///[up_sect_a_bandit_outfit] cost = 500 inv_weight = 2.0 value2 = st_upg_cevlar_body_armor_battle bones_koeff_protection = actor_armor_suit_1 [up_sect_b_bandit_outfit] cost = 500 value = +5 additional_inventory_weight = 5 ; +max_walk_weight additional_inventory_weight2 = 5 [up_sect_c_bandit_outfit] cost = 250 value = +20 inv_weight = 0.5 strike_protection = 0.05 ;0.1 wound_protection = 0.05 ;0.1 explosion_protection = 0.05 ;0.1 hit_fraction_actor = -0.05 [up_sect_d_bandit_outfit] cost = 250 value = +50 burn_protection = 0.005 ;0.1 shock_protection = 0.005 ;0.1 [up_sect_e_bandit_outfit] cost = 250 nightvision_sect = effector_nightvision_bad [up_sect_f_bandit_outfit] cost = 250 value = +50 radiation_protection = 0.005 ;0.1 chemical_burn_protection = 0.005 ;0.1 [up_sect_g_bandit_outfit] cost = 250 inv_weight = 1.0 artefact_count = 1 [up_a_bandit_outfit] scheme_index = 0, 0 known = 1 effects = section = up_sect_a_bandit_outfit property = prop_armor precondition_functor = inventory_upgrades.precondition_functor_a precondition_parameter = a & b effect_functor = inventory_upgrades.effect_functor_a effect_parameter = something_here prereq_functor = inventory_upgrades.prereq_functor_a prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a prereq_params = money(1000), item(habar) name = st_upg_cevlar_body_armor_battle description = st_upg_cevlar_body_armor_battle_descr icon = ui_am_upgrade_04 [up_b_bandit_outfit] scheme_index = 0, 1 known = 1 effects = section = up_sect_b_bandit_outfit property = prop_tonnage precondition_functor = inventory_upgrades.precondition_functor_a precondition_parameter = a & b effect_functor = inventory_upgrades.effect_functor_a effect_parameter = something_here prereq_functor = inventory_upgrades.prereq_functor_a prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a prereq_params = money(1000), item(habar) name = st_upg_outfit_a_stalk description = st_upg_outfit_a_stalk_descr icon = ui_am_upgrade_01 [up_c_bandit_outfit] scheme_index = 0, 2 known = 1 effects = section = up_sect_c_bandit_outfit property = prop_damage precondition_functor = inventory_upgrades.precondition_functor_a precondition_parameter = a & b effect_functor = inventory_upgrades.effect_functor_a effect_parameter = something_here prereq_functor = inventory_upgrades.prereq_functor_a prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a prereq_params = money(1000), item(habar) name = st_upg_slice_leather_battle description = st_upg_slice_leather_battle_descr icon = ui_am_upgrade_13 [up_d_bandit_outfit] scheme_index = 0, 3 known = 1 effects = section = up_sect_d_bandit_outfit property = prop_thermo_electro precondition_functor = inventory_upgrades.precondition_functor_a precondition_parameter = a & b effect_functor = inventory_upgrades.effect_functor_a effect_parameter = something_here prereq_functor = inventory_upgrades.prereq_functor_a prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a prereq_params = money(1000), item(habar) name = st_upg_brigandine_suit_stalk description = st_upg_brigandine_suit_stalk_descr icon = ui_am_upgrade_09 [up_e_bandit_outfit] scheme_index = 0, 4 known = 1 effects = section = up_sect_e_bandit_outfit property = prop_night_vision precondition_functor = inventory_upgrades.precondition_functor_a precondition_parameter = a & b effect_functor = inventory_upgrades.effect_functor_a effect_parameter = something_here prereq_functor = inventory_upgrades.prereq_functor_a prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a prereq_params = money(1000), item(habar) name = st_upg_night_vision_battle description = st_upg_night_vision_battle_descr icon = ui_am_upgrade_22 [up_f_bandit_outfit] scheme_index = 0, 5 known = 1 effects = section = up_sect_f_bandit_outfit property = prop_radio_chem precondition_functor = inventory_upgrades.precondition_functor_a precondition_parameter = a & b effect_functor = inventory_upgrades.effect_functor_a effect_parameter = something_here prereq_functor = inventory_upgrades.prereq_functor_a prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a prereq_params = money(1000), item(habar) name = st_upg_anti_gas_stalk description = st_upg_anti_gas_stalk_descr icon = ui_am_upgrade_18 [up_g_bandit_outfit] scheme_index = 0, 6 known = 1 effects = section = up_sect_g_bandit_outfit property = prop_artefact precondition_functor = inventory_upgrades.precondition_functor_a precondition_parameter = a & b effect_functor = inventory_upgrades.effect_functor_a effect_parameter = something_here prereq_functor = inventory_upgrades.prereq_functor_a prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a prereq_params = money(1000), item(habar) name = st_upg_artefact_slot description = st_upg_artefact_slot_descr icon = ui_am_upgrade_05 [up_gr_ab_bandit_outfit] elements = up_a_bandit_outfit, up_b_bandit_outfit [up_gr_cd_bandit_outfit] elements = up_c_bandit_outfit, up_d_bandit_outfit [up_gr_ef_bandit_outfit] elements = up_e_bandit_outfit, up_f_bandit_outfit [up_gr_g_bandit_outfit] elements = up_g_bandit_outfit и.т.д/////
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