Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Secborg Module Overhaul #2059

Open
wants to merge 6 commits into
base: master
Choose a base branch
from
Open
Show file tree
Hide file tree
Changes from 1 commit
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
Original file line number Diff line number Diff line change
Expand Up @@ -24,33 +24,33 @@
items:
- WoodBaton
- SecurityWhistle

- type: entity
id: BorgModuleSecurityPatrol # Peacekeeper Set, Available on Round Start
parent: [ BaseBorgModuleSecurity, BaseProviderBorgModule ]
name: patrol cyborg module
components:
- type: Sprite
layers:
- state: security
- state: icon-patrol
- type: ItemBorgModule
items:
- FlashlightSecliteRecharging
- SecurityWhistle
# - type: entity
deltanedas marked this conversation as resolved.
Show resolved Hide resolved
# id: BorgModuleSecurityPatrol # Peacekeeper Set, Available on Round Start
# parent: [ BaseBorgModuleSecurity, BaseProviderBorgModule ]
# name: patrol cyborg module
# components:
# - type: Sprite
# layers:
# - state: security
# - state: icon-patrol
# - type: ItemBorgModule
# items:
# - FlashlightSecliteRecharging
# - SecurityWhistle

- type: entity
id: BorgModuleSecurityBastion # Peacekeeper Set, Available on Round Start
parent: [ BaseBorgModuleSecurity, BaseProviderBorgModule ]
name: bastion cyborg module
components:
- type: Sprite
layers:
- state: security
- state: icon-hold
- type: ItemBorgModule
items:
- HoloprojectorSecurityRecharging
# - type: entity
# id: BorgModuleSecurityBastion # Peacekeeper Set, Available on Round Start
# parent: [ BaseBorgModuleSecurity, BaseProviderBorgModule ]
# name: bastion cyborg module
# components:
# - type: Sprite
# layers:
# - state: security
# - state: icon-hold
# - type: ItemBorgModule
# items:
# - HoloprojectorSecurityRecharging

- type: entity
id: BorgModuleSecurityDeescalate # Research Locked - AdvancedRiotControl
Expand All @@ -65,7 +65,9 @@
items:
- StunbatonSelfCharging
- FlashRecharging
- BorgHypoPax
- SecurityWhistle
- HoloprojectorSecurityRecharging
- WeaponLauncherFlashbangBorg

- type: entity
id: BorgModuleSecurityEscalate
Expand All @@ -81,6 +83,8 @@
items:
- Truncheon # Anti-Fauna option to stop them being relied on the Seclite (which will be removed when the Laws menu is fixed)
- FlashRecharging
- WeaponLauncherCrowdControlBorg
- SecurityWhistle

- type: entity
id: BorgModuleSecurityChase # Research Locked - EnergyGunsAdvanced
Expand All @@ -93,4 +97,6 @@
- state: icon-chase
- type: ItemBorgModule
items:
- WeaponEnergyGunMiniRecharging
- WeaponDisablerSelfCharge
- FlashlightSecliteRecharging
- SecurityWhistle
Original file line number Diff line number Diff line change
Expand Up @@ -261,3 +261,30 @@
steps: 5
zeroVisible: true
- type: Appearance

- type: entity
name: disabler
parent: [ WeaponDisablerPractice, BaseSecurityCommandContraband ]
id: WeaponDisablerSelfCharge
description: A self-defense weapon that exhausts organic targets, weakening them until they collapse. This One Recharges
components:
- type: Sprite
sprite: Objects/Weapons/Guns/Battery/disabler.rsi
layers:
- state: base
map: ["enum.GunVisualLayers.Base"]
- state: mag-unshaded-0
map: ["enum.GunVisualLayers.MagUnshaded"]
shader: unshaded
- type: Clothing
sprite: Objects/Weapons/Guns/Battery/disabler.rsi
quickEquip: false
slots:
- suitStorage
- Belt
- type: ProjectileBatteryAmmoProvider
proto: BulletDisabler
fireCost: 100
- type: BatterySelfRecharger
autoRecharge: true
autoRechargeRate: 50
Original file line number Diff line number Diff line change
Expand Up @@ -28,3 +28,71 @@
- type: BatterySelfRecharger
autoRecharge: true
autoRechargeRate: 2

- type: entity
name: Flashbang Launcher
parent: [BaseWeaponLauncher, BaseGunWieldable]
suffix: Robot, energy based
id: WeaponLauncherFlashbangBorg
description: A Cyborg Mounted Grenade Launcher, designed to fire flashbangs. Refills its own ammo
components:
- type: Sprite
sprite: Objects/Weapons/Guns/Launchers/china_lake.rsi
layers:
- state: icon
map: ["enum.GunVisualLayers.Base"]
- type: Clothing
sprite: Objects/Weapons/Guns/Launchers/china_lake.rsi
- type: Gun
fireRate: 1
selectedMode: SemiAuto
availableModes:
- SemiAuto
soundGunshot:
path: /Audio/Weapons/Guns/Gunshots/grenade_launcher.ogg
- type: Battery
maxCharge: 600
startingCharge: 200
- type: ProjectileBatteryAmmoProvider
proto: GrenadeFlash
fireCost: 200
- type: BatterySelfRecharger
autoRecharge: true
autoRechargeRate: 6

- type: entity
name: Crowd Control Launcher
parent: [BaseWeaponLauncher, BaseGunWieldable]
suffix: Robot, energy based
id: WeaponLauncherCrowdControlBorg
description: A hybrid stinger and teargas grenade launcher
components:
- type: Sprite
sprite: Objects/Weapons/Guns/Launchers/china_lake.rsi
layers:
- state: icon
map: ["enum.GunVisualLayers.Base"]
- type: Clothing
sprite: Objects/Weapons/Guns/Launchers/china_lake.rsi
- type: Gun
fireRate: 1
selectedMode: SemiAuto
availableModes:
- SemiAuto
soundGunshot:
path: /Audio/Weapons/Guns/Gunshots/grenade_launcher.ogg
- type: BatteryWeapon
maxCharge: 600
startingCharge: 300
- type: ProjectileBatteryAmmoProvider
proto: TearGasGrenade
fireCost: 300
- type: BatteryWeaponFireModes
fireModes:
-proto: TearGasGrenade
firecost: 300
-proto: GrenadeStinger
firecost: 300
- type: BatterySelfRecharger
autoRecharge: true
autoRechargeRate: 3