." canremove = !canremove to_chat(usr, "You [canremove ? "de" : ""]activate the locking mechanism on \the [src].") //For the adminbuse! VOREStation Add /obj/item/weapon/technomancer_core/universal name = "universal core" desc = "A bewilderingly complex 'black box' that allows the wearer to accomplish amazing feats. \ This one is a copy of a 'technomancer' core, shamelessly ripped off by a Kitsuhana pattern designer \ for fun, so that he could perform impressive 'magic'. The pack sloshes slightly if you shake it.
\ Under the straps, 'Export Edition' is printed." energy = 7000 max_energy = 7000 regen_rate = 30 //233 seconds to full instability_modifier = 0.3 spell_power_modifier = 0.7 universal = TRUE //VOREStation Add End