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Dark Trade
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///[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/////

Категория: Для синглплеера | Добавил: proo
Просмотров: 2112 | Загрузок: 311 | Комментарии: 2

Всего комментариев: 2
2 САМОДЕЛКИН  
0
блин

1 keyn  
0
тут есть глюк,оружие не видно,и он не работает

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