add game&rawdata

This commit is contained in:
Vasily Petrov 2026-06-17 23:06:51 +03:00
parent 0133cd976c
commit 49b34b5546
45731 changed files with 709831 additions and 0 deletions

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[achievements]
pioneer
mutant_hunter
detective
one_of_the_lads
kingpin
herald_of_justice
seeker
battle_systems_master
high_tech_master
skilled_stalker
leader
diplomat
research_man
friend_of_duty
friend_of_freedom
balance_advocate
wealthy
keeper_of_secrets
marked_by_zone
information_dealer
friend_of_stalkers
[pioneer]
icon = ui_inGame2_Pervootkrivatel
hint = st_sp_achievement_1_hint
name = st_sp_achievement_1_name
desc = st_sp_achievement_1_descr
functor = xr_statistic.pioneer_functor
;repeatable = true ; If repeatable == true
;achievement functor is checked even if achievement was given.
;This achievement will be removed if functor returns false!
[mutant_hunter]
icon = ui_inGame2_Ohotnik_na_mutantov
hint = st_sp_achievement_2_hint
name = st_sp_achievement_2_name
desc = st_sp_achievement_2_descr
functor = xr_statistic.mutant_hunter_functor
[detective]
icon = ui_inGame2_Syshik
hint = st_sp_achievement_3_hint
name = st_sp_achievement_3_name
desc = st_sp_achievement_3_descr
functor = xr_statistic.detective_functor
[one_of_the_lads]
icon = ui_inGame2_Svoy_paren
hint = st_sp_achievement_4_hint
name = st_sp_achievement_4_name
desc = st_sp_achievement_4_descr
functor = xr_statistic.one_of_the_lads_functor
[kingpin]
icon = ui_inGame2_Avtoritet
hint = st_sp_achievement_5_hint
name = st_sp_achievement_5_name
desc = st_sp_achievement_5_descr
functor = xr_statistic.kingpin_functor
[herald_of_justice]
icon = ui_inGame2_Gonets_pravosudiya
hint = st_sp_achievement_6_hint
name = st_sp_achievement_6_name
desc = st_sp_achievement_6_descr
functor = xr_statistic.herald_of_justice_functor
[seeker]
icon = ui_inGame2_Iskatel
hint = st_sp_achievement_7_hint
name = st_sp_achievement_7_name
desc = st_sp_achievement_7_descr
functor = xr_statistic.seeker_functor
[battle_systems_master]
icon = ui_inGame2_Master_boevih_sistem
hint = st_sp_achievement_8_hint
name = st_sp_achievement_8_name
desc = st_sp_achievement_8_descr
functor = xr_statistic.battle_systems_master_functor
[high_tech_master]
icon = ui_inGame2_Master_visokih_tehnologiy
hint = st_sp_achievement_9_hint
name = st_sp_achievement_9_name
desc = st_sp_achievement_9_descr
functor = xr_statistic.high_tech_master_functor
[skilled_stalker]
icon = ui_inGame2_Opitniy_stalker
hint = st_sp_achievement_10_hint
name = st_sp_achievement_10_name
desc = st_sp_achievement_10_descr
functor = xr_statistic.skilled_stalker_functor
[leader]
icon = ui_inGame2_Lider
hint = st_sp_achievement_11_hint
name = st_sp_achievement_11_name
desc = st_sp_achievement_11_descr
functor = xr_statistic.leader_functor
[diplomat]
icon = ui_inGame2_Diplomat
hint = st_sp_achievement_12_hint
name = st_sp_achievement_12_name
desc = st_sp_achievement_12_descr
functor = xr_statistic.diplomat_functor
[research_man]
icon = ui_inGame2_Nauchniy_sotrudnik
hint = st_sp_achievement_13_hint
name = st_sp_achievement_13_name
desc = st_sp_achievement_13_descr
functor = xr_statistic.research_man_functor
[friend_of_duty]
icon = ui_inGame2_Drug_dolga
hint = st_sp_achievement_14_hint
name = st_sp_achievement_14_name
desc = st_sp_achievement_14_descr
functor = xr_statistic.friend_of_duty_functor
[friend_of_freedom]
icon = ui_inGame2_Drug_svobodi
hint = st_sp_achievement_15_hint
name = st_sp_achievement_15_name
desc = st_sp_achievement_15_descr
functor = xr_statistic.friend_of_freedom_functor
[balance_advocate]
icon = ui_inGame2_Storonnik_ravnovesiya
hint = st_sp_achievement_16_hint
name = st_sp_achievement_16_name
desc = st_sp_achievement_16_descr
functor = xr_statistic.balance_advocate_functor
[wealthy]
icon = ui_inGame2_Sostoyatelniy_Klient
hint = st_sp_achievement_17_hint
name = st_sp_achievement_17_name
desc = st_sp_achievement_17_descr
functor = xr_statistic.wealthy_functor
[keeper_of_secrets]
icon = ui_inGame2_Hranitel_tayn
hint = st_sp_achievement_18_hint
name = st_sp_achievement_18_name
desc = st_sp_achievement_18_descr
functor = xr_statistic.keeper_of_secrets_functor
[marked_by_zone]
icon = ui_inGame2_Otmecheniy_zonoy
hint = st_sp_achievement_19_hint
name = st_sp_achievement_19_name
desc = st_sp_achievement_19_descr
functor = xr_statistic.marked_by_zone_functor
[information_dealer]
icon = ui_inGame2_Torgovets_informatsiey
hint = st_sp_achievement_20_hint
name = st_sp_achievement_20_name
desc = st_sp_achievement_20_descr
functor = xr_statistic.information_dealer_functor
[friend_of_stalkers]
icon = ui_inGame2_Drug_stalkerov
hint = st_sp_achievement_21_hint
name = st_sp_achievement_21_name
desc = st_sp_achievement_21_descr
functor = xr_statistic.friend_of_stalkers_functor

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#include "death_items_by_communities.ltx"
#include "death_items_by_levels.ltx"
#include "death_items_count.ltx"
[item_dependence]
ammo_9x18_fmj = wpn_pm, wpn_pb, wpn_fort
ammo_9x19_fmj = wpn_hpsa, wpn_beretta, wpn_walther, wpn_mp5
ammo_11.43x23_fmj = wpn_sig220, wpn_colt1911, wpn_usp, wpn_desert_eagle
ammo_12x70_buck = wpn_bm16, wpn_toz34, wpn_wincheaster1300, wpn_spas12, wpn_protecta
ammo_12x76_zhekan = wpn_spas12, wpn_protecta
ammo_5.45x39_fmj = wpn_ak74u, wpn_ak74, wpn_abakan
ammo_9x39_pab9 = wpn_groza, wpn_val, wpn_vintorez
ammo_5.56x45_ss190 = wpn_l85, wpn_lr300, wpn_sig550, wpn_fn2000, wpn_g36
ammo_7.62x54_7h1 = wpn_svu, wpn_svd
ammo_og-7b = wpn_rpg7
ammo_gauss = wpn_gauss
ammo_vog-25 = wpn_groza
ammo_m209 = wpn_fn2000
ammo_pkm_100 = wpn_pkm
[keep_items]
af_quest_b14_twisted = true
device_pda_zat_b5_dealer = true
device_pda_port_bandit_leader = true
af_quest_b14_twisted = true
wpn_pm_actor = true
wpn_sig550_luckygun = true
wpn_pkm_zulus = true
wpn_wincheaster1300_trapper = true
wpn_desert_eagle_nimble = true
wpn_groza_nimble = true
wpn_mp5_nimble = true
wpn_sig220_nimble = true
wpn_spas12_nimble = true
wpn_svd_nimble = true
wpn_svu_nimble = true
wpn_usp_nimble = true
wpn_vintorez_nimble = true
wpn_g36_nimble = true
wpn_fn2000_nimble = true
wpn_protecta_nimble = true
wpn_ak74u_snag = true
wpn_fort_snag = true
pri_a17_gauss_rifle = true
device_flash_snag = true
zat_b14_device_pda_stalker_find_artefact = true
detector_scientific = true
zat_b12_key_1 = true
zat_b12_key_2 = true
jup_b46_duty_founder_pda = true
jup_b207_merc_pda_with_contract = true
pri_b306_envoy_pda = true
zat_b40_pda_1 = true
zat_b40_pda_2 = true
zat_b20_noah_pda = true
zat_b44_barge_pda = true
stalker_outfit_barge = true
helm_respirator_joker = true
helm_hardhat_snag = true
pri_b36_monolith_hiding_place_pda = true
pri_a25_explosive_charge_item = true
jup_b47_merc_pda = true
pri_b35_lab_x8_key = true
zat_b22_medic_pda = true
jup_b202_bandit_pda = true
af_compass = true
[ammo_sections]
ammo_9x18_fmj
ammo_9x18_pmm
ammo_9x19_pbp
ammo_9x19_fmj
ammo_11.43x23_hydro
ammo_11.43x23_fmj
ammo_12x70_buck
ammo_12x76_zhekan
ammo_5.45x39_ap
ammo_5.45x39_fmj
ammo_9x39_ap
ammo_9x39_pab9
ammo_5.56x45_ss190
ammo_5.56x45_ap
ammo_7.62x54_7h1
ammo_gauss
ammo_pkm_100

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[stalker] ;Óêàçûâàåòñÿ âåðîÿòíîñòü çàñïàóíèòü èëè íåò
;Àðòåôàêòû
af_cristall = 0
af_fireball = 0
af_dummy_glassbeads = 0
af_eye = 0
af_fire = 0
af_medusa = 0
af_cristall_flower = 0
af_night_star = 0
af_vyvert = 0
af_gravi = 0
af_gold_fish = 0
af_blood = 0
af_mincer_meat = 0
af_soul = 0
af_fuzz_kolobok = 0
af_baloon = 0
af_glass = 0
af_electra_sparkler = 0
af_electra_flash = 0
af_electra_moonlight = 0
af_dummy_battery = 0
af_dummy_dummy = 0
af_ice = 0
;Àììóíèöèÿ
ammo_9x18_fmj = 1
ammo_9x18_pmm = 1
ammo_9x19_pbp = 1
ammo_9x19_fmj = 1
ammo_11.43x23_hydro = 1
ammo_11.43x23_fmj = 1
ammo_12x70_buck = 1
ammo_12x76_zhekan = 1
ammo_5.45x39_ap = 1
ammo_5.45x39_fmj = 1
ammo_9x39_ap = 1
ammo_9x39_pab9 = 1
ammo_5.56x45_ss190 = 1
ammo_5.56x45_ap = 1
ammo_7.62x54_7h14 = 1
ammo_7.62x54_7h1 = 1
ammo_gauss = 1
ammo_og-7b = 1
ammo_vog-25 = 1
grenade_f1 = 0.0
grenade_rgd5 = 0.0
ammo_m209 = 1
;Ìåäèêàìåíòû
bandage = 0.25
medkit = 0.15
medkit_army = 0
medkit_scientic = 0.01
antirad = 0.08
;Áóñòåðû
drug_booster = 0.0
drug_coagulant = 0.0
drug_psy_blockade = 0.0
drug_antidot = 0.0
drug_radioprotector = 0.0
drug_anabiotic = 0.0
;Åäà
bread = 0.1
kolbasa = 0.1
conserva = 0.1
vodka = 0.1
energy_drink = 0.1
[bandit]:stalker
[killer]:stalker
;Åäà
bread = 0
kolbasa = 0
vodka = 0
;energy_drink = 0.3
[ecolog]:stalker
;Åäà
bread = 0
kolbasa = 0
conserva = 0
vodka = 0
;energy_drink = 0
medkit = 0
medkit_scientic = 0.2
antirad = 0.3
[army]:stalker
;Àðòåôàêòû
af_cristall = 0
af_fireball = 0
af_dummy_glassbeads = 0
af_eye = 0
af_fire = 0
af_medusa = 0
af_cristall_flower = 0
af_night_star = 0
af_vyvert = 0
af_gravi = 0
af_gold_fish = 0
af_blood = 0
af_mincer_meat = 0
af_soul = 0
af_fuzz_kolobok = 0
af_baloon = 0
af_glass = 0
af_electra_sparkler = 0
af_electra_flash = 0
af_electra_moonlight = 0
af_dummy_battery = 0
af_dummy_dummy = 0
af_ice = 0
;Ìåäèêàìåíòû
bandage = 0.4
antirad = 0.3
medkit = 0
medkit_scientic = 0
medkit_army = 0.3
;Åäà
bread = 0
kolbasa = 0
conserva = 0
vodka = 0
;energy_drink = 0
[dolg]:stalker
;Ìåäèêàìåíòû
medkit = 0.1
medkit_army = 0.1
medkit_scientic = 0.01
[freedom]:stalker
;Ìåäèêàìåíòû
medkit = 0.2
medkit_army = 0.05
antirad = 0.2
;Åäà
vodka = 0.3
energy_drink = 0.3
[zombied]:stalker
;Àðòåôàêòû
af_cristall = 0
af_fireball = 0
af_dummy_glassbeads = 0
af_eye = 0
af_fire = 0
af_medusa = 0
af_cristall_flower = 0
af_night_star = 0
af_vyvert = 0
af_gravi = 0
af_gold_fish = 0
af_blood = 0
af_mincer_meat = 0
af_soul = 0
af_fuzz_kolobok = 0
af_baloon = 0
af_glass = 0
af_electra_sparkler = 0
af_electra_flash = 0
af_electra_moonlight = 0
af_dummy_battery = 0
af_dummy_dummy = 0
af_ice = 0
;Åäà
bread = 0
kolbasa = 0
conserva = 0
vodka = 0
energy_drink = 0
[monolith]:stalker
;Àðòåôàêòû
af_cristall = 0
af_fireball = 0
af_dummy_glassbeads = 0
af_eye = 0
af_fire = 0
af_medusa = 0
af_cristall_flower = 0
af_night_star = 0
af_vyvert = 0
af_gravi = 0
af_gold_fish = 0
af_blood = 0
af_mincer_meat = 0
af_soul = 0
af_fuzz_kolobok = 0
af_baloon = 0
af_glass = 0
af_electra_sparkler = 0
af_electra_flash = 0
af_electra_moonlight = 0
af_dummy_battery = 0
af_dummy_dummy = 0
af_ice = 0
;Åäà
vodka = 0
energy_drink = 0
[trader]

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[default]
;Àðòåôàêòû
af_cristall = 0
af_fireball = 0
af_dummy_glassbeads = 0
af_eye = 0
af_fire = 0
af_medusa = 0
af_cristall_flower = 0
af_night_star = 0
af_vyvert = 0
af_gravi = 0
af_gold_fish = 0
af_blood = 0
af_mincer_meat = 0
af_soul = 0
af_fuzz_kolobok = 0
af_baloon = 0
af_glass = 0
af_electra_sparkler = 0
af_electra_flash = 0
af_electra_moonlight = 0
af_dummy_battery = 0
af_dummy_dummy = 0
af_ice = 0
;Àììóíèöèÿ
ammo_9x18_fmj = 1
ammo_9x18_pmm = 0
ammo_9x19_pbp = 0
ammo_9x19_fmj = 1
ammo_11.43x23_hydro = 0
ammo_11.43x23_fmj = 1
ammo_12x70_buck = 1
ammo_12x76_zhekan = 1
ammo_5.45x39_ap = 0
ammo_5.45x39_fmj = 1
ammo_9x39_ap = 0
ammo_9x39_pab9 = 1
ammo_5.56x45_ss190 = 1
ammo_5.56x45_ap = 0
ammo_7.62x54_7h1 = 0
ammo_og-7b = 0
ammo_vog-25 = 0
grenade_f1 = 1
grenade_rgd5 = 1
ammo_m209 = 0
ammo_gauss = 0
ammo_pkm_100 = 0
;Ìåäèêàìåíòû
bandage = 1
medkit = 1
medkit_scientic = 0
medkit_army = 0
antirad = 1
;Áóñòåðû
drug_booster = 0
drug_coagulant = 0
drug_psy_blockade = 0
drug_antidot = 0
drug_radioprotector = 0
drug_anabiotic = 0
;Åäà
bread = 1
kolbasa = 1
conserva = 1
vodka = 1
energy_drink = 1
[zaton]:default
[jupiter]:default
[jupiter_underground]:default
[pripyat]:default
[labx8]:default

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[item_count_0]
;Àðòåôàêòû
af_cristall = 1
af_fireball = 1
af_dummy_glassbeads = 1
af_eye = 1
af_fire = 1
af_medusa = 1
af_cristall_flower = 1
af_night_star = 1
af_vyvert = 1
af_gravi = 1
af_gold_fish = 1
af_blood = 1
af_mincer_meat = 1
af_soul = 1
af_fuzz_kolobok = 1
af_baloon = 1
af_glass = 1
af_electra_sparkler = 1
af_electra_flash = 1
af_electra_moonlight = 1
af_dummy_battery = 1
af_dummy_dummy = 1
af_ice = 1
;Àììóíèöèÿ
ammo_9x18_fmj = 12, 36
ammo_9x18_pmm = 12, 36
ammo_9x19_pbp = 8, 24
ammo_9x19_fmj = 16, 32
ammo_11.43x23_hydro = 8, 16
ammo_11.43x23_fmj = 8, 24
ammo_12x70_buck = 8, 24
ammo_12x76_zhekan = 6, 18
ammo_5.45x39_ap = 10, 30
ammo_5.45x39_fmj = 12, 36
ammo_9x39_ap = 10, 30
ammo_9x39_pab9 = 12, 36
ammo_5.56x45_ss190 = 12, 36
ammo_5.56x45_ap = 10, 24
ammo_7.62x54_7h14 = 5, 15
ammo_7.62x54_7h1 = 5, 15
ammo_7.62x54_ap = 5, 15
ammo_og-7b = 1
ammo_vog-25 = 2
grenade_f1 = 2
grenade_rgd5 = 2
ammo_m209 = 2
ammo_gauss = 5, 10
ammo_pkm_100 = 30, 100
;Ìåäèêàìåíòû
bandage = 2
medkit = 2
medkit_scientic = 2
medkit_army = 2
antirad = 1
;Áóñòåðû
drug_booster = 1
drug_coagulant = 1
drug_psy_blockade = 1
drug_antidot = 1
drug_radioprotector = 1
drug_anabiotic = 1
;Åäà
bread = 1
kolbasa = 1
conserva = 1
vodka = 1
energy_drink = 1
[item_count_1]:item_count_0
;Àììóíèöèÿ
ammo_9x18_fmj = 10, 30
ammo_9x18_pmm = 10, 30
ammo_9x19_pbp = 6, 18
ammo_9x19_fmj = 12, 28
ammo_11.43x23_hydro = 6, 18
ammo_11.43x23_fmj = 6, 18
ammo_12x70_buck = 6, 18
ammo_12x76_zhekan = 5, 15
ammo_5.45x39_ap = 8, 24
ammo_5.45x39_fmj = 10, 30
ammo_9x39_ap = 8, 24
ammo_9x39_pab9 = 10, 30
ammo_5.56x45_ss190 = 10, 30
ammo_5.56x45_ap = 8, 24
ammo_7.62x54_7h14 = 4, 12
ammo_7.62x54_7h1 = 4, 12
ammo_7.62x54_ap = 4, 12
ammo_og-7b = 1
ammo_vog-25 = 3
grenade_f1 = 2
grenade_rgd5 = 3
ammo_m209 = 3
ammo_gauss = 4, 8
ammo_pkm_100 = 20, 60
;Ìåäèêàìåíòû
bandage = 1
medkit = 1
medkit_scientic = 1
medkit_army = 1
antirad = 1
[item_count_2]:item_count_0
;Àììóíèöèÿ
ammo_9x18_fmj = 8, 24
ammo_9x18_pmm = 8, 24
ammo_9x19_pbp = 5, 15
ammo_9x19_fmj = 10, 20
ammo_11.43x23_hydro = 5, 15
ammo_11.43x23_fmj = 5, 15
ammo_12x70_buck = 5, 15
ammo_12x76_zhekan = 4, 12
ammo_5.45x39_ap = 6, 18
ammo_5.45x39_fmj = 8, 24
ammo_9x39_ap = 6, 18
ammo_9x39_pab9 = 8, 24
ammo_5.56x45_ss190 = 8, 24
ammo_5.56x45_ap = 6, 18
ammo_7.62x54_7h14 = 3, 9
ammo_7.62x54_7h1 = 3, 9
ammo_7.62x54_ap = 3, 9
ammo_og-7b = 1
ammo_vog-25 = 3
grenade_f1 = 2
grenade_rgd5 = 3
ammo_m209 = 3
ammo_gauss = 3, 6
ammo_pkm_100 = 10, 30
;Ìåäèêàìåíòû
bandage = 0, 1
medkit = 0, 1
medkit_scientic = 0, 1
medkit_army = 0, 1
antirad = 0, 1
[item_count_3]:item_count_0
;Àììóíèöèÿ
ammo_9x18_fmj = 5, 15
ammo_9x18_pmm = 5, 15
ammo_9x19_pbp = 4, 12
ammo_9x19_fmj = 8, 16
ammo_11.43x23_hydro = 4, 12
ammo_11.43x23_fmj = 4, 12
ammo_12x70_buck = 4, 12
ammo_12x76_zhekan = 3, 9
ammo_5.45x39_ap = 5, 15
ammo_5.45x39_fmj = 6, 18
ammo_9x39_ap = 4, 12
ammo_9x39_pab9 = 6, 18
ammo_5.56x45_ss190 = 6, 18
ammo_5.56x45_ap = 4, 12
ammo_7.62x54_7h14 = 2, 6
ammo_7.62x54_7h1 = 2, 6
ammo_7.62x54_ap = 2, 6
ammo_og-7b = 1
ammo_vog-25 = 3
grenade_f1 = 2
grenade_rgd5 = 3
ammo_m209 = 3
ammo_gauss = 2, 4
ammo_pkm_100 = 6, 18
;Ìåäèêàìåíòû
bandage = 0, 1
medkit = 0, 1
medkit_scientic = 0, 1
medkit_army = 0, 1
antirad = 0, 1

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[inventory_box]
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "devices\inventory box"
class = S_INVBOX
cform = skeleton
visual = dynamics\equipment_cache\equipment_box_01_case.ogf
script_binding = bind_physic_object.init
[device_flare]:identity_immunities
class = D_FLARE
visual = dynamics\devices\dev_flare\dev_flare
description = enc_weapons1_wpn_flare
inv_weight = 0.2
inv_name = device_flare
inv_name_short = device_flare_short
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 12
inv_grid_y = 7
slot = 11
cost = 50
default_to_ruck = true
sprint_allowed = true
control_inertion_factor = 1.0
work_time_sec = 10000
hud = device_flare_hud
animation_slot = 7
working_particles = weapons\dev_flare_flame
[device_flare_hud]:hud_base
hands_position = 0.361999,-0.164000,0.106000
hands_orientation = 21.000044,-1.700000,0.000000
hands_position_16x9 = 0,0,0
hands_orientation_16x9 = 0,0,0
aim_hud_offset_pos = 0,0,0
aim_hud_offset_rot = 0,0,0
gl_hud_offset_pos = 0,0,0
gl_hud_offset_rot = 0,0,0
lean_hud_offset_pos = 0,0,0
lean_hud_offset_rot = 0,0,0
item_position = -0.031455,0.017528,0.136259
item_orientation = 62.783558,75.663406,-79.665085
item_visual = dynamics\devices\dev_flare\dev_flare
attach_place_idx = 1
fire_point = 0.279000,-0.143000,-0.009000
fire_bone = flare_point
anm_show = flare_draw
anm_hide = flare_holster
anm_idle = flare_idle
anm_drop = flare_holster
[detector_simple]:identity_immunities
GroupControlSection = spawn_group
$spawn = "devices\detector_simple"
$prefetch = 32
class = DET_SIMP
cform = skeleton
visual = dynamics\devices\dev_detector_1\dev_detector_1.ogf
hud = detector_simple_hud
animation_slot = 7
inv_name = st_detector1
inv_name_short = st_detector1
description = st_detector1_descr
slot = 8
ef_detector_type = 1
inv_weight = 0.5
inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 9
inv_grid_y = 14
cost = 500
default_to_ruck = false
af_radius = 30
af_vis_radius = 3
af_class_1 = af_cristall
af_sound_1_ = detectors\art_beep1
af_freq_1 = 0.05, 2
af_class_2 = af_fireball
af_sound_2_ = detectors\art_beep1
af_freq_2 = 0.05, 2
af_class_3 = af_medusa
af_sound_3_ = detectors\art_beep1
af_freq_3 = 0.05, 2
af_class_4 = af_cristall_flower
af_sound_4_ = detectors\art_beep1
af_freq_4 = 0.05, 2
af_class_5 = af_blood
af_sound_5_ = detectors\art_beep1
af_freq_5 = 0.05, 2
af_class_6 = af_mincer_meat
af_sound_6_ = detectors\art_beep1
af_freq_6 = 0.05, 2
af_class_7 = af_electra_sparkler
af_sound_7_ = detectors\art_beep1
af_freq_7 = 0.05, 2
af_class_8 = af_electra_flash
af_sound_8_ = detectors\art_beep1
af_freq_8 = 0.05, 2
af_class_9 = af_quest_b14_twisted
af_sound_9_ = detectors\art_beep1
af_freq_9 = 0.05, 2
af_class_10 = jup_b1_half_artifact
af_sound_10_ = detectors\art_beep1
af_freq_10 = 0.05, 2
af_class_11 = af_compass
af_sound_11_ = detectors\art_beep1
af_freq_11 = 0.05, 2
attach_angle_offset = -1.303,-1.493,-1.202
attach_position_offset = 0.110,-0.019,0.000
attach_bone_name = bip01_l_hand
auto_attach = false
snd_draw = weapons\ak74_draw
snd_holster = weapons\generic_holster
[detector_base_hud]:hud_base
attach_place_idx = 1
;--from beretta
hands_position = -0.021000,-0.160000,0.002500
hands_orientation = -0.500000,1.000000,1.149999
hands_position_16x9 = 0.033000,-0.189500,0.039000
hands_orientation_16x9 = 2.349998,2.749999,2.849998
aim_hud_offset_pos = 0,0,0
aim_hud_offset_rot = 0,0,0
gl_hud_offset_pos = 0,0,0
gl_hud_offset_rot = 0,0,0
lean_hud_offset_pos = 0,0,0
lean_hud_offset_rot = 0,0,0
[detector_simple_hud]:detector_base_hud
item_position = -0.072424,0.030392,-0.012213
item_orientation = 324.640503,-189.627350,-183.009415
item_visual = dynamics\devices\dev_detector_1\dev_detector_1_hud
fire_point = 0,0,-0.05
fire_bone = light_bone_2
fire_point2 = 0,0,0
fire_bone2 = light_bone_1
anm_show = dev_detector_1_draw
anm_show_fast = dev_detector_1_draw ;_quick
anm_hide = dev_detector_1_holster
anm_hide_fast = dev_detector_1_holster_quick
anm_idle = dev_detector_1_idle
anm_idle_moving = dev_detector_1_idle_moving
anm_idle_sprint = dev_detector_1_idle_moving
anm_show_16x9 = dev_detector_1_draw_ws, dev_detector_1_draw
anm_show_fast_16x9 = dev_detector_1_draw_ws ;_quick
anm_hide_16x9 = dev_detector_1_holster_ws, dev_detector_1_holster
anm_hide_fast_16x9 = dev_detector_1_holster_ws_quick
anm_idle_16x9 = dev_detector_1_idle_ws, dev_detector_1_idle
anm_idle_moving_16x9 = dev_detector_1_idle_moving_ws, dev_detector_1_idle_moving
anm_idle_sprint_16x9 = dev_detector_1_idle_moving_ws, dev_detector_1_idle_moving
flash_light_range = 0.1
onoff_light_range = 0.1
[detector_advanced]:detector_simple
$spawn = "devices\detector_advanced"
class = DET_ADVA
visual = dynamics\devices\dev_detector_2\dev_detector_2.ogf
inv_name = st_detector2
inv_name_short = st_detector2
description = st_detector2_descr
inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 15
inv_grid_y = 7
cost = 1000
hud = detector_advanced_hud
af_radius = 30
af_vis_radius = 4
af_class_12 = af_dummy_glassbeads
af_sound_12_ = detectors\art_beep1
af_freq_12 = 0.05, 2
af_class_13 = af_night_star
af_sound_13_ = detectors\art_beep1
af_freq_13 = 0.05, 2
af_class_14 = af_vyvert
af_sound_14_ = detectors\art_beep1
af_freq_14 = 0.05, 2
af_class_15 = af_soul
af_sound_15_ = detectors\art_beep1
af_freq_15 = 0.05, 2
af_class_16 = af_fuzz_kolobok
af_sound_16_ = detectors\art_beep1
af_freq_16 = 0.05, 2
af_class_17 = af_electra_moonlight
af_sound_17_ = detectors\art_beep1
af_freq_17 = 0.05, 2
af_class_18 = af_dummy_battery
af_sound_18_ = detectors\art_beep1
af_freq_18 = 0.05, 2
[detector_advanced_hud]:detector_base_hud
item_position = -0.078949,0.039172,-0.019197
item_orientation = 320.606964,-194.089020,-186.572464
item_visual = dynamics\devices\dev_detector_2\dev_detector_2_hud
anm_show = dev_detector_2_draw
anm_show_fast = dev_detector_2_draw ;_quick
anm_hide = dev_detector_2_holster
anm_hide_fast = dev_detector_2_holster_quick
anm_idle = dev_detector_2_idle
anm_idle_moving = dev_detector_2_idle_moving
anm_idle_sprint = dev_detector_2_idle_moving
anm_show_16x9 = dev_detector_2_draw_ws, dev_detector_2_draw
anm_show_fast_16x9 = dev_detector_2_draw_ws ;_quick
anm_hide_16x9 = dev_detector_2_holster_ws, dev_detector_2_holster
anm_hide_fast_16x9 = dev_detector_2_holster_ws_quick
anm_idle_16x9 = dev_detector_2_idle_ws, dev_detector_2_idle
anm_idle_moving_16x9 = dev_detector_2_idle_moving_ws, dev_detector_2_idle_moving
anm_idle_sprint_16x9 = dev_detector_2_idle_moving_ws, dev_detector_2_idle_moving
[detector_elite]:detector_advanced
$spawn = "devices\detector_elite"
class = DET_ELIT
visual = dynamics\devices\dev_detector_3\dev_detector_3.ogf
inv_name = st_detector3
inv_name_short = st_detector3
description = st_detector3_descr
hud = detector_elite_hud
inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 5
inv_grid_y = 14
cost = 2000
; elite x="0.00096" y="0.0035"
ui_p = -0.02904,0.01,0.0364
ui_r = 0,90,0
af_radius = 30
af_vis_radius = 5
af_class_19 = af_eye
af_sound_19_ = detectors\art_beep1
af_freq_19 = 0.05, 2
af_class_20 = af_fire
af_sound_20_ = detectors\art_beep1
af_freq_20 = 0.05, 2
af_class_21 = af_gravi
af_sound_21_ = detectors\art_beep1
af_freq_21 = 0.05, 2
af_class_22 = af_gold_fish
af_sound_22_ = detectors\art_beep1
af_freq_22 = 0.05, 2
af_class_23 = af_baloon
af_sound_23_ = detectors\art_beep1
af_freq_23 = 0.05, 2
af_class_24 = af_glass
af_sound_24_ = detectors\art_beep1
af_freq_24 = 0.05, 2
af_class_25 = af_dummy_dummy
af_sound_25_ = detectors\art_beep1
af_freq_25 = 0.05, 2
af_class_26 = af_ice
af_sound_26_ = detectors\art_beep1
af_freq_26 = 0.05, 2
[detector_elite_hud]:detector_base_hud
item_position = -0.071685,0.036188,-0.009934
item_orientation = 314.589233,-186.420761,-189.323669
item_visual = dynamics\devices\dev_detector_3\dev_detector_3_hud
anm_show = dev_detector_3_draw
anm_show_fast = dev_detector_3_draw ;_quick
anm_hide = dev_detector_3_holster
anm_hide_fast = dev_detector_3_holster_quick
anm_idle = dev_detector_3_idle
anm_idle_moving = dev_detector_3_idle_moving
anm_idle_sprint = dev_detector_3_idle_moving
anm_show_16x9 = dev_detector_3_draw_ws, dev_detector_3_draw
anm_show_fast_16x9 = dev_detector_3_draw_ws ;_quick
anm_hide_16x9 = dev_detector_3_holster_ws, dev_detector_3_holster
anm_hide_fast_16x9 = dev_detector_3_holster_ws_quick
anm_idle_16x9 = dev_detector_3_idle_ws, dev_detector_3_idle
anm_idle_moving_16x9 = dev_detector_3_idle_moving_ws, dev_detector_3_idle_moving
anm_idle_sprint_16x9 = dev_detector_3_idle_moving_ws, dev_detector_3_idle_moving
[detector_scientific]:detector_elite
$spawn = "devices\detector_scientific"
class = DET_SCIE
visual = dynamics\devices\dev_detector_4\dev_detector_4.ogf
inv_name = st_detector4
inv_name_short = st_detector4
description = st_detector4_descr
hud = detector_scientific_hud
inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 19
inv_grid_y = 21
cost = 12500
; elite x="0.00096" y="0.0035"
ui_p = -0.02904,0.01,0.0364
ui_r = 0,90,0
af_radius = 30
af_vis_radius = 6
af_class_27 = af_oasis_heart
af_sound_27_ = detectors\art_beep1
af_freq_27 = 0.05, 2
zone_class_1 = zone_mine_acidic_weak
zone_class_2 = zone_mine_acidic_average
zone_class_3 = zone_mine_acidic_strong
zone_class_4 = zone_mine_electric_weak
zone_class_5 = zone_mine_electric_average
zone_class_6 = zone_mine_electric_strong
zone_class_7 = zone_mine_gravitational_weak
zone_class_8 = zone_mine_gravitational_average
zone_class_9 = zone_mine_gravitational_strong
zone_class_10 = zone_mine_thermal_weak
zone_class_11 = zone_mine_thermal_average
zone_class_12 = zone_mine_thermal_strong
zone_class_13 = zone_mine_steam_weak
zone_class_14 = zone_mine_steam_average
zone_class_15 = zone_mine_steam_strong
zone_class_16 = zone_mine_acidic_big
zone_class_17 = zone_mine_chemical_weak
zone_class_18 = zone_mine_chemical_average
zone_class_19 = zone_mine_chemical_strong
zone_class_20 = zone_buzz_weak
zone_class_21 = zone_buzz_average
zone_class_22 = zone_buzz_strong
zone_class_23 = zone_mine_static_weak
zone_class_24 = zone_mine_static_average
zone_class_25 = zone_mine_static_strong
zone_class_26 = zone_witches_galantine_weak
zone_class_27 = zone_witches_galantine_average
zone_class_28 = zone_witches_galantine_strong
zone_class_29 = zone_mine_gravitational_big
zone_class_30 = zone_gravi_zone
zone_class_31 = zone_zharka_static_weak
zone_class_32 = zone_zharka_static_average
zone_class_33 = zone_zharka_static_strong
zone_freq_1 = 0.05, 2
zone_freq_2 = 0.05, 2
zone_freq_3 = 0.05, 2
zone_freq_4 = 0.05, 2
zone_freq_5 = 0.05, 2
zone_freq_6 = 0.05, 2
zone_freq_7 = 0.05, 2
zone_freq_8 = 0.05, 2
zone_freq_9 = 0.05, 2
zone_freq_10 = 0.05, 2
zone_freq_11 = 0.05, 2
zone_freq_12 = 0.05, 2
zone_freq_13 = 0.05, 2
zone_freq_14 = 0.05, 2
zone_freq_15 = 0.05, 2
zone_freq_16 = 0.05, 2
zone_freq_17 = 0.05, 2
zone_freq_18 = 0.05, 2
zone_freq_19 = 0.05, 2
zone_freq_20 = 0.05, 2
zone_freq_21 = 0.05, 2
zone_freq_22 = 0.05, 2
zone_freq_23 = 0.05, 2
zone_freq_24 = 0.05, 2
zone_freq_25 = 0.05, 2
zone_freq_26 = 0.05, 2
zone_freq_27 = 0.05, 2
zone_freq_28 = 0.05, 2
zone_freq_29 = 0.05, 2
zone_freq_30 = 0.05, 2
zone_freq_31 = 0.05, 2
zone_freq_32 = 0.05, 2
zone_freq_33 = 0.05, 2
[detector_scientific_hud]:detector_base_hud
item_position = -0.071685,0.036188,-0.009934
item_orientation = 314.589233,-186.420761,-189.323669
item_visual = dynamics\devices\dev_detector_4\dev_detector_4_hud
anm_show = dev_detector_3_draw
anm_show_fast = dev_detector_3_draw ;_quick
anm_hide = dev_detector_3_holster
anm_hide_fast = dev_detector_3_holster_quick
anm_idle = dev_detector_3_idle
anm_idle_moving = dev_detector_3_idle_moving
anm_idle_sprint = dev_detector_3_idle_moving
anm_show_16x9 = dev_detector_3_draw_ws, dev_detector_3_draw
anm_show_fast_16x9 = dev_detector_3_draw_ws ;_quick
anm_hide_16x9 = dev_detector_3_holster_ws, dev_detector_3_holster
anm_hide_fast_16x9 = dev_detector_3_holster_ws_quick
anm_idle_16x9 = dev_detector_3_idle_ws, dev_detector_3_idle
anm_idle_moving_16x9 = dev_detector_3_idle_moving_ws, dev_detector_3_idle_moving
anm_idle_sprint_16x9 = dev_detector_3_idle_moving_ws, dev_detector_3_idle_moving

View file

@ -0,0 +1,913 @@
[list]
dm_job_1
dm_job_2
dm_job_3
dm_job_4
dm_job_5
dm_job_6
dm_job_7
dm_job_8
dm_job_9
dm_job_10
dm_job_11
dm_job_12
dm_job_13
dm_job_14
dm_job_15
dm_anomalies_1
dm_anomalies_2
dm_anomalies_3
dm_anomalies_4
dm_anomalies_5
dm_anomalies_6
dm_anomalies_7
dm_anomalies_8
dm_anomalies_9
dm_anomalies_10
dm_anomalies_11
dm_anomalies_12
dm_anomalies_13
dm_anomalies_14
dm_anomalies_15
dm_anomalies_16
dm_anomalies_17
dm_anomalies_18
dm_anomalies_19
dm_anomalies_20
dm_anomalies_21
dm_anomalies_22
dm_anomalies_23
dm_anomalies_24
dm_information_1
dm_information_2
dm_information_3
dm_information_4
dm_information_5
dm_information_6
dm_information_7
dm_information_8
dm_information_9
dm_information_10
dm_information_11
dm_information_12
dm_information_13
dm_information_14
dm_information_15
dm_information_16
dm_information_17
dm_information_18
dm_information_19
dm_information_20
dm_information_21
dm_information_22
dm_information_23
dm_information_24
dm_information_25
dm_information_26
dm_information_27
dm_information_28
dm_information_29
dm_information_30
dm_information_31
dm_information_32
dm_information_33
dm_information_34
dm_information_35
dm_information_36
dm_information_37
dm_information_38
dm_information_39
dm_information_40
dm_information_41
dm_information_42
dm_information_43
dm_information_44
dm_information_45
dm_information_46
dm_information_47
dm_information_48
dm_information_49
dm_information_50
dm_information_51
dm_information_52
dm_information_53
dm_information_54
dm_information_55
dm_information_56
dm_information_57
dm_information_58
dm_information_59
dm_information_60
dm_information_61
dm_information_62
dm_information_63
;Wounded dialogs
dm_help_0
dm_help_1
dm_help_2
dm_help_3
dm_help_4
dm_help_5
dm_help_6
dm_help_7
dm_help_8
dm_help_9
dm_help_10
dm_help_11
dm_hello_0
dm_hello_1
dm_hello_2
dm_hello_3
dm_hello_4
dm_hello_5
dm_hello_6
dm_hello_7
dm_hello_8
dm_hello_9
dm_hello_10
dm_hello_11
dm_hello_12
dm_hello_13
dm_hello_14
dm_hello_15
dm_hello_16
dm_hello_17
;start of list parameters
[dm_job_1]
category = job
npc_community = stalker
level = zaton
info = -zat_b38_disappearance_stalkers_get_out_from_den_of_the_bloodsucker_give
[dm_job_2]
category = job
npc_community = stalker
level = zaton
info = -zat_b106_gonta_accept_actor
[dm_job_3]
category = job
npc_community = bandit
level = zaton
info = -zat_b7_bandit_boss_sultan_intro
[dm_job_4]
category = job
npc_community = stalker
level = zaton
info = -zat_a2_stalker_barmen_setup
[dm_job_5]
category = job
npc_community = stalker
level = zaton
info = -zat_b30_owl_stalker_trader_setup
[dm_job_6]
category = job
npc_community = stalker
level = jupiter
info = -jup_a10_vano_give_task -jup_a10_vano_give_task_end
[dm_job_7]
category = job
npc_community = stalker
level = jupiter
info = -jup_a12_stalker_assaulter_told_story
[dm_job_8]
category = job
npc_community = stalker
level = jupiter
info = -jup_b200_tech_materials_started
[dm_job_9]
category = job
npc_community = stalker
level = jupiter
info = -jup_b19_agreed_to_go
[dm_job_10]
category = job
npc_community = stalker
level = jupiter
info = -jup_b6_scientist_nuclear_physicist_setup
[dm_job_11]
category = job
npc_community = stalker
level = jupiter
info = -jup_b220_trapper_about_himself_told
[dm_job_12]
category = job
npc_community = freedom
level = jupiter
info = -jup_a6_tasks_done
[dm_job_13]
category = job
npc_community = dolg
level = jupiter
info = -jup_a6_tasks_done
[dm_job_14]
category = job
npc_community = bandit
level = zaton
info = -zat_a2_stalker_barmen_setup
[dm_job_15]
category = job
npc_community = bandit
level = zaton
info = -zat_b30_owl_stalker_trader_setup
[dm_anomalies_1]
category = anomalies
npc_community = stalker
level = zaton
smart = zat_b14_smart_terrain
[dm_anomalies_3]
category = anomalies
npc_community = stalker
level = zaton
smart = zat_b101
[dm_anomalies_4]
category = anomalies
npc_community = stalker
level = zaton
smart = zat_b100
[dm_anomalies_5]
category = anomalies
npc_community = stalker
level = zaton
smart = zat_b20_smart_terrain
[dm_anomalies_6]
category = anomalies
npc_community = stalker
level = zaton
[dm_anomalies_7]
category = anomalies
npc_community = stalker
level = zaton
smart = zat_b56
[dm_anomalies_8]
category = anomalies
npc_community = stalker
level = zaton
smart = zat_b54
[dm_anomalies_9]
category = anomalies
npc_community = stalker
level = zaton
smart = zat_b55
[dm_anomalies_10]
category = anomalies
npc_community = stalker
level = zaton
smart = zat_b53
[dm_anomalies_11]
category = anomalies
npc_community = stalker
level = jupiter
smart = jup_b25
[dm_anomalies_12]
category = anomalies
npc_community = stalker
level = jupiter
smart = jup_b10
[dm_anomalies_13]
category = anomalies
npc_community = stalker
level = jupiter
smart = jup_b32
[dm_anomalies_14]
category = anomalies
npc_community = stalker
level = jupiter
smart = jup_b206
[dm_anomalies_15]
category = anomalies
npc_community = stalker
level = jupiter
smart = jup_b201
[dm_anomalies_16]
category = anomalies
npc_community = stalker
level = jupiter
smart = jup_b209
[dm_anomalies_17]
category = anomalies
npc_community = stalker
level = jupiter
smart = jup_b211
[dm_anomalies_18]
category = anomalies
npc_community = stalker
level = jupiter
smart = jup_b200
[dm_anomalies_2]
category = anomalies
npc_community = stalker
level = all
[dm_anomalies_19]
category = anomalies
npc_community = stalker
level = zaton
smart = zat_b39
[dm_anomalies_20]
category = anomalies
npc_community = stalker
level = all
[dm_anomalies_21]
category = anomalies
npc_community = stalker
level = pripyat
[dm_anomalies_22]
category = anomalies
npc_community = stalker
level = pripyat
[dm_anomalies_23]
category = anomalies
npc_community = stalker
level = pripyat
[dm_anomalies_24]
category = anomalies
npc_community = stalker
level = pripyat
smart = pri_b302
[dm_information_1]
category = information
npc_community = stalker
level = zaton
info = -zat_b14_take_item
[dm_information_2]
category = information
npc_community = stalker
level = zaton
info = +zat_b38_disappearance_stalkers_get_out_from_den_of_the_bloodsucker_give -zat_b38_disappearance_stalkers_tell_barmen_about_medic_give
[dm_information_3]
category = information
npc_community = stalker
level = zaton
info = +zat_b38_disappearance_stalkers_tell_barmen_about_medic_give
[dm_information_4]
category = information
npc_community = stalker
level = zaton
info = +zat_b108_actor_damaged_chimera +zat_b106_chimera_dead
[dm_information_5]
category = information
npc_community = stalker
level = zaton
info = -zat_b3_tech_drink_no_more
[dm_information_6]
category = information
npc_community = stalker
level = zaton
info = +zat_b3_tech_drink_no_more
[dm_information_7]
category = information
npc_community = stalker
level = zaton
info = -zat_b18_noah_met
[dm_information_8]
category = information
npc_community = stalker
level = zaton
info = -zat_b33_stalker_snag_setup
[dm_information_9]
category = information
npc_community = stalker
level = zaton, jupiter
info = +zat_b215_gave_maps
[dm_information_10]
category = information
npc_community = stalker
level = zaton
info = +zat_b12_actor_found_documents
[dm_information_11]
category = information
npc_community = stalker
level = zaton
info = -zat_b30_barmen_under_sultan +zat_b30_sultan_loose
[dm_information_12]
category = information
npc_community = stalker
level = zaton
info = +zat_b30_barmen_under_sultan
[dm_information_13]
category = information
npc_community = stalker
level = zaton, jupiter
info = -jup_b16_oasis_start
[dm_information_14]
category = information
npc_community = stalker
level = zaton, jupiter
info = +jup_b16_oasis_artefact_to_scientist
[dm_information_15]
category = information
npc_community = stalker
level = jupiter
info = +jup_b1_complete_end -jup_b1_stalker_1_is_dead
[dm_information_16]
category = information
npc_community = stalker
level = jupiter
info = -jup_b19_agreed_to_go
[dm_information_17]
category = information
npc_community = stalker
level = jupiter
info = -jup_b15_zulus_setup
[dm_information_18]
category = information
npc_community = stalker
level = jupiter
info = -jup_b10_ufo_memory_repaired -jup_b10_ufo_memory_repairing -jup_b10_ufo_memory_started
[dm_information_19]
category = information
npc_community = stalker
level = jupiter
info = -jup_b46_spatial_bubble_ruptured
[dm_information_20]
category = information
npc_community = stalker
level = jupiter
info = +jup_b46_duty_founder_pda_to_freedom
[dm_information_21]
category = information
npc_community = stalker
level = jupiter
info = +jup_b4_monolith_squad_in_freedom
[dm_information_22]
category = information
npc_community = stalker
level = jupiter
info = +jup_b4_monolith_squad_in_duty
[dm_information_23]
category = information
npc_community = stalker
level = jupiter
info = +jup_b6_gonta_employed -jup_b41_bunker_guards_dead
[dm_information_24]
category = information
npc_community = stalker
level = jupiter
info = +jup_b6_exprisoner_work_on_sci -jup_b41_bunker_guards_dead
[dm_information_25]
category = information
npc_community = stalker
level = jupiter
info = +zat_b7_stalker_squad_leader_bunker_guards_work -jup_b41_bunker_guards_dead
[dm_information_26]
category = information
npc_community = stalker
level = jupiter
info = +zat_b103_lost_merc_leader_bunker_guards_work -jup_b41_bunker_guards_dead
[dm_information_27]
category = information
npc_community = stalker
level = jupiter
info = +jup_a6_duty_leader_bunker_guards_work -jup_b41_bunker_guards_dead
[dm_information_28]
category = information
npc_community = stalker
level = jupiter
info = +jup_a6_freedom_leader_bunker_guards_work -jup_b41_bunker_guards_dead
[dm_information_29]
category = information
npc_community = stalker
level = jupiter
info = -jup_a9_actor_found_main_documents
[dm_information_30]
category = information
npc_community = stalker
level = zaton, jupiter
info = +jup_b219_entering_underpass -pri_a28_actor_in_zone_stay
[dm_information_31]
category = information
npc_community = stalker
level = jupiter
info = +jup_b219_entering_underpass -pri_a28_actor_in_zone_stay
[dm_information_32]
category = information
npc_community = stalker
level = jupiter
info = +jup_b207_freedom_wins
[dm_information_33]
category = information
npc_community = stalker
level = jupiter
info = +jup_b207_duty_wins
[dm_information_34]
category = information
npc_community = stalker
level = jupiter
info = -jup_b208_burers_dead
[dm_information_35]
category = information
npc_community = stalker
level = jupiter
info = +jup_b208_burers_dead
[dm_information_36]
category = information
npc_community = stalker
level = jupiter
info = -jup_b6_all_hunters_are_dead
[dm_information_37]
category = information
npc_community = stalker
level = jupiter
info = +jup_b6_all_hunters_are_dead
[dm_information_38]
category = information
npc_community = stalker
level = jupiter
info = +jup_b212_jupiter_chimera_dead
[dm_information_39]
category = information
npc_community = stalker
level = jupiter
info = +jup_b25_flint_blame_done_to_duty
[dm_information_40]
category = information
npc_community = bandit
level = zaton
info = -zat_b18_noah_met
[dm_information_41]
category = information
npc_community = bandit
level = zaton
info = -zat_b33_stalker_snag_setup
[dm_information_42]
category = information
npc_community = bandit
level = zaton
info = -zat_b30_barmen_under_sultan +zat_b30_sultan_loose
[dm_information_43]
category = information
npc_community = bandit
level = zaton
info = +zat_b30_barmen_under_sultan
[dm_information_44]
category = information
npc_community = freedom
level = zaton, jupiter
info = -jup_b16_oasis_start
[dm_information_45]
category = information
npc_community = freedom
level = zaton, jupiter
info = +jup_b16_oasis_artefact_to_scientist
[dm_information_46]
category = information
npc_community = dolg
level = zaton, jupiter
info = -jup_b16_oasis_start
[dm_information_47]
category = information
npc_community = dolg
level = zaton, jupiter
info = +jup_b16_oasis_artefact_to_scientist
[dm_information_48]
category = information
npc_community = freedom
level = jupiter
info = -jup_b19_agreed_to_go
[dm_information_49]
category = information
npc_community = freedom
level = jupiter
info = -jup_b15_zulus_setup
[dm_information_50]
category = information
npc_community = freedom
level = jupiter
info = -jup_b10_ufo_memory_repaired -jup_b10_ufo_memory_repairing -jup_b10_ufo_memory_started
[dm_information_51]
category = information
npc_community = dolg
level = jupiter
info = -jup_b19_agreed_to_go
[dm_information_52]
category = information
npc_community = dolg
level = jupiter
info = -jup_b15_zulus_setup
[dm_information_53]
category = information
npc_community = dolg
level = jupiter
info = -jup_b10_ufo_memory_repaired -jup_b10_ufo_memory_repairing -jup_b10_ufo_memory_started
[dm_information_54]
category = information
npc_community = freedom
level = jupiter
info = +jup_b46_duty_founder_pda_to_freedom
[dm_information_55]
category = information
npc_community = freedom
level = jupiter
info = +jup_b4_monolith_squad_in_duty
[dm_information_56]
category = information
npc_community = freedom
level = jupiter
info = +jup_b4_monolith_squad_in_freedom
[dm_information_57]
category = information
npc_community = dolg
level = jupiter
info = +jup_b4_monolith_squad_in_duty
[dm_information_58]
category = information
npc_community = dolg
level = jupiter
info = +jup_b4_monolith_squad_in_freedom
[dm_information_59]
category = information
npc_community = dolg
level = jupiter
info = +jup_a6_duty_leader_bunker_guards_work -jup_b41_bunker_guards_dead
[dm_information_60]
category = information
npc_community = freedom
level = jupiter
info = +jup_a6_freedom_leader_bunker_guards_work -jup_b41_bunker_guards_dead
[dm_information_61]
category = information
npc_community = freedom
level = jupiter
info = +jup_b207_freedom_wins
[dm_information_62]
category = information
npc_community = dolg
level = jupiter
info = +jup_b207_duty_wins
[dm_information_63]
category = information
npc_community = dolg
level = jupiter
info = +jup_b25_flint_blame_done_to_duty
;Wounded dialogs
[dm_help_0]
category = hello
npc_community = stalker
level = all
wounded = true
[dm_help_1]
category = hello
npc_community = stalker
level = all
wounded = true
[dm_help_2]
category = hello
npc_community = bandit
level = all
wounded = true
[dm_help_3]
category = hello
npc_community = bandit
level = all
wounded = true
[dm_help_4]
category = hello
npc_community = freedom
level = all
wounded = true
[dm_help_5]
category = hello
npc_community = freedom
level = all
wounded = true
[dm_help_6]
category = hello
npc_community = dolg
level = all
wounded = true
[dm_help_7]
category = hello
npc_community = dolg
level = all
wounded = true
[dm_help_8]
category = hello
npc_community = killer
level = all
wounded = true
[dm_help_9]
category = hello
npc_community = killer
level = all
wounded = true
[dm_help_10]
category = hello
npc_community = army
level = all
wounded = true
[dm_help_11]
category = hello
npc_community = army
level = all
wounded = true
[dm_hello_0]
category = hello
npc_community = stalker
level = all
[dm_hello_1]
category = hello
npc_community = stalker
level = all
[dm_hello_2]
category = hello
npc_community = stalker
level = all
[dm_hello_3]
category = hello
npc_community = bandit
level = all
[dm_hello_4]
category = hello
npc_community = bandit
level = all
[dm_hello_5]
category = hello
npc_community = bandit
level = all
[dm_hello_6]
category = hello
npc_community = freedom
level = all
[dm_hello_7]
category = hello
npc_community = freedom
level = all
[dm_hello_8]
category = hello
npc_community = freedom
level = all
[dm_hello_9]
category = hello
npc_community = dolg
level = all
[dm_hello_10]
category = hello
npc_community = dolg
level = all
[dm_hello_11]
category = hello
npc_community = dolg
level = all
[dm_hello_12]
category = hello
npc_community = killer
level = all
[dm_hello_13]
category = hello
npc_community = killer
level = all
[dm_hello_14]
category = hello
npc_community = killer
level = all
[dm_hello_15]
category = hello
npc_community = army
level = all
[dm_hello_16]
category = hello
npc_community = army
level = all
[dm_hello_17]
category = hello
npc_community = army
level = all

View file

@ -0,0 +1,82 @@
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Actor Effector Section
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[bobbing_effector]
run_amplitude = 0.0075
walk_amplitude = 0.005
limp_amplitude = 0.011
run_speed = 10.0
walk_speed = 7.0
limp_speed = 6.0
[monster_attack_effector]
duality_h = 0.01
duality_v = 0.01
blur = 0.01
gray = 0.5
noise_intensity = 0.01
noise_grain = 1
noise_fps = 30
color_base = 0.65,0.15,0.1
color_gray = 0.333,0.333,0.333
color_add = 0,0,0
time = 0.3
time_attack = 0.05 ; fade in
time_release = 0.25 ; fade out
; camera effects
ce_time = 0.65
ce_amplitude = 12.0
ce_period_number = 1.0 ;2.0
ce_power = 3.0 ;0.7
[small_monster_attack_effector]
duality_h = 0.01
duality_v = 0.01
blur = 0.01
gray = 0.5
noise_intensity = 0.01
noise_grain = 1
noise_fps = 30
color_base = 0.65,0.15,0.1
color_gray = 0.333,0.333,0.333
color_add = 0,0,0
time = 0.3
time_attack = 0.05 ; fade in
time_release = 0.25 ; fade out
; camera effects
ce_time = 0.65
ce_amplitude = 12.0
ce_period_number = 1.0 ;2.0
ce_power = 3.0 ;0.7
[explode_effector]
effect_sect_name= effector_explode_hit
[sleep_effector]
duality_h = 0.01
duality_v = 0.01
blur = 0.01
gray = 0.5
noise_intensity = 0.01
noise_grain = 1
noise_fps = 30
color_base = 0.00,0.00,0.00
color_gray = 0.33,0.33,0.33
color_add = 0,0,0
time = 3.3
time_attack = 0.4 ; fade in
time_release = 0.5 ; fade out
[zoom_inertion_effector]
camera_move_epsilon = 0.03 ;đŕçíčöŕ ěĺćäó äâóě˙ âĺęňîđŕěč íŕďđŕâëĺíč˙ ęŕěĺđŕ, ęîăäŕ ń÷čňŕĺňń˙ ÷ňî ęŕěĺđŕ äâčíóëŕńü
disp_min = 0.00
speed_min = 0.000
zoom_aim_disp_k = 0.0 ;ęîýôôčöčĺíňű ńîîňíîřĺíč˙ ďîëíîé äčńďĺđńčč ńňđĺëüáű
zoom_aim_speed_k = 0.00 ;č ďîęŕ÷čâŕíč˙ ďđčöĺëŕ
delta_time = 2000 ;âđĺě˙ ÷ĺđĺç ęîňîđîĺ ýôôĺęňîđ ěĺí˙ĺň íŕďđŕâëĺíčĺ äâčćĺíč˙ (â ěčëčńĺęóíäŕő)

View file

@ -0,0 +1,82 @@
[upgraded_inventory]
wpn_bm16
wpn_toz34
wpn_wincheaster1300
wpn_spas12
wpn_protecta
wpn_pb
wpn_pm
wpn_fort
wpn_hpsa
wpn_beretta
wpn_walther
wpn_colt1911
wpn_usp
wpn_sig220
wpn_desert_eagle
wpn_mp5
wpn_ak74u
wpn_ak74
wpn_abakan
wpn_l85
wpn_lr300
wpn_sig550
wpn_g36
wpn_fn2000
wpn_groza
wpn_val
wpn_vintorez
wpn_svu
wpn_svd
wpn_pkm
wpn_gauss
wpn_pm_actor
wpn_sig550_luckygun
wpn_pkm_zulus
wpn_desert_eagle_nimble
wpn_groza_nimble
wpn_mp5_nimble
wpn_sig220_nimble
wpn_spas12_nimble
wpn_svd_nimble
wpn_svu_nimble
wpn_usp_nimble
wpn_vintorez_nimble
wpn_wincheaster1300_trapper
wpn_g36_nimble
wpn_fn2000_nimble
wpn_protecta_nimble
wpn_ak74u_snag
wpn_fort_snag
novice_outfit
specops_outfit
military_outfit
stalker_outfit
scientific_outfit
exo_outfit
cs_heavy_outfit
svoboda_light_outfit
svoboda_heavy_outfit
dolg_outfit
dolg_heavy_outfit
helm_battle
helm_hardhat
helm_protective
helm_respirator
helm_tactic
stalker_outfit_barge
helm_respirator_joker
helm_hardhat_snag

View file

@ -0,0 +1,743 @@
[booster]:identity_immunities
GroupControlSection = spawn_group
discovery_dependency =
;$spawn = "food and drugs\booster"
$prefetch = 8
class = S_FOOD
cform = skeleton
visual = dynamics\devices\dev_aptechka\dev_aptechka_low.ogf
description = default
inv_name = default
inv_name_short = default
inv_weight = 0.01
inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 3
inv_grid_y = 18
cost = 1
; eatable item
eat_health = 0
eat_satiety = 0
eat_power = 0
eat_max_power = 0
eat_radiation = 0
eat_alcohol = 0
wounds_heal_perc = 0
eat_portions_num = 1
boost_time = 0.0
boost_max_weight = 0.0
boost_health_restore = 0.0
boost_power_restore = 0.0
boost_radiation_restore = 0.0
boost_bleeding_restore = 0.0
boost_radiation_protection = 0.0
boost_telepat_protection = 0.0
boost_chemburn_protection = 0.0
boost_burn_immunity = 0.0
boost_shock_immunity = 0.0
boost_radiation_immunity = 0.0
boost_telepat_immunity = 0.0
boost_chemburn_immunity = 0.0
boost_strike_immunity = 0.0
boost_wound_immunity = 0.0
boost_explosion_immunity = 0.0
boost_fire_wound_immunity = 0.0
;use_sound = characters_voice\multiplayer\team_1\voice_roger_3
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; FOOD
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[bread]:booster
$spawn = "food and drugs\bread"
visual = dynamics\devices\dev_bred\dev_bred.ogf
description = st_bread_descr
inv_name = st_bread
inv_name_short = st_bread
inv_weight = 0.4 ;0.2
inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 11
inv_grid_y = 9
cost = 10
attach_angle_offset = -0.287979, 1.560923, 1.544060
attach_position_offset = 0.096910, -0.013594, 0.107925
attach_bone_name = bip01_r_hand
auto_attach = false
// should be deleted after update
bone_name = bip01_r_hand
position_offset = 0.0,0.0,0.0
angle_offset = 1.570790,1.570790,3.92699
boost_time = 5.0
boost_health_restore = 0.002
eat_satiety = 0.6
use_sound = interface\inv_food
[kolbasa]:booster
$spawn = "food and drugs\kolbasa"
visual = dynamics\devices\dev_kolbasa\dev_kolbasa.ogf
description = st_kolbasa_descr
inv_name = st_kolbasa
inv_name_short = st_kolbasa
inv_weight = 0.5
inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 19
inv_grid_y = 12
cost = 70
attach_angle_offset = 0.440521, 1.378287, -0.644026
attach_position_offset = 0.104196, -0.010821, 0.076969
attach_bone_name = bip01_r_hand
auto_attach = false
// should be deleted after update
bone_name = bip01_r_hand
position_offset = 0.0,0.0,0.0
angle_offset = 1.570790,1.570790,3.92699
boost_time = 5.0
boost_health_restore = 0.002
eat_satiety = 1
use_sound = interface\inv_food
[conserva]:booster
$spawn = "food and drugs\conserva"
visual = dynamics\devices\dev_conserv\dev_conserv.ogf
description = st_conserva_descr
inv_name = st_conserva
inv_name_short = st_conserva
inv_weight = 0.3
inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 9
inv_grid_y = 13
cost = 40
boost_time = 5.0
boost_health_restore = 0.002
eat_satiety = 1
attach_angle_offset = 0.440521, 1.378287, -0.644026
attach_position_offset = 0.104196, -0.010821, 0.076969
attach_bone_name = bip01_r_hand
auto_attach = false
// should be deleted after update
bone_name = bip01_r_hand
position_offset = 0.0,0.0,0.0
angle_offset = 1.570790,1.570790,3.92699
use_sound = interface\inv_food
[vodka]:booster
$spawn = "food and drugs\vodka"
cform = skeleton
visual = dynamics\devices\dev_vodka\dev_vodka.ogf
description = st_vodka_descr
inv_name = st_vodka
inv_name_short = st_vodka
inv_weight = 0.6 ;0.2
inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 5
inv_grid_y = 2
cost = 40
attach_angle_offset = 0.000000, 0.000000, 0.000000
attach_position_offset = 0.087266, -0.078540, 0.052360
attach_bone_name = bip01_r_hand
auto_attach = false
bone_name = bip01_r_hand
position_offset = 0.0,0.0,0.0
angle_offset = 1.570790,1.570790,3.92699
break_particles = destroy_fx\destroy_bottle
break_sound = material\bottle\collide\bottle_break_1
boost_time = 5.0
boost_radiation_restore = 0.005
eat_alcohol = 0.1
eat_satiety = -0.2
use_sound = interface\inv_vodka
[vodka_script]:vodka ; íå èñïîëüçîâàòü
$spawn = "food and drugs\vodka_script"
inv_weight = 0
[guitar_a]:identity_immunities
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "food and drugs\guitar_a"
cform = skeleton
class = II_ATTCH
visual = dynamics\devices\dev_guitar\dev_guitar.ogf
cost = 35
inv_name = st_guitar_name
inv_name_short = st_guitar_name
description = st_guitar_descr
inv_weight = 1.5
inv_grid_width = 4
inv_grid_height = 2
inv_grid_x = 10
inv_grid_y = 19
attach_angle_offset = -0.415, -1.262, 0.808
;-1.512, -1.392, -0.242
attach_position_offset = -0.014, 0.010, 0.020
;0.010, -0.090, 0.000
attach_bone_name = bip01_l_hand
auto_attach = false
[harmonica_a]:identity_immunities
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "food and drugs\harmonica_a"
cform = skeleton
class = II_ATTCH
visual = dynamics\devices\dev_harmonica\dev_harmonica.ogf
cost = 35
inv_name = st_harmonica_name
inv_name_short = st_harmonica_name
description = st_harmonica_descr
inv_weight = 0.35
inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 11
inv_grid_y = 2
attach_angle_offset = 0.000000, -1.204452, -1.262921
attach_position_offset = 0.081856, -0.035081, 0.011694
attach_bone_name = bip01_l_hand
auto_attach = false
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Scaner B6
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[anomaly_scaner]:identity_immunities
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "equipment\anomaly_scaner"
cform = skeleton
class = II_ATTCH
visual = dynamics\devices\dev_datchik_2\dev_datchik_2.ogf
cost = 0
inv_name = "hand_radio"
inv_name_short = "hand_radio"
inv_weight = 0.5
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 16
inv_grid_y = 12
attach_angle_offset = -1.571,-1.308,-1.458 ;óñòàíàâëèâàåòñš â ðàäèàíàõ Angle*PI/180
attach_position_offset = 0.105, -0.004, 0.003
attach_bone_name = bip01_l_hand
auto_attach = false
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; MEDICAL
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[energy_drink]:vodka
$spawn = "food and drugs\energy_drink"
inv_name = st_energy_drink
inv_name_short = st_energy_drink
visual = dynamics\devices\dev_drink_stalker\dev_drink_stalker
description = st_energy_drink_descr
cost = 50
inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 11 ;19 ;11
inv_grid_y = 0 ;7 ;0
inv_weight = 0.2
attach_angle_offset = 0.000000, 0.000000, 0.000000
attach_position_offset = 0.087266, -0.078540, 0.052360
attach_bone_name = bip01_r_hand
auto_attach = false
boost_time = 60.0
boost_radiation_restore = 0
boost_power_restore = 0.005 ;0.001
eat_alcohol = 0.0
eat_satiety = 0.0
use_sound = interface\inv_softdrink
[bandage]:booster
$spawn = "food and drugs\bandage"
visual = dynamics\devices\dev_bandage\dev_bandage.ogf
description = st_bandage_descr
inv_name = st_bandage
inv_name_short = st_bandage
inv_weight = 0.05 ;0.2
cost = 80
inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 3
inv_grid_y = 18
boost_time = 5.0
boost_bleeding_restore = 0.02
use_sound = interface\inv_bandage
;antirad new
[antirad]:booster
$spawn = "food and drugs\antirad"
visual = dynamics\devices\dev_antirad\dev_antirad.ogf
inv_name = st_antirad
inv_name_short = st_antirad
description = st_antirad_descr
inv_weight = 0.05
inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 18
inv_grid_y = 12
cost = 250
;eatable item
;eat_radiation = -0.5
boost_time = 10.0
boost_radiation_restore = 0.01
use_sound = interface\inv_pills
;medikits new
[medkit_script]:booster ;Do not use! Used in xr_wounded
;$spawn = "food and drugs\medkit_script"
visual = dynamics\devices\dev_aptechka\dev_aptechka_low.ogf
inv_name = st_medkit
inv_name_short = st_medkit
description = st_medkit_descr
inv_weight = 0.1
inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 6
inv_grid_y = 14
cost = 300
;eatable item
eat_health = 0.5
eat_max_power = 0.1
eat_radiation = -0.05
wounds_heal_perc = 0.1
eat_portions_num = 1
use_sound = interface\inv_medkit
[medkit]:booster
$spawn = "food and drugs\medkit"
visual = dynamics\devices\dev_aptechka\dev_aptechka_low.ogf
inv_name = st_medkit
inv_name_short = st_medkit
description = st_medkit_descr
inv_weight = 0.1
inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 6
inv_grid_y = 14
cost = 250
boost_time = 10.0
boost_health_restore = 0.01
boost_radiation_restore = 0.0
boost_bleeding_restore = 0.005
use_sound = interface\inv_medkit
[medkit_army]:booster
$spawn = "food and drugs\medkit_army"
visual = dynamics\devices\dev_aptechka\dev_aptechka_high.ogf
inv_name = st_medkit_army
inv_name_short = st_medkit_army
description = st_medkit_army_descr
inv_weight = 0.1
inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 10
inv_grid_y = 10
cost = 650
boost_time = 5.0
boost_health_restore = 0.02
boost_radiation_restore = 0.0
boost_bleeding_restore = 0.02
use_sound = interface\inv_medkit
[medkit_scientic]:booster
$spawn = "food and drugs\medkit_scientic"
visual = dynamics\devices\dev_aptechka\dev_aptechka_mid.ogf
inv_name = st_medkit_science
inv_name_short = st_medkit_science
description = st_medkit_science_descr
inv_weight = 0.1
inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 12
inv_grid_y = 9
cost = 800
boost_time = 10.0
boost_health_restore = 0.01
boost_radiation_restore = 0.01
boost_bleeding_restore = 0.005
use_sound = interface\inv_medkit
;boosters
[drug_booster]:booster
$spawn = "food and drugs\drug_booster"
visual = dynamics\equipments\medical\drug_booster.ogf
inv_name = st_drug_booster
inv_name_short = st_drug_booster
description = st_drug_booster_descr
inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 18
inv_grid_y = 7
cost = 200
boost_time = 300.0
boost_max_weight = 20.0
use_sound = interface\inv_softdrink
[drug_coagulant]:booster
$spawn = "food and drugs\drug_coagulant"
visual = dynamics\equipments\medical\drug_coagulant.ogf
inv_name = st_drug_coagulant
inv_name_short = st_drug_coagulant
description = st_drug_coagulant_descr
inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 13
inv_grid_y = 12
cost = 200
boost_time = 20.0
;boost_wound_immunity = 1
boost_bleeding_restore = 0.03
use_sound = interface\inv_pills
[drug_psy_blockade]:booster
$spawn = "food and drugs\drug_psy_blockade"
visual = dynamics\equipments\medical\drug_psy_blockade.ogf
inv_name = st_drug_psy_blockade
inv_name_short = st_drug_psy_blockade
description = st_drug_psy_blockade_descr
inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 8
inv_grid_y = 11
cost = 550
boost_time = 60.0
;boost_telepat_immunity = 0.05
boost_telepat_protection = 0.05
use_sound = interface\inv_pills
[drug_antidot]:booster
$spawn = "food and drugs\drug_antidot"
visual = dynamics\equipments\medical\drug_antidot.ogf
inv_name = st_drug_antidot
inv_name_short = st_drug_antidot
description = st_drug_antidot_descr
inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 9
inv_grid_y = 11
cost = 300
boost_time = 60.0
;boost_chemburn_immunity = 0.1
boost_chemburn_protection = 0.1
use_sound = interface\inv_pills
[drug_radioprotector]:booster
$spawn = "food and drugs\drug_radioprotector"
visual = dynamics\equipments\medical\drug_radioprotector.ogf
inv_name = st_drug_radioprotector
inv_name_short = st_drug_radioprotector
description = st_drug_radioprotector_descr
inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 9
inv_grid_y = 10
cost = 300
boost_time = 60.0
;boost_radiation_immunity = 0.015
boost_radiation_protection = 0.015
use_sound = interface\inv_pills
[drug_anabiotic]:booster
$spawn = "food and drugs\drug_anabiotic"
visual = dynamics\equipments\medical\drug_anabiotic.ogf
inv_name = st_drug_anabiotic
inv_name_short = st_drug_anabiotic
description = st_drug_anabiotic_descr
inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 4
inv_grid_y = 8
cost = 1000
use_sound = interface\inv_pills
;boosters below are not used for now
;[health_restore_booster]:booster
;$spawn = "food and drugs\health_restore_booster"
;boost_time = 20.0
;boost_health_restore = 0.1
;
;[max_weight_booster]:booster
;$spawn = "food and drugs\max_weight_booster"
;boost_time = 20.0
;boost_max_weight = 100.0
;
;[wound_immunity_booster]:booster
;$spawn = "food and drugs\wound_immunity_booster"
;boost_time = 20.0
;boost_wound_immunity = 1
;
;[telepat_immunity_booster]:booster
;$spawn = "food and drugs\telepat_immunity_booster"
;boost_time = 20.0
;boost_telepat_immunity = 1
;
;[chemburn_immunity_booster]:booster
;$spawn = "food and drugs\chemburn_immunity_booster"
;boost_time = 20.0
;boost_chemburn_immunity = 1
;
;[radiation_restore_booster]:booster
;$spawn = "food and drugs\radiation_restore_booster"
;boost_time = 20.0
;boost_radiation_restore = 0.1
;
;[shock_immunity_booster]:booster
;$spawn = "food and drugs\shock_immunity_booster"
;boost_time = 20.0
;boost_shock_immunity = 1
;
;[power_restore_booster]:booster
;$spawn = "food and drugs\power_restore_booster"
;boost_time = 20.0
;boost_power_restore = 0.1
;
;[bleeding_restore_booster]:booster
;$spawn = "food and drugs\bleeding_restore_booster"
;boost_time = 20.0
;boost_bleeding_restore = 0.1
;
;[burn_immunity_booster]:booster
;$spawn = "food and drugs\burn_immunity_booster"
;boost_time = 20.0
;boost_burn_immunity = 1
;
;[explosion_immunity_booster]:booster
;$spawn = "food and drugs\explosion_immunity_booster"
;boost_time = 20.0
;boost_explosion_immunity = 1
;
;[fire_wound_immunity_booster]:booster
;$spawn = "food and drugs\fire_wound_immunity_booster"
;boost_time = 20.0
;boost_fire_wound_immunity = 1
;
;[strike_immunity_booster]:booster
;$spawn = "food and drugs\strike_immunity_booster"
;boost_time = 20.0
;boost_strike_immunity = 1
;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; DEVICES
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[device_pda]:identity_immunities
GroupControlSection = spawn_group
discovery_dependency=
$spawn = "devices\pda"
$prefetch = 16
class = S_PDA
cform = skeleton
visual = dynamics\devices\dev_pda\dev_pda.ogf
description = st_pda_descr
radius = 68; 50
slot = 7
default_to_ruck = false
sprint_allowed = true
control_inertion_factor = 1
script_binding = bind_physic_object.init
inv_name = st_pda_name
inv_name_short = st_pda_name
inv_weight = 0.1 ;0.2
inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 6
inv_grid_y = 13
cost = 20
attach_angle_offset = -1.303,0.107,-1.702 ;óñòàíàâëèâàåòñÿ â ðàäèàíàõ Angle*PI/180
attach_position_offset = 0.14,0.001,0.02
attach_bone_name = bip01_l_hand
auto_attach = false
[dev_flash_1]:identity_immunities
GroupControlSection = spawn_group
discovery_dependency=
$spawn = "devices\dev_flash_1"
$prefetch = 16
class = D_PDA
cform = skeleton
visual = dynamics\devices\dev_flash_1\dev_flash_1.ogf
inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 11
inv_grid_y = 22
slot = 7
radius = 50
default_to_ruck = false
inv_weight = 0.05
inv_name = st_pda_name
inv_name_short = st_pda_name
description = st_pda_descr
cost = 50
can_trade = false
[dev_flash_2]:identity_immunities
GroupControlSection = spawn_group
discovery_dependency=
$spawn = "devices\dev_flash_2"
$prefetch = 16
class = D_PDA
cform = skeleton
visual = dynamics\devices\dev_flash_2\dev_flash_2.ogf
inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 11
inv_grid_y = 23
slot = 7
radius = 50
default_to_ruck = false
inv_weight = 0.05
inv_name = st_pda_name
inv_name_short = st_pda_name
description = st_pda_descr
cost = 50
can_trade = false
[device_torch]:identity_immunities
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "devices\torch"
$prefetch = 32
class = TORCH_S
cform = skeleton
visual = dynamics\devices\dev_torch_light\dev_torch_light.ogf
description = st_device_torch_descr
cost = 100
inv_name = st_device_torch_name
inv_name_short = st_device_torch_name
inv_weight = 0.0
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 16
inv_grid_y = 12
;âåùüþ íåëüçÿ òîðãîâàòü
can_trade = true
position = 0.35,0.25,0.0
light_trace_bone = lights_bone
attach_angle_offset = 3.062, 0.008, -1.532
attach_position_offset = 0.134, -0.007, 0.09
attach_bone_name = bip01_head
auto_attach = false
night_vision = on
night_vision_texture = wpn\wpn_night
night_vision_effector = postprocess_night
snd_night_vision_on = weapons\nv_start
snd_night_vision_off = weapons\nv_off
snd_night_vision_idle = weapons\nv_loop
snd_night_vision_broken = weapons\nv_off
night_vision_recharge_time = 6 ;(c) âðåìÿ çàðÿäêè àêêàìóëÿòîðà
night_vision_recharge_time_min = 2 ;(c) ìèí. âðåìÿ çàðÿäêè àêêàìóëÿòîðà, ïîñëå êîòîðîãî óñò-âî óæå ìîæåò ðàáîòàòü
night_vision_discharge_time = 20 ;(c) âðåìÿ ðàçðÿäêè (ðàáîòû) óñòðîéñòâà ïîñëå ïîëíîé çàðÿäêè
slot = 9
default_to_ruck = false
sprint_allowed = true
control_inertion_factor = 1
disabled_maps = ai_test,ai_test2, andy_test_
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; OTHERS
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[wpn_vodka_hud]:identity_immunities,hud_base
fire_point = 0.0, 0.0, 0.06
fire_bone = bip01_head
orientation = 0, 0, 0
position = 0, 0, 0
visual = dynamics\devices\dev_vodka\dev_vodka.ogf
anim_idle = vodka_2
anim_show = vodka_1
anim_hide = vodka_4
anim_play = vodka_5
anim_prepare = vodka_5
anim_eat = vodka_3

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[online_offline_group]
GroupControlSection = spawn_group
class = ON_OFF_S
;$spawn = "scripts\online_offline_group"

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[up_sect_firsta_helm_battle]
cost = 500
value = +10
chemical_burn_protection = 0.005
radiation_protection = 0.0004
[up_sect_firstc_helm_battle]
cost = 1000
value = +20
telepatic_protection = 0.010
[up_sect_firstd_helm_battle]
cost = 1000
value = +20
chemical_burn_protection = 0.010
[up_sect_firste_helm_battle]
cost = 1500
value = +20
chemical_burn_protection = 0.015
radiation_protection = 0.0006
[up_sect_secona_helm_battle]
cost = 500
value = +1
power_restore_speed = 0.001
[up_sect_seconc_helm_battle]
cost = 1000
value = +20
telepatic_protection = 0.010
[up_sect_second_helm_battle]
cost = 2500
value = +2
nightvision_sect = effector_nightvision_2
[up_sect_secone_helm_battle]
cost = 3500
value = +3
nightvision_sect = effector_nightvision_3
[up_firsta_helm_battle]
scheme_index = 0, 0
known = 1
effects = up_gr_firstcd_helm_battle
section = up_sect_firsta_helm_battle
property = prop_radio, prop_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 =
name = st_up_res_a1_name
description = st_up_res_a1_descr
icon = ui_inGame2_upgrade_helm_battle_1
[up_firstc_helm_battle]
scheme_index = 1, 0
known = 1
effects = up_gr_firstef_helm_battle
section = up_sect_firstc_helm_battle
property = prop_psy
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 =
name = st_up_res_b1_name
description = st_up_res_b1_descr
icon = ui_inGame2_upgrade_helm_battle_2
[up_firstd_helm_battle]
scheme_index = 1, 1
known = 1
effects = up_gr_firstef_helm_battle
section = up_sect_firstd_helm_battle
property = prop_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 =
name = st_up_res_b5_name
description = st_up_res_b5_descr
icon = ui_inGame2_upgrade_helm_battle_4
[up_firste_helm_battle]
scheme_index = 2, 0
known = 1
effects =
section = up_sect_firste_helm_battle
property = prop_radio, prop_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 =
name = st_up_res_c7_name
description = st_up_res_c7_descr
icon = ui_inGame2_upgrade_helm_battle_3
[up_secona_helm_battle]
scheme_index = 0, 1
known = 1
effects = up_gr_seconcd_helm_battle
section = up_sect_secona_helm_battle
property = prop_power
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 =
name = st_up_resp_a3_name
description = st_up_res_a3_descr
icon = ui_inGame2_upgrade_helm_battle_5
[up_seconc_helm_battle]
scheme_index = 1, 2
known = 1
effects = up_gr_seconef_helm_battle
section = up_sect_seconc_helm_battle
property = prop_psy
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 =
name = st_up_resp_c4_name
description = st_up_resp_c4_descr
icon = ui_inGame2_upgrade_helm_battle_6
[up_second_helm_battle]
scheme_index = 1, 3
known = 1
effects = up_gr_seconef_helm_battle
section = up_sect_second_helm_battle
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 =
name = st_up_resp_b1_name
description = st_up_resp_b1_descr
icon = ui_inGame2_upgrade_helm_battle_8
[up_secone_helm_battle]
scheme_index = 2, 1
known = 1
effects =
section = up_sect_secone_helm_battle
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 =
name = st_up_resp_c1_name
description = st_up_resp_c1_descr
icon = ui_inGame2_upgrade_helm_battle_9
[up_gr_firstab_helm_battle]
elements = up_firsta_helm_battle
[up_gr_firstcd_helm_battle]
elements = up_firstc_helm_battle, up_firstd_helm_battle
[up_gr_firstef_helm_battle]
elements = up_firste_helm_battle
[up_gr_seconab_helm_battle]
elements = up_secona_helm_battle
[up_gr_seconcd_helm_battle]
elements = up_seconc_helm_battle, up_second_helm_battle
[up_gr_seconef_helm_battle]
elements = up_secone_helm_battle

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[up_sect_firsta_helm_hardhat]
cost = 250
value = +10
chemical_burn_protection = 0.02 ;0.0
radiation_protection = 0.0003 ;0.0
[up_sect_firstc_helm_hardhat]
cost = 500
value = +20
telepatic_protection = 0.02; 0.0
[up_sect_firstd_helm_hardhat]
cost = 500
value = +20
radiation_protection = 0.0007 ;0.0
[up_sect_secona_helm_hardhat]
value = 1
cost = 1250
nightvision_sect = effector_nightvision_1
[up_firsta_helm_hardhat]
scheme_index = 0, 0
known = 1
effects = up_gr_firstcd_helm_hardhat
section = up_sect_firsta_helm_hardhat
property = prop_radio, prop_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 =
name = st_up_res_b5_name
description = st_up_res_b5_descr
icon = ui_inGame2_upgrade_helm_hardhat_1
[up_firstc_helm_hardhat]
scheme_index = 1, 0
known = 1
effects =
section = up_sect_firstc_helm_hardhat
property = prop_psy
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 =
name = st_up_res_b1_name
description = st_up_res_b1_descr
icon = ui_inGame2_upgrade_helm_hardhat_2
[up_firstd_helm_hardhat]
scheme_index = 1, 1
known = 1
effects =
section = up_sect_firstd_helm_hardhat
property = prop_radio
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 =
name = st_up_res_b4_name
description = st_up_res_b4_descr
icon = ui_inGame2_upgrade_helm_hardhat_3
[up_secona_helm_hardhat]
scheme_index = 0, 1
known = 1
effects =
section = up_sect_secona_helm_hardhat
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 =
name = st_up_resp_a1_name
description = st_up_resp_a1_descr
icon = ui_inGame2_upgrade_helm_hardhat_4
[up_gr_firstab_helm_hardhat]
elements = up_firsta_helm_hardhat
[up_gr_firstcd_helm_hardhat]
elements = up_firstc_helm_hardhat, up_firstd_helm_hardhat
[up_gr_seconab_helm_hardhat]
elements = up_secona_helm_hardhat

View file

@ -0,0 +1,231 @@
[up_sect_firsta_helm_protective]
cost = 400
value = +10
telepatic_protection = 0.0075;
[up_sect_firstc_helm_protective]
cost = 700
value = +20
chemical_burn_protection = 0.01 ;
[up_sect_firstd_helm_protective]
cost = 700
value = +20
radiation_protection = 0.0006
[up_sect_firste_helm_protective]
cost = 1000
value = +30
telepatic_protection = 0.0125; 0.0
[up_sect_firstf_helm_protective]
cost = 1000
value = +30
burn_protection = 0.01 ;
shock_protection = 0.1
[up_sect_secona_helm_protective]
cost = 400
value = +10
radiation_protection = 0.0004
chemical_burn_protection = 0.005 ;
[up_sect_seconc_helm_protective]
cost = 700
value = +10
telepatic_protection = 0.01; 0.0
[up_sect_secone_helm_protective]
cost = 1500
value = +2
power_restore_speed = 0.002
[up_firsta_helm_protective]
scheme_index = 0, 0
known = 1
effects = up_gr_firstcd_helm_protective
section = up_sect_firsta_helm_protective
property = prop_psy
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 =
name = st_up_res_a2_name
description = st_up_res_a2_descr
icon = ui_inGame2_upgrade_helm_protective_1
[up_firstc_helm_protective]
scheme_index = 1, 0
known = 1
effects = up_gr_firstef_helm_protective
section = up_sect_firstc_helm_protective
property = prop_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 =
name = st_up_res_b2_name
description = st_up_res_b2_descr
icon = ui_inGame2_upgrade_helm_protective_2
[up_firstd_helm_protective]
scheme_index = 1, 1
known = 1
effects = up_gr_firstef_helm_protective
section = up_sect_firstd_helm_protective
property = prop_radio
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 =
name = st_up_res_b3_name
description = st_up_res_b3_descr
icon = ui_inGame2_upgrade_helm_protective_4
[up_firste_helm_protective]
scheme_index = 2, 0
known = 1
effects =
section = up_sect_firste_helm_protective
property = prop_psy
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 =
name = st_up_res_c4_name
description = st_up_res_c4_descr
icon = ui_inGame2_upgrade_helm_protective_3
[up_firstf_helm_protective]
scheme_index = 2, 1
known = 1
effects =
section = up_sect_firstf_helm_protective
property = prop_thermo, prop_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 =
name = st_up_res_c5_name
description = st_up_res_c5_descr
icon = ui_inGame2_upgrade_helm_protective_5
[up_secona_helm_protective]
scheme_index = 0, 1
known = 1
effects = up_gr_seconcd_helm_protective
section = up_sect_secona_helm_protective
property = prop_radio, prop_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 =
name = st_up_resp_a2_name
description = st_up_resp_a2_descr
icon = ui_inGame2_upgrade_helm_protective_6
[up_seconc_helm_protective]
scheme_index = 1, 2
known = 1
effects = up_gr_seconef_helm_protective
section = up_sect_seconc_helm_protective
property = prop_psy
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 =
name = st_up_resp_b3_name
description = st_up_resp_b3_descr
icon = ui_inGame2_upgrade_helm_protective_7
[up_secone_helm_protective]
scheme_index = 2, 2
known = 1
effects =
section = up_sect_secone_helm_protective
property = prop_power
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 =
name = st_up_resp_c2_name
description = st_up_resp_c2_descr
icon = ui_inGame2_upgrade_helm_protective_8
[up_gr_firstab_helm_protective]
elements = up_firsta_helm_protective
[up_gr_firstcd_helm_protective]
elements = up_firstc_helm_protective, up_firstd_helm_protective
[up_gr_firstef_helm_protective]
elements = up_firste_helm_protective, up_firstf_helm_protective
[up_gr_seconab_helm_protective]
elements = up_secona_helm_protective
[up_gr_seconcd_helm_protective]
elements = up_seconc_helm_protective
[up_gr_seconef_helm_protective]
elements = up_secone_helm_protective

View file

@ -0,0 +1,85 @@
[up_sect_firsta_helm_respirator]
cost = 200
value = +10
telepatic_protection = 0.06; 0.0
[up_sect_firstc_helm_respirator]
cost = 400
value = +20
chemical_burn_protection = 0.005 ;0.01
[up_sect_firstd_helm_respirator]
cost = 400
value = +20
radiation_protection = 0.0005 ;0.01
[up_firsta_helm_respirator]
scheme_index = 0, 0
known = 1
effects = up_gr_firstcd_helm_respirator
section = up_sect_firsta_helm_respirator
property = prop_psy
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 =
name = st_up_res_a2_name
description = st_up_res_a2_descr
icon = ui_inGame2_upgrade_helm_respirator_1
[up_firstc_helm_respirator]
scheme_index = 1, 0
known = 1
effects =
section = up_sect_firstc_helm_respirator
property = prop_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 =
name = st_up_res_b2_name
description = st_up_res_b2_descr
icon = ui_inGame2_upgrade_helm_respirator_2
[up_firstd_helm_respirator]
scheme_index = 1, 1
known = 1
effects =
section = up_sect_firstd_helm_respirator
property = prop_radio
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 =
name = st_up_res_b3_name
description = st_up_res_b3_descr
icon = ui_inGame2_upgrade_helm_respirator_3
[up_gr_firstab_helm_respirator]
elements = up_firsta_helm_respirator
[up_gr_firstcd_helm_respirator]
elements = up_firstc_helm_respirator, up_firstd_helm_respirator

View file

@ -0,0 +1,229 @@
[up_sect_firsta_helm_tactic]
cost = 600
value = +10
chemical_burn_protection = 0.01
radiation_protection = 0.0002
[up_sect_firstc_helm_tactic]
cost = 1200
value = +20
telepatic_protection = 0.008
[up_sect_firstd_helm_tactic]
cost = 1200
value = +20
radiation_protection = 0.00035
[up_sect_firste_helm_tactic]
cost = 1800
value = +30
telepatic_protection = 0.012
[up_sect_firstf_helm_tactic]
cost = 1800
value = +30
chemical_burn_protection = 0.02
radiation_protection = 0.00045
[up_sect_secona_helm_tactic]
cost = 1500
value = +1
power_restore_speed = 0.001
[up_sect_seconc_helm_tactic]
cost = 2500
value = +2
nightvision_sect = effector_nightvision_2
[up_sect_secone_helm_tactic]
cost = 5000
nearest_enemies_show_dist = 35
[up_firsta_helm_tactic]
scheme_index = 0, 0
known = 1
effects = up_gr_firstcd_helm_tactic
section = up_sect_firsta_helm_tactic
property = prop_radio, prop_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 =
name = st_up_res_a1_name
description = st_up_res_a1_descr
icon = ui_inGame2_upgrade_helm_tactic_1
[up_firstc_helm_tactic]
scheme_index = 1, 0
known = 1
effects = up_gr_firstef_helm_tactic
section = up_sect_firstc_helm_tactic
property = prop_psy
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 =
name = st_up_res_b1_name
description = st_up_res_b1_descr
icon = ui_inGame2_upgrade_helm_tactic_2
[up_firstd_helm_tactic]
scheme_index = 1, 1
known = 1
effects = up_gr_firstef_helm_tactic
section = up_sect_firstd_helm_tactic
property = prop_radio
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 =
name = st_up_res_b3_name
description = st_up_res_b3_descr
icon = ui_inGame2_upgrade_helm_tactic_4
[up_firste_helm_tactic]
scheme_index = 2, 0
known = 1
effects =
section = up_sect_firste_helm_tactic
property = prop_psy
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 =
name = st_up_res_c4_name
description = st_up_res_c4_descr
icon = ui_inGame2_upgrade_helm_tactic_3
[up_firstf_helm_tactic]
scheme_index = 2, 1
known = 1
effects =
section = up_sect_firstf_helm_tactic
property = prop_radio, prop_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 =
name = st_up_res_c7_name
description = st_up_res_c7_descr
icon = ui_inGame2_upgrade_helm_tactic_5
[up_secona_helm_tactic]
scheme_index = 0, 1
known = 1
effects = up_gr_seconcd_helm_tactic
section = up_sect_secona_helm_tactic
property = prop_power
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 =
name = st_up_resp_a3_name
description = st_up_res_a3_descr
icon = ui_inGame2_upgrade_helm_tactic_6
[up_seconc_helm_tactic]
scheme_index = 1, 2
known = 1
effects = up_gr_seconef_helm_tactic
section = up_sect_seconc_helm_tactic
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 =
name = st_up_resp_b1_name
description = st_up_resp_b1_descr
icon = ui_inGame2_upgrade_helm_tactic_7
[up_secone_helm_tactic]
scheme_index = 2, 2
known = 1
effects =
section = up_sect_secone_helm_tactic
property = prop_scanner
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 =
name = st_up_resp_c3_name
description = st_up_resp_c3_descr
icon = ui_inGame2_upgrade_helm_tactic_8
[up_gr_firstab_helm_tactic]
elements = up_firsta_helm_tactic
[up_gr_firstcd_helm_tactic]
elements = up_firstc_helm_tactic, up_firstd_helm_tactic
[up_gr_firstef_helm_tactic]
elements = up_firste_helm_tactic, up_firstf_helm_tactic
[up_gr_seconab_helm_tactic]
elements = up_secona_helm_tactic
[up_gr_seconcd_helm_tactic]
elements = up_seconc_helm_tactic
[up_gr_seconef_helm_tactic]
elements = up_secone_helm_tactic

View file

@ -0,0 +1,490 @@
[up_sect_firsta_cs_heavy_outfit]
cost = 600
inv_weight = +0.2
value = -10
hit_fraction_actor = -0.08 ;0.55
strike_protection = 0.05 ;0.35
explosion_protection = 0.05 ;0.35
wound_protection = 0.05 ;0.35
[up_sect_firstc_cs_heavy_outfit]
cost = 1200
value = -5
inv_weight = -5
power_loss = -0.1
[up_sect_firstd_cs_heavy_outfit]
cost = 1200
value = +15
immunities_sect_add = sect_cs_heavy_outfit_immunities_add
[up_sect_firste_cs_heavy_outfit]
cost = 1800
value = +30
fire_wound_protection = 0.2
bones_koeff_protection_add = actor_armor_medium_add_2
[up_sect_firstf_cs_heavy_outfit]
cost = 1800
inv_weight = +0.2
value = -30
hit_fraction_actor = -0.12 ;0.55
strike_protection = 0.08 ;0.35
explosion_protection = 0.08 ;0.35
wound_protection = 0.08 ;0.35
[up_sect_secona_cs_heavy_outfit]
cost = 600
value = +10
immunities_sect_add = sect_cs_heavy_outfit_immunities_add
[up_sect_seconc_cs_heavy_outfit]
cost = 1200
value = +20
radiation_protection = 0.0005 ;0.0045
[up_sect_second_cs_heavy_outfit]
cost = 1200
value = +20
chemical_burn_protection = 0.010 ;0.040
shock_protection = 0.040 ;0.500
[up_sect_secone_cs_heavy_outfit]
cost = 1800
value = +30
burn_protection = 0.010 ;0.080
[up_sect_seconf_cs_heavy_outfit]
cost = 1800
value = +30
shock_protection = 0.070 ;0.500
[up_sect_thirda_cs_heavy_outfit]
cost = 850
value = +1
power_restore_speed = 0.001
[up_sect_thirdc_cs_heavy_outfit]
cost = 1200
value = +20
shock_protection = 0.040 ;0.500
[up_sect_thirdd_cs_heavy_outfit]
cost = 2000
value = +1
artefact_count = 1
[up_sect_thirde_cs_heavy_outfit]
cost = 3500
value = +2
artefact_count = 2
[up_sect_fourta_cs_heavy_outfit]
cost = 1000
value = +2
bleeding_restore_speed = 0.002
[up_sect_fourtc_cs_heavy_outfit]
cost = 1500
value = +3
health_restore_speed = 0.00045
[up_sect_fourte_cs_heavy_outfit]
cost = 2500
value = +30
telepatic_protection = 0.050; 0.000
[up_firsta_cs_heavy_outfit]
scheme_index = 0, 0
known = 1
effects = up_gr_firstcd_cs_heavy_outfit
section = up_sect_firsta_cs_heavy_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 =
name = st_up_arm_b3_name
description = st_up_arm_b3_descr
icon = ui_inGame2_upgrade_csky_heavy_outfit_1
[up_firstc_cs_heavy_outfit]
scheme_index = 1, 0
known = 1
effects = up_gr_firstef_cs_heavy_outfit
section = up_sect_firstc_cs_heavy_outfit
property = prop_weightoutfit
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 =
name = st_up_arm_b8_name
description = st_up_arm_b8_descr
icon = ui_inGame2_upgrade_csky_heavy_outfit_2
[up_firstd_cs_heavy_outfit]
scheme_index = 1, 1
known = 1
effects = up_gr_firstef_cs_heavy_outfit
section = up_sect_firstd_cs_heavy_outfit
property = prop_durability
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 =
name = st_up_arm_b4_name
description = st_up_arm_b4_descr
icon = ui_inGame2_upgrade_csky_heavy_outfit_4
[up_firste_cs_heavy_outfit]
scheme_index = 2, 0
known = 1
effects =
section = up_sect_firste_cs_heavy_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 =
name = st_up_arm_c7_name
description = st_up_arm_c7_descr
icon = ui_inGame2_upgrade_csky_heavy_outfit_3
[up_firstf_cs_heavy_outfit]
scheme_index = 2, 1
known = 1
effects =
section = up_sect_firstf_cs_heavy_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 =
name = st_up_arm_b1_name
description = st_up_arm_b1_descr
icon = ui_inGame2_upgrade_csky_heavy_outfit_5
[up_secona_cs_heavy_outfit]
scheme_index = 0, 1
known = 1
effects = up_gr_seconcd_cs_heavy_outfit
section = up_sect_secona_cs_heavy_outfit
property = prop_durability
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 =
name = st_up_kom_a6_name
description = st_up_kom_a6_descr
icon = ui_inGame2_upgrade_csky_heavy_outfit_6
[up_seconc_cs_heavy_outfit]
scheme_index = 1, 2
known = 1
effects = up_gr_seconef_cs_heavy_outfit
section = up_sect_seconc_cs_heavy_outfit
property = prop_radio
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 =
name = st_up_kom_b6_name
description = st_up_kom_b6_descr
icon = ui_inGame2_upgrade_csky_heavy_outfit_7
[up_second_cs_heavy_outfit]
scheme_index = 1, 3
known = 1
effects = up_gr_seconef_cs_heavy_outfit
section = up_sect_second_cs_heavy_outfit
property = prop_electro, prop_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 =
name = st_up_kom_b7_name
description = st_up_kom_b7_descr
icon = ui_inGame2_upgrade_csky_heavy_outfit_9
[up_secone_cs_heavy_outfit]
scheme_index = 2, 2
known = 1
effects =
section = up_sect_secone_cs_heavy_outfit
property = prop_thermo
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 =
name = st_up_kom_c4_name
description = st_up_kom_c4_descr
icon = ui_inGame2_upgrade_csky_heavy_outfit_8
[up_seconf_cs_heavy_outfit]
scheme_index = 2, 3
known = 1
effects =
section = up_sect_seconf_cs_heavy_outfit
property = prop_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 =
name = st_up_kom_c5_name
description = st_up_kom_c5_descr
icon = ui_inGame2_upgrade_csky_heavy_outfit_10
[up_thirda_cs_heavy_outfit]
scheme_index = 0, 2
known = 1
effects = up_gr_thirdcd_cs_heavy_outfit
section = up_sect_thirda_cs_heavy_outfit
property = prop_power
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 =
name = st_up_uti_b7_name
description = st_up_uti_b7_descr
icon = ui_inGame2_upgrade_csky_heavy_outfit_11
[up_thirdc_cs_heavy_outfit]
scheme_index = 1, 4
known = 1
effects = up_gr_thirdef_cs_heavy_outfit
section = up_sect_thirdc_cs_heavy_outfit
property = prop_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 =
name = st_up_uti_b5_name
description = st_up_uti_b5_descr
icon = ui_inGame2_upgrade_csky_heavy_outfit_12
[up_thirdd_cs_heavy_outfit]
scheme_index = 1, 5
known = 1
effects = up_gr_thirdef_cs_heavy_outfit
section = up_sect_thirdd_cs_heavy_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 =
name = st_up_uti_b1_name
description = st_up_uti_b1_descr
icon = ui_inGame2_upgrade_csky_heavy_outfit_13
[up_thirde_cs_heavy_outfit]
scheme_index = 2, 4
known = 1
effects =
section = up_sect_thirde_cs_heavy_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 =
name = st_up_uti_c1_name
description = st_up_uti_c1_descr
icon = ui_inGame2_upgrade_csky_heavy_outfit_14
[up_fourta_cs_heavy_outfit]
scheme_index = 0, 3
known = 1
effects = up_gr_fourtcd_cs_heavy_outfit
section = up_sect_fourta_cs_heavy_outfit
property = prop_restore_bleeding
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 =
name = st_up_tch_a3_name
description = st_up_tch_a3_descr
icon = ui_inGame2_upgrade_csky_heavy_outfit_15
[up_fourtc_cs_heavy_outfit]
scheme_index = 1, 6
known = 1
effects = up_gr_fourtef_cs_heavy_outfit
section = up_sect_fourtc_cs_heavy_outfit
property = prop_restore_health
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 =
name = st_up_tch_b3_name
description = st_up_tch_b3_descr
icon = ui_inGame2_upgrade_csky_heavy_outfit_16
[up_fourte_cs_heavy_outfit]
scheme_index = 2, 5
known = 1
effects =
section = up_sect_fourte_cs_heavy_outfit
property = prop_psy
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 =
name = st_up_tch_c3_name
description = st_up_tch_c3_descr
icon = ui_inGame2_upgrade_csky_heavy_outfit_17
[up_gr_firstab_cs_heavy_outfit]
elements = up_firsta_cs_heavy_outfit
[up_gr_firstcd_cs_heavy_outfit]
elements = up_firstc_cs_heavy_outfit, up_firstd_cs_heavy_outfit
[up_gr_firstef_cs_heavy_outfit]
elements = up_firste_cs_heavy_outfit, up_firstf_cs_heavy_outfit
[up_gr_seconab_cs_heavy_outfit]
elements = up_secona_cs_heavy_outfit
[up_gr_seconcd_cs_heavy_outfit]
elements = up_seconc_cs_heavy_outfit, up_second_cs_heavy_outfit
[up_gr_seconef_cs_heavy_outfit]
elements = up_secone_cs_heavy_outfit, up_seconf_cs_heavy_outfit
[up_gr_thirdab_cs_heavy_outfit]
elements = up_thirda_cs_heavy_outfit
[up_gr_thirdcd_cs_heavy_outfit]
elements = up_thirdc_cs_heavy_outfit, up_thirdd_cs_heavy_outfit
[up_gr_thirdef_cs_heavy_outfit]
elements = up_thirde_cs_heavy_outfit
[up_gr_fourtab_cs_heavy_outfit]
elements = up_fourta_cs_heavy_outfit
[up_gr_fourtcd_cs_heavy_outfit]
elements = up_fourtc_cs_heavy_outfit
[up_gr_fourtef_cs_heavy_outfit]
elements = up_fourte_cs_heavy_outfit

View file

@ -0,0 +1,469 @@
[up_sect_firsta_dolg_heavy_outfit]
cost = 1000
value = -6
inv_weight = -6
power_loss = -0.1
[up_sect_firstc_dolg_heavy_outfit]
cost = 2000
value = +15
immunities_sect_add = sect_dolg_heavy_outfit_immunities_add
[up_sect_firstd_dolg_heavy_outfit]
cost = 2000
value = +20
fire_wound_protection = 0.05
bones_koeff_protection_add = actor_armor_heavy_add_2
[up_sect_firste_dolg_heavy_outfit]
cost = 3000
value = -30
hit_fraction_actor = -0.07 ;0.55
strike_protection = 0.06 ;0.40
explosion_protection = 0.06 ;0.40
wound_protection = 0.06 ;0.40
[up_sect_firstf_dolg_heavy_outfit]
cost = 3000
value = +30
fire_wound_protection = 0.1
bones_koeff_protection_add = actor_armor_heavy_add_3
[up_sect_secona_dolg_heavy_outfit]
cost = 1000
value = -10
hit_fraction_actor = -0.05 ;0.55
strike_protection = 0.04 ;0.40
explosion_protection = 0.04 ;0.40
wound_protection = 0.04 ;0.40
[up_sect_seconc_dolg_heavy_outfit]
cost = 2000
value = +20
radiation_protection = 0.001 ;0.042
[up_sect_second_dolg_heavy_outfit]
cost = 2000
value = +2
power_restore_speed = 0.002
power_loss = -0.1
[up_sect_secone_dolg_heavy_outfit]
cost = 4000
value = +30
inv_weight = +0.25
chemical_burn_protection = 0.0050 ;0.042
fire_wound_protection = 0.05
bones_koeff_protection_add = actor_armor_heavy_add_3
[up_sect_thirda_dolg_heavy_outfit]
cost = 1500
value = +4
bleeding_restore_speed = 0.004
[up_sect_thirdc_dolg_heavy_outfit]
cost = 2000
value = +20
chemical_burn_protection = +0.0050 ;0.042
[up_sect_thirdd_dolg_heavy_outfit]
cost = 2000
value = +10
additional_inventory_weight = 10 ; +max_walk_weight
additional_inventory_weight2 = 10
power_loss = -0.15
[up_sect_thirde_dolg_heavy_outfit]
cost = 4000
value = +3
bleeding_restore_speed = 0.003
health_restore_speed = 0.00045
[up_sect_fourta_dolg_heavy_outfit]
cost = 1500
value = +2
power_restore_speed = 0.002
[up_sect_fourtc_dolg_heavy_outfit]
cost = 2500
value = +4
bleeding_restore_speed = 0.004
[up_sect_fourte_dolg_heavy_outfit]
cost = 4000
value = +6
health_restore_speed = 0.0009
[up_firsta_dolg_heavy_outfit]
scheme_index = 0, 0
known = 1
effects = up_gr_firstcd_dolg_heavy_outfit
section = up_sect_firsta_dolg_heavy_outfit
property = prop_weightoutfit
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 =
name = st_up_arm_a5_name
description = st_up_arm_a5_descr
icon = ui_inGame2_upgrade_dolg_heavy_outfit_1
[up_firstc_dolg_heavy_outfit]
scheme_index = 1, 0
known = 1
effects = up_gr_firstef_dolg_heavy_outfit
section = up_sect_firstc_dolg_heavy_outfit
property = prop_durability
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 =
name = st_up_arm_b5_name
description = st_up_arm_b5_descr
icon = ui_inGame2_upgrade_dolg_heavy_outfit_2
[up_firstd_dolg_heavy_outfit]
scheme_index = 1, 1
known = 1
effects = up_gr_firstef_dolg_heavy_outfit
section = up_sect_firstd_dolg_heavy_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 =
name = st_up_arm_a1_name
description = st_up_arm_a1_descr
icon = ui_inGame2_upgrade_dolg_heavy_outfit_4
[up_firste_dolg_heavy_outfit]
scheme_index = 2, 0
known = 1
effects =
section = up_sect_firste_dolg_heavy_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 =
name = st_up_arm_c8_name
description = st_up_arm_c8_descr
icon = ui_inGame2_upgrade_dolg_heavy_outfit_3
[up_firstf_dolg_heavy_outfit]
scheme_index = 2, 1
known = 1
effects =
section = up_sect_firstf_dolg_heavy_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 =
name = st_up_arm_c9_name
description = st_up_arm_c9_descr
icon = ui_inGame2_upgrade_dolg_heavy_outfit_5
[up_secona_dolg_heavy_outfit]
scheme_index = 0, 1
known = 1
effects = up_gr_seconcd_dolg_heavy_outfit
section = up_sect_secona_dolg_heavy_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 =
name = st_up_kom_a2_name
description = st_up_kom_a2_descr
icon = ui_inGame2_upgrade_dolg_heavy_outfit_6
[up_seconc_dolg_heavy_outfit]
scheme_index = 1, 2
known = 1
effects = up_gr_seconef_dolg_heavy_outfit
section = up_sect_seconc_dolg_heavy_outfit
property = prop_radio
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 =
name = st_up_kom_b12_name
description = st_up_kom_b12_descr
icon = ui_inGame2_upgrade_dolg_heavy_outfit_7
[up_second_dolg_heavy_outfit]
scheme_index = 1, 3
known = 1
effects = up_gr_seconef_dolg_heavy_outfit
section = up_sect_second_dolg_heavy_outfit
property = prop_power
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 =
name = st_up_kom_b10_name
description = st_up_kom_b10_descr
icon = ui_inGame2_upgrade_dolg_heavy_outfit_9
[up_secone_dolg_heavy_outfit]
scheme_index = 2, 2
known = 1
effects =
section = up_sect_secone_dolg_heavy_outfit
property = prop_armor, prop_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 =
name = st_up_kom_c6_name
description = st_up_kom_c6_descr
icon = ui_inGame2_upgrade_dolg_heavy_outfit_8
[up_thirda_dolg_heavy_outfit]
scheme_index = 0, 2
known = 1
effects = up_gr_thirdcd_dolg_heavy_outfit
section = up_sect_thirda_dolg_heavy_outfit
property = prop_restore_bleeding
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 =
name = st_up_uti_a2_name
description = st_up_uti_a2_descr
icon = ui_inGame2_upgrade_dolg_heavy_outfit_10
[up_thirdc_dolg_heavy_outfit]
scheme_index = 1, 4
known = 1
effects = up_gr_thirdef_dolg_heavy_outfit
section = up_sect_thirdc_dolg_heavy_outfit
property = prop_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 =
name = st_up_uti_b8_name
description = st_up_uti_b8_descr
icon = ui_inGame2_upgrade_dolg_heavy_outfit_11
[up_thirdd_dolg_heavy_outfit]
scheme_index = 1, 5
known = 1
effects = up_gr_thirdef_dolg_heavy_outfit
section = up_sect_thirdd_dolg_heavy_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 =
name = st_up_uti_b3_name
description = st_up_uti_b3_descr
icon = ui_inGame2_upgrade_dolg_heavy_outfit_13
[up_thirde_dolg_heavy_outfit]
scheme_index = 2, 3
known = 1
effects =
section = up_sect_thirde_dolg_heavy_outfit
property = prop_restore_bleeding, prop_restore_health
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 =
name = st_up_uti_c3_name
description = st_up_uti_c3_descr
icon = ui_inGame2_upgrade_dolg_heavy_outfit_12
[up_fourta_dolg_heavy_outfit]
scheme_index = 0, 3
known = 1
effects = up_gr_fourtcd_dolg_heavy_outfit
section = up_sect_fourta_dolg_heavy_outfit
property = prop_power
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 =
name = st_up_tch_a1_name
description = st_up_tch_a1_descr
icon = ui_inGame2_upgrade_dolg_heavy_outfit_14
[up_fourtc_dolg_heavy_outfit]
scheme_index = 1, 6
known = 1
effects = up_gr_fourtef_dolg_heavy_outfit
section = up_sect_fourtc_dolg_heavy_outfit
property = prop_restore_bleeding
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 =
name = st_up_tch_b1_name
description = st_up_tch_b1_descr
icon = ui_inGame2_upgrade_dolg_heavy_outfit_15
[up_fourte_dolg_heavy_outfit]
scheme_index = 2, 4
known = 1
effects =
section = up_sect_fourte_dolg_heavy_outfit
property = prop_restore_health
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 =
name = st_up_tch_c1_name
description = st_up_tch_c1_descr
icon = ui_inGame2_upgrade_dolg_heavy_outfit_16
[up_gr_firstab_dolg_heavy_outfit]
elements = up_firsta_dolg_heavy_outfit
[up_gr_firstcd_dolg_heavy_outfit]
elements = up_firstc_dolg_heavy_outfit, up_firstd_dolg_heavy_outfit
[up_gr_firstef_dolg_heavy_outfit]
elements = up_firste_dolg_heavy_outfit, up_firstf_dolg_heavy_outfit
[up_gr_seconab_dolg_heavy_outfit]
elements = up_secona_dolg_heavy_outfit
[up_gr_seconcd_dolg_heavy_outfit]
elements = up_seconc_dolg_heavy_outfit, up_second_dolg_heavy_outfit
[up_gr_seconef_dolg_heavy_outfit]
elements = up_secone_dolg_heavy_outfit
[up_gr_thirdab_dolg_heavy_outfit]
elements = up_thirda_dolg_heavy_outfit
[up_gr_thirdcd_dolg_heavy_outfit]
elements = up_thirdc_dolg_heavy_outfit, up_thirdd_dolg_heavy_outfit
[up_gr_thirdef_dolg_heavy_outfit]
elements = up_thirde_dolg_heavy_outfit
[up_gr_fourtab_dolg_heavy_outfit]
elements = up_fourta_dolg_heavy_outfit
[up_gr_fourtcd_dolg_heavy_outfit]
elements = up_fourtc_dolg_heavy_outfit
[up_gr_fourtef_dolg_heavy_outfit]
elements = up_fourte_dolg_heavy_outfit

View file

@ -0,0 +1,328 @@
[up_sect_firsta_dolg_outfit]
cost = 400
value = +10
fire_wound_protection = 0.05
bones_koeff_protection_add = actor_armor_light_add_1
[up_sect_firstc_dolg_outfit]
cost = 800
value = +15
immunities_sect_add = sect_dolg_outfit_immunities_add
[up_sect_firste_dolg_outfit]
cost = 1200
value = +30
fire_wound_protection = 0.1
bones_koeff_protection_add = actor_armor_light_add_3
[up_sect_firstf_dolg_outfit]
cost = 1200
value = -30
strike_protection = 0.06 ;0.3
explosion_protection = 0.06 ;0.3
wound_protection = 0.06 ;0.3
hit_fraction_actor = -0.12 ;0.45
[up_sect_secona_dolg_outfit]
cost = 400
value = -10
hit_fraction_actor = -0.08 ;0.55
strike_protection = 0.04 ;0.3
explosion_protection = 0.04 ;0.3
wound_protection = 0.04 ;0.3
[up_sect_seconc_dolg_outfit]
cost = 800
value = -3.5
inv_weight = -3.5
power_loss = -0.05
[up_sect_second_dolg_outfit]
cost = 3000
value = +2
power_restore_speed = 0.002
power_loss = -0.1
[up_sect_secone_dolg_outfit]
cost = 1200
value = +30
fire_wound_protection = 0.15
bones_koeff_protection_add = actor_armor_medium_add_2
[up_sect_thirda_dolg_outfit]
cost = 400
value = +5
additional_inventory_weight = 5 ; +max_walk_weight
additional_inventory_weight2 = 5
power_loss = -0.05
[up_sect_thirdc_dolg_outfit]
cost = 1000
value = +3
health_restore_speed = 0.00045
[up_sect_thirde_dolg_outfit]
cost = 2000
value = +3
bleeding_restore_speed = 0.003
power_restore_speed = 0.003
[up_firsta_dolg_outfit]
scheme_index = 0, 0
known = 1
effects = up_gr_firstcd_dolg_outfit
section = up_sect_firsta_dolg_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 =
name = st_up_arm_a6_name
description = st_up_arm_a6_descr
icon = ui_inGame2_upgrade_dolg_outfit_1
[up_firstc_dolg_outfit]
scheme_index = 1, 0
known = 1
effects = up_gr_firstef_dolg_outfit
section = up_sect_firstc_dolg_outfit
property = prop_durability
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 =
name = st_up_arm_b2_name
description = st_up_arm_b2_descr
icon = ui_inGame2_upgrade_dolg_outfit_2
[up_firste_dolg_outfit]
scheme_index = 2, 0
known = 1
effects =
section = up_sect_firste_dolg_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 =
name = st_up_arm_c2_name
description = st_up_arm_c2_descr
icon = ui_inGame2_upgrade_dolg_outfit_3
[up_firstf_dolg_outfit]
scheme_index = 2, 1
known = 1
effects =
section = up_sect_firstf_dolg_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 =
name = st_up_arm_c6_name
description = st_up_arm_c6_descr
icon = ui_inGame2_upgrade_dolg_outfit_4
[up_secona_dolg_outfit]
scheme_index = 0, 1
known = 1
effects = up_gr_seconcd_dolg_outfit
section = up_sect_secona_dolg_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 =
name = st_up_kom_a1_name
description = st_up_kom_a1_descr
icon = ui_inGame2_upgrade_dolg_outfit_5
[up_seconc_dolg_outfit]
scheme_index = 1, 1
known = 1
effects = up_gr_seconef_dolg_outfit
section = up_sect_seconc_dolg_outfit
property = prop_weightoutfit
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 =
name = st_up_kom_b5_name
description = st_up_kom_b5_descr
icon = ui_inGame2_upgrade_dolg_outfit_6
[up_second_dolg_outfit]
scheme_index = 1, 2
known = 1
effects = up_gr_seconef_dolg_outfit
section = up_sect_second_dolg_outfit
property = prop_power
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 =
name = st_up_kom_b10_name
description = st_up_kom_b10_descr
icon = ui_inGame2_upgrade_dolg_outfit_8
[up_secone_dolg_outfit]
scheme_index = 2, 2
known = 1
effects =
section = up_sect_secone_dolg_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 =
name = st_up_kom_c3_name
description = st_up_kom_c3_descr
icon = ui_inGame2_upgrade_dolg_outfit_7
[up_thirda_dolg_outfit]
scheme_index = 0, 2
known = 1
effects = up_gr_thirdcd_dolg_outfit
section = up_sect_thirda_dolg_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 =
name = st_up_uti_a4_name
description = st_up_uti_a4_descr
icon = ui_inGame2_upgrade_dolg_outfit_9
[up_thirdc_dolg_outfit]
scheme_index = 1, 3
known = 1
effects = up_gr_thirdef_dolg_outfit
section = up_sect_thirdc_dolg_outfit
property = prop_restore_health
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 =
name = st_up_uti_b4_name
description = st_up_uti_b4_descr
icon = ui_inGame2_upgrade_dolg_outfit_10
[up_thirde_dolg_outfit]
scheme_index = 2, 3
known = 1
effects =
section = up_sect_thirde_dolg_outfit
property = prop_restore_bleeding, prop_power
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 =
name = st_up_uti_c2_name
description = st_up_uti_c2_descr
icon = ui_inGame2_upgrade_dolg_outfit_11
[up_gr_firstab_dolg_outfit]
elements = up_firsta_dolg_outfit
[up_gr_firstcd_dolg_outfit]
elements = up_firstc_dolg_outfit
[up_gr_firstef_dolg_outfit]
elements = up_firste_dolg_outfit, up_firstf_dolg_outfit
[up_gr_seconab_dolg_outfit]
elements = up_secona_dolg_outfit
[up_gr_seconcd_dolg_outfit]
elements = up_seconc_dolg_outfit, up_second_dolg_outfit
[up_gr_seconef_dolg_outfit]
elements = up_secone_dolg_outfit
[up_gr_thirdab_dolg_outfit]
elements = up_thirda_dolg_outfit
[up_gr_thirdcd_dolg_outfit]
elements = up_thirdc_dolg_outfit
[up_gr_thirdef_dolg_outfit]
elements = up_thirde_dolg_outfit

View file

@ -0,0 +1,636 @@
[up_sect_firsta_exo_outfit]
cost = 1500
value = +10
fire_wound_protection = 0.04
bones_koeff_protection_add = actor_armor_exo_add_1
[up_sect_firstc_exo_outfit]
cost = 2500
value = +20
fire_wound_protection = 0.07
bones_koeff_protection_add = actor_armor_exo_add_2
[up_sect_firstd_exo_outfit]
cost = 2500
value = +15
immunities_sect_add = sect_exo_outfit_immunities_add
[up_sect_firste_exo_outfit]
cost = 3500
value = +30
fire_wound_protection = 0.09
bones_koeff_protection_add = actor_armor_exo_add_3
[up_sect_firstf_exo_outfit]
cost = 3500
value = -30
hit_fraction_actor = -0.06 ;0.55
strike_protection = 0.06 ;0.40
explosion_protection = 0.06 ;0.40
wound_protection = 0.06 ;0.40
[up_sect_secona_exo_outfit]
cost = 1500
value = -10
hit_fraction_actor = -0.04 ;0.55
strike_protection = 0.04 ;0.40
explosion_protection = 0.04 ;0.40
wound_protection = 0.04 ;0.40
[up_sect_seconc_exo_outfit]
cost = 2500
value = +20
shock_protection = 0.100 ;0.039
[up_sect_second_exo_outfit]
cost = 2500
value = +20
burn_protection = 0.005 ;0.039
[up_sect_secone_exo_outfit]
cost = 3500
value = +30
burn_protection = 0.0075 ;0.039
chemical_burn_protection = 0.0075 ;0.039
[up_sect_seconf_exo_outfit]
cost = 3500
value = +30
chemical_burn_protection = 0.0075 ;0.039
radiation_protection = 0.002 ;0.039
[up_sect_thirda_exo_outfit]
cost = 1500
value = +2
power_restore_speed = 0.002
[up_sect_thirdc_exo_outfit]
cost = 3000
value = +1
artefact_count = 1
[up_sect_thirde_exo_outfit]
cost = 5000
value = +2
artefact_count = 2
[up_sect_fourta_exo_outfit]
cost = 1500
value = +10
additional_inventory_weight = 10 ; +max_walk_weight
additional_inventory_weight2 = 10
power_loss = -0.05
[up_sect_fourtc_exo_outfit]
cost = 2500
value = -10
inv_weight = -10
power_loss = -0.05
[up_sect_fourtd_exo_outfit]
cost = 2500
value = +15
immunities_sect_add = sect_exo_outfit_immunities_add
[up_sect_fourte_exo_outfit]
cost = 4000
value = +3
power_restore_speed = 0.003
power_loss = -0.1
[up_sect_fourtf_exo_outfit]
cost = 5000
sprint_allowed = true
[up_sect_fiftha_exo_outfit]
cost = 1500
value = +10
chemical_burn_protection = 0.005 ;0.039
radiation_protection = 0.001 ;0.039
[up_sect_fifthc_exo_outfit]
cost = 2500
value = +20
telepatic_protection = 0.01; 0.039
[up_sect_fifthd_exo_outfit]
cost = 4000
value = +2
nightvision_sect = effector_nightvision_2
[up_sect_fifthe_exo_outfit]
cost = 4000
value = +30
telepatic_protection = 0.02; 0.039
[up_firsta_exo_outfit]
scheme_index = 0, 0
known = 1
effects = up_gr_firstcd_exo_outfit
section = up_sect_firsta_exo_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 =
name = st_up_arm_a4_name
description = st_up_arm_a4_descr
icon = ui_inGame2_upgrade_exo_outfit_1
[up_firstc_exo_outfit]
scheme_index = 1, 0
known = 1
effects = up_gr_firstef_exo_outfit
section = up_sect_firstc_exo_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 =
name = st_up_arm_b7_name
description = st_up_arm_b7_descr
icon = ui_inGame2_upgrade_exo_outfit_2
[up_firstd_exo_outfit]
scheme_index = 1, 1
known = 1
effects = up_gr_firstef_exo_outfit
section = up_sect_firstd_exo_outfit
property = prop_durability
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 =
name = st_up_arm_b5_name
description = st_up_arm_b5_descr
icon = ui_inGame2_upgrade_exo_outfit_4
[up_firste_exo_outfit]
scheme_index = 2, 0
known = 1
effects =
section = up_sect_firste_exo_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 =
name = st_up_arm_c12_name
description = st_up_arm_c12_descr
icon = ui_inGame2_upgrade_exo_outfit_3
[up_firstf_exo_outfit]
scheme_index = 2, 1
known = 1
effects =
section = up_sect_firstf_exo_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 =
name = st_up_arm_c8_name
description = st_up_arm_c8_descr
icon = ui_inGame2_upgrade_exo_outfit_5
[up_secona_exo_outfit]
scheme_index = 0, 1
known = 1
effects = up_gr_seconcd_exo_outfit
section = up_sect_secona_exo_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 =
name = st_up_kom_a2_name
description = st_up_kom_a2_descr
icon = ui_inGame2_upgrade_exo_outfit_6
[up_seconc_exo_outfit]
scheme_index = 1, 2
known = 1
effects = up_gr_seconef_exo_outfit
section = up_sect_seconc_exo_outfit
property = prop_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 =
name = st_up_kom_b8_name
description = st_up_kom_b8_descr
icon = ui_inGame2_upgrade_exo_outfit_7
[up_second_exo_outfit]
scheme_index = 1, 3
known = 1
effects = up_gr_seconef_exo_outfit
section = up_sect_second_exo_outfit
property = prop_thermo
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 =
name = st_up_kom_b9_name
description = st_up_kom_b9_descr
icon = ui_inGame2_upgrade_exo_outfit_9
[up_secone_exo_outfit]
scheme_index = 2, 2
known = 1
effects =
section = up_sect_secone_exo_outfit
property = prop_thermo, prop_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 =
name = st_up_kom_c7_name
description = st_up_kom_c7_descr
icon = ui_inGame2_upgrade_exo_outfit_8
[up_seconf_exo_outfit]
scheme_index = 2, 3
known = 1
effects =
section = up_sect_seconf_exo_outfit
property = prop_radio, prop_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 =
name = st_up_kom_c9_name
description = st_up_kom_c9_descr
icon = ui_inGame2_upgrade_exo_outfit_10
[up_thirda_exo_outfit]
scheme_index = 0, 2
known = 1
effects = up_gr_thirdcd_exo_outfit
section = up_sect_thirda_exo_outfit
property = prop_power
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 =
name = st_up_uti_a3_name
description = st_up_uti_a3_descr
icon = ui_inGame2_upgrade_exo_outfit_11
[up_thirdc_exo_outfit]
scheme_index = 1, 4
known = 1
effects = up_gr_thirdef_exo_outfit
section = up_sect_thirdc_exo_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 =
name = st_up_uti_b1_name
description = st_up_uti_b1_descr
icon = ui_inGame2_upgrade_exo_outfit_14
[up_thirde_exo_outfit]
scheme_index = 2, 4
known = 1
effects =
section = up_sect_thirde_exo_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 =
name = st_up_uti_c1_name
description = st_up_uti_c1_descr
icon = ui_inGame2_upgrade_exo_outfit_13
[up_fourta_exo_outfit]
scheme_index = 0, 3
known = 1
effects = up_gr_fourtcd_exo_outfit
section = up_sect_fourta_exo_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 =
name = st_up_exo_a1_name
description = st_up_exo_a1_descr
icon = ui_inGame2_upgrade_exo_outfit_15
[up_fourtc_exo_outfit]
scheme_index = 1, 5
known = 1
effects = up_gr_fourtef_exo_outfit
section = up_sect_fourtc_exo_outfit
property = prop_weightoutfit
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 =
name = st_up_exo_b1_name
description = st_up_exo_b1_descr
icon = ui_inGame2_upgrade_exo_outfit_16
[up_fourtd_exo_outfit]
scheme_index = 1, 6
known = 1
effects = up_gr_fourtef_exo_outfit
section = up_sect_fourtd_exo_outfit
property = prop_durability
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 =
name = st_up_exo_b2_name
description = st_up_exo_b2_descr
icon = ui_inGame2_upgrade_exo_outfit_18
[up_fourte_exo_outfit]
scheme_index = 2, 5
known = 1
effects =
section = up_sect_fourte_exo_outfit
property = prop_power
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 =
name = st_up_exo_c1_name
description = st_up_exo_c1_descr
icon = ui_inGame2_upgrade_exo_outfit_17
[up_fourtf_exo_outfit]
scheme_index = 2, 6
known = 1
effects =
section = up_sect_fourtf_exo_outfit
property = prop_sprint
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 =
name = st_up_exo_c2_name
description = st_up_exo_c2_descr
icon = ui_inGame2_upgrade_exo_outfit_19
[up_fiftha_exo_outfit]
scheme_index = 0, 4
known = 1
effects = up_gr_fifthcd_exo_outfit
section = up_sect_fiftha_exo_outfit
property = prop_radio, prop_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 =
name = st_up_res_a1_name
description = st_up_res_a1_descr
icon = ui_inGame2_upgrade_exo_outfit_20
[up_fifthc_exo_outfit]
scheme_index = 1, 7
known = 1
effects = up_gr_fifthef_exo_outfit
section = up_sect_fifthc_exo_outfit
property = prop_psy
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 =
name = st_up_res_b1_name
description = st_up_res_b1_descr
icon = ui_inGame2_upgrade_exo_outfit_21
[up_fifthd_exo_outfit]
scheme_index = 1, 8
known = 1
effects = up_gr_fifthef_exo_outfit
section = up_sect_fifthd_exo_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 =
name = st_up_resp_b1_name
description = st_up_resp_b1_descr
icon = ui_inGame2_upgrade_exo_outfit_23
[up_fifthe_exo_outfit]
scheme_index = 2, 7
known = 1
effects =
section = up_sect_fifthe_exo_outfit
property = prop_psy
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 =
name = st_up_res_c4_name
description = st_up_res_c4_descr
icon = ui_inGame2_upgrade_exo_outfit_22
[up_gr_firstab_exo_outfit]
elements = up_firsta_exo_outfit
[up_gr_firstcd_exo_outfit]
elements = up_firstc_exo_outfit, up_firstd_exo_outfit
[up_gr_firstef_exo_outfit]
elements = up_firste_exo_outfit, up_firstf_exo_outfit
[up_gr_seconab_exo_outfit]
elements = up_secona_exo_outfit
[up_gr_seconcd_exo_outfit]
elements = up_seconc_exo_outfit, up_second_exo_outfit
[up_gr_seconef_exo_outfit]
elements = up_secone_exo_outfit, up_seconf_exo_outfit
[up_gr_thirdab_exo_outfit]
elements = up_thirda_exo_outfit
[up_gr_thirdcd_exo_outfit]
elements = up_thirdc_exo_outfit
[up_gr_thirdef_exo_outfit]
elements = up_thirde_exo_outfit
[up_gr_fourtab_exo_outfit]
elements = up_fourta_exo_outfit
[up_gr_fourtcd_exo_outfit]
elements = up_fourtc_exo_outfit, up_fourtd_exo_outfit
[up_gr_fourtef_exo_outfit]
elements = up_fourte_exo_outfit, up_fourtf_exo_outfit
[up_gr_fifthab_exo_outfit]
elements = up_fiftha_exo_outfit
[up_gr_fifthcd_exo_outfit]
elements = up_fifthc_exo_outfit, up_fifthd_exo_outfit
[up_gr_fifthef_exo_outfit]
elements = up_fifthe_exo_outfit

View file

@ -0,0 +1,493 @@
[up_sect_firsta_military_outfit]
cost = 1000
value = -5
inv_weight = -5
power_loss = -0.05
[up_sect_firstc_military_outfit]
cost = 2000
value = +15
immunities_sect_add = sect_military_outfit_immunities_add
[up_sect_firstd_military_outfit]
cost = 2000
value = +20
fire_wound_protection = 0.05
bones_koeff_protection_add = actor_armor_heavy_add_2
[up_sect_firste_military_outfit]
cost = 3000
value = -30
hit_fraction_actor = -0.07 ;0.55
strike_protection = 0.06 ;0.35
explosion_protection = 0.06 ;0.35
wound_protection = 0.06 ;0.35
[up_sect_firstf_military_outfit]
cost = 3000
inv_weight = +0.25
value = +30
fire_wound_protection = 0.1
bones_koeff_protection_add = actor_armor_heavy_add_3
[up_sect_secona_military_outfit]
cost = 1000
inv_weight = +0.2
value = -10
hit_fraction_actor = -0.05 ;0.55
strike_protection = 0.04 ;0.35
explosion_protection = 0.04 ;0.35
wound_protection = 0.04 ;0.35
[up_sect_seconc_military_outfit]
cost = 2000
value = +20
shock_protection = 0.040 ;0.400
[up_sect_second_military_outfit]
cost = 2000
value = +20
burn_protection = 0.0050 ;0.0750
[up_sect_secone_military_outfit]
cost = 3000
value = +30
burn_protection = 0.0050 ;0.0750
chemical_burn_protection = 0.005 ;0.0325
[up_sect_seconf_military_outfit]
cost = 3000
value = +30
radiation_protection = 0.0010 ;0.0030
shock_protection = 0.060 ;0.400
[up_sect_thirda_military_outfit]
cost = 1500
value = +2
bleeding_restore_speed = 0.002
[up_sect_thirdc_military_outfit]
cost = 2000
value = +20
chemical_burn_protection = 0.0025 ;0.0325
[up_sect_thirdd_military_outfit]
cost = 2000
value = +10
additional_inventory_weight = 10 ; +max_walk_weight
additional_inventory_weight2 = 10
power_loss = -0.1
[up_sect_thirde_military_outfit]
cost = 4000
value = +2
artefact_count = 2
[up_sect_fourta_military_outfit]
cost = 1500
value = +1
power_restore_speed = 0.001
[up_sect_fourtc_military_outfit]
cost = 2500
value = +4
bleeding_restore_speed = 0.004
[up_sect_fourte_military_outfit]
cost = 4000
value = +4
health_restore_speed = 0.0006
[up_firsta_military_outfit]
scheme_index = 0, 0
known = 1
effects = up_gr_firstcd_military_outfit
section = up_sect_firsta_military_outfit
property = prop_weightoutfit
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 =
name = st_up_arm_a5_name
description = st_up_arm_a5_descr
icon = ui_inGame2_upgrade_military_outfit_1
[up_firstc_military_outfit]
scheme_index = 1, 0
known = 1
effects = up_gr_firstef_military_outfit
section = up_sect_firstc_military_outfit
property = prop_durability
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 =
name = st_up_arm_b5_name
description = st_up_arm_b5_descr
icon = ui_inGame2_upgrade_military_outfit_2
[up_firstd_military_outfit]
scheme_index = 1, 1
known = 1
effects = up_gr_firstef_military_outfit
section = up_sect_firstd_military_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 =
name = st_up_arm_a1_name
description = st_up_arm_a1_descr
icon = ui_inGame2_upgrade_military_outfit_4
[up_firste_military_outfit]
scheme_index = 2, 0
known = 1
effects =
section = up_sect_firste_military_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 =
name = st_up_arm_c8_name
description = st_up_arm_c8_descr
icon = ui_inGame2_upgrade_military_outfit_3
[up_firstf_military_outfit]
scheme_index = 2, 1
known = 1
effects =
section = up_sect_firstf_military_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 =
name = st_up_arm_c9_name
description = st_up_arm_c9_descr
icon = ui_inGame2_upgrade_military_outfit_5
[up_secona_military_outfit]
scheme_index = 0, 1
known = 1
effects = up_gr_seconcd_military_outfit
section = up_sect_secona_military_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 =
name = st_up_kom_a2_name
description = st_up_kom_a2_descr
icon = ui_inGame2_upgrade_military_outfit_6
[up_seconc_military_outfit]
scheme_index = 1, 2
known = 1
effects = up_gr_seconef_military_outfit
section = up_sect_seconc_military_outfit
property = prop_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 =
name = st_up_kom_b8_name
description = st_up_kom_b8_descr
icon = ui_inGame2_upgrade_military_outfit_7
[up_second_military_outfit]
scheme_index = 1, 3
known = 1
effects = up_gr_seconef_military_outfit
section = up_sect_second_military_outfit
property = prop_thermo
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 =
name = st_up_kom_b9_name
description = st_up_kom_b9_descr
icon = ui_inGame2_upgrade_military_outfit_9
[up_secone_military_outfit]
scheme_index = 2, 2
known = 1
effects =
section = up_sect_secone_military_outfit
property = prop_thermo, prop_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 =
name = st_up_kom_c7_name
description = st_up_kom_c7_descr
icon = ui_inGame2_upgrade_military_outfit_8
[up_seconf_military_outfit]
scheme_index = 2, 3
known = 1
effects =
section = up_sect_seconf_military_outfit
property = prop_electro, prop_radio
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 =
name = st_up_kom_c8_name
description = st_up_kom_c8_descr
icon = ui_inGame2_upgrade_military_outfit_10
[up_thirda_military_outfit]
scheme_index = 0, 2
known = 1
effects = up_gr_thirdcd_military_outfit
section = up_sect_thirda_military_outfit
property = prop_restore_bleeding
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 =
name = st_up_uti_a2_name
description = st_up_uti_a2_descr
icon = ui_inGame2_upgrade_military_outfit_11
[up_thirdc_military_outfit]
scheme_index = 1, 4
known = 1
effects = up_gr_thirdef_military_outfit
section = up_sect_thirdc_military_outfit
property = prop_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 =
name = st_up_uti_b8_name
description = st_up_uti_b8_descr
icon = ui_inGame2_upgrade_military_outfit_12
[up_thirdd_military_outfit]
scheme_index = 1, 5
known = 1
effects = up_gr_thirdef_military_outfit
section = up_sect_thirdd_military_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 =
name = st_up_uti_b3_name
description = st_up_uti_b3_descr
icon = ui_inGame2_upgrade_military_outfit_14
[up_thirde_military_outfit]
scheme_index = 2, 4
known = 1
effects =
section = up_sect_thirde_military_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 =
name = st_up_uti_c1_name
description = st_up_uti_c1_descr
icon = ui_inGame2_upgrade_military_outfit_13
[up_fourta_military_outfit]
scheme_index = 0, 3
known = 1
effects = up_gr_fourtcd_military_outfit
section = up_sect_fourta_military_outfit
property = prop_power
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 =
name = st_up_tch_a1_name
description = st_up_tch_a1_descr
icon = ui_inGame2_upgrade_military_outfit_15
[up_fourtc_military_outfit]
scheme_index = 1, 6
known = 1
effects = up_gr_fourtef_military_outfit
section = up_sect_fourtc_military_outfit
property = prop_restore_bleeding
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 =
name = st_up_tch_b1_name
description = st_up_tch_b1_descr
icon = ui_inGame2_upgrade_military_outfit_16
[up_fourte_military_outfit]
scheme_index = 2, 5
known = 1
effects =
section = up_sect_fourte_military_outfit
property = prop_restore_health
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 =
name = st_up_tch_c1_name
description = st_up_tch_c1_descr
icon = ui_inGame2_upgrade_military_outfit_17
[up_gr_firstab_military_outfit]
elements = up_firsta_military_outfit
[up_gr_firstcd_military_outfit]
elements = up_firstc_military_outfit, up_firstd_military_outfit
[up_gr_firstef_military_outfit]
elements = up_firste_military_outfit, up_firstf_military_outfit
[up_gr_seconab_military_outfit]
elements = up_secona_military_outfit
[up_gr_seconcd_military_outfit]
elements = up_seconc_military_outfit, up_second_military_outfit
[up_gr_seconef_military_outfit]
elements = up_secone_military_outfit, up_seconf_military_outfit
[up_gr_thirdab_military_outfit]
elements = up_thirda_military_outfit
[up_gr_thirdcd_military_outfit]
elements = up_thirdc_military_outfit, up_thirdd_military_outfit
[up_gr_thirdef_military_outfit]
elements = up_thirde_military_outfit
[up_gr_fourtab_military_outfit]
elements = up_fourta_military_outfit
[up_gr_fourtcd_military_outfit]
elements = up_fourtc_military_outfit
[up_gr_fourtef_military_outfit]
elements = up_fourte_military_outfit

View file

@ -0,0 +1,207 @@
[up_sect_firsta_novice_outfit]
cost = 200
value = +10
fire_wound_protection = +0.04
bones_koeff_protection_add = actor_armor_light_add_1
[up_sect_firstc_novice_outfit]
cost = 400
value = -20
strike_protection = +0.05 ;0.15
explosion_protection = +0.05 ;0.15
wound_protection = +0.05 ;0.15
hit_fraction_actor = -0.15 ;0.60
[up_sect_firste_novice_outfit]
cost = 600
value = +30
fire_wound_protection = +0.06
bones_koeff_protection_add = actor_armor_light_add_3
[up_sect_secona_novice_outfit]
cost = 200
value = +10
immunities_sect_add = sect_novice_outfit_immunities_add
[up_sect_seconc_novice_outfit]
cost = 400
value = +20
chemical_burn_protection = +0.0125 ;0.0125
shock_protection = +0.30 ;0.000
[up_sect_second_novice_outfit]
cost = 400
value = +20
burn_protection = +0.0250 ;0.0250
[up_sect_thirda_novice_outfit]
cost = 200
value = +5
additional_inventory_weight = +5
additional_inventory_weight2 = +5
power_loss = -0.05
[up_firsta_novice_outfit]
scheme_index = 0, 0
known = 1
effects = up_gr_firstcd_novice_outfit
section = up_sect_firsta_novice_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 =
name = st_up_arm_a9_name
description = st_up_arm_a9_descr
icon = ui_inGame2_upgrade_novice_outfit_1
[up_firstc_novice_outfit]
scheme_index = 1, 0
known = 1
effects = up_gr_firstef_novice_outfit
section = up_sect_firstc_novice_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 =
name = st_up_arm_b9_name
description = st_up_arm_b9_descr
icon = ui_inGame2_upgrade_novice_outfit_2
[up_firste_novice_outfit]
scheme_index = 2, 0
known = 1
effects =
section = up_sect_firste_novice_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 =
name = st_up_arm_c1_name
description = st_up_arm_c1_descr
icon = ui_inGame2_upgrade_novice_outfit_3
[up_secona_novice_outfit]
scheme_index = 0, 1
known = 1
effects = up_gr_seconcd_novice_outfit
section = up_sect_secona_novice_outfit
property = prop_durability
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 =
name = st_up_kom_a5_name
description = st_up_kom_a5_descr
icon = ui_inGame2_upgrade_novice_outfit_4
[up_seconc_novice_outfit]
scheme_index = 1, 1
known = 1
effects =
section = up_sect_seconc_novice_outfit
property = prop_electro, prop_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 =
name = st_up_kom_b1_name
description = st_up_kom_b1_descr
icon = ui_inGame2_upgrade_novice_outfit_5
[up_second_novice_outfit]
scheme_index = 1, 2
known = 1
effects =
section = up_sect_second_novice_outfit
property = prop_thermo
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 =
name = st_up_kom_b2_name
description = st_up_kom_b2_descr
icon = ui_inGame2_upgrade_novice_outfit_6
[up_thirda_novice_outfit]
scheme_index = 0, 2
known = 1
effects =
section = up_sect_thirda_novice_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 =
name = st_up_uti_a4_name
description = st_up_uti_a4_descr
icon = ui_inGame2_upgrade_novice_outfit_7
[up_gr_firstab_novice_outfit]
elements = up_firsta_novice_outfit
[up_gr_firstcd_novice_outfit]
elements = up_firstc_novice_outfit
[up_gr_firstef_novice_outfit]
elements = up_firste_novice_outfit
[up_gr_seconab_novice_outfit]
elements = up_secona_novice_outfit
[up_gr_seconcd_novice_outfit]
elements = up_seconc_novice_outfit, up_second_novice_outfit
[up_gr_thirdab_novice_outfit]
elements = up_thirda_novice_outfit

View file

@ -0,0 +1,604 @@
[up_sect_firsta_scientific_outfit]
cost = 750
value = +10
fire_wound_protection = 0.1
bones_koeff_protection_add = actor_armor_scientific_add_1
[up_sect_firstc_scientific_outfit]
cost = 1500
value = -20
hit_fraction_actor = -0.1 ;0.55
strike_protection = 0.05 ;0.30
explosion_protection = 0.05 ;0.30
wound_protection = 0.05 ;0.30
[up_sect_firstd_scientific_outfit]
cost = 1500
value = +15
immunities_sect_add = sect_scientific_outfit_immunities_add
[up_sect_firste_scientific_outfit]
cost = 2250
value = +30
fire_wound_protection = 0.2
bones_koeff_protection_add = actor_armor_scientific_add_3
[up_sect_firstf_scientific_outfit]
cost = 2250
value = -5
inv_weight = -5
power_loss = -0.05
[up_sect_secona_scientific_outfit]
cost = 750
value = +10
immunities_sect_add = sect_scientific_outfit_immunities_add
[up_sect_seconc_scientific_outfit]
cost = 1500
value = +20
shock_protection = 0.100 ;0.600
[up_sect_second_scientific_outfit]
cost = 1500
value = +20
burn_protection = 0.0100 ;0.0875
[up_sect_secone_scientific_outfit]
cost = 2250
value = +30
burn_protection = 0.0125 ;0.0875
chemical_burn_protection = 0.01 ;0.061
[up_sect_seconf_scientific_outfit]
cost = 2250
value = +30
shock_protection = 0.200 ;0.910
radiation_protection = 0.00150 ;0.0080
[up_sect_thirda_scientific_outfit]
cost = 1000
value = +1
power_restore_speed = 0.001
[up_sect_thirdc_scientific_outfit]
cost = 1500
value = +10
additional_inventory_weight = 10 ; +max_walk_weight
additional_inventory_weight2 = 10
power_loss = -0.15
[up_sect_thirdd_scientific_outfit]
cost = 2500
value = +1
artefact_count = 1
[up_sect_thirde_scientific_outfit]
cost = 4000
value = +2
artefact_count = 2
[up_sect_fourta_scientific_outfit]
cost = 750
value = +10
radiation_protection = 0.00075 ;0.0080
chemical_burn_protection = 0.005 ;0.061
[up_sect_fourtc_scientific_outfit]
cost = 2000
value = +20
telepatic_protection = 0.010; 0.060
[up_sect_fourte_scientific_outfit]
cost = 2500
value = +4
bleeding_restore_speed = 0.004
[up_sect_fiftha_scientific_outfit]
cost = 750
value = +10
radiation_protection = 0.00075 ;0.0080
chemical_burn_protection = 0.005 ;0.061
[up_sect_fifthc_scientific_outfit]
cost = 2000
value = +20
telepatic_protection = 0.010; 0.060
[up_sect_fifthe_scientific_outfit]
cost = 3000
value = +30
telepatic_protection = 0.015; 0.060
[up_sect_fifthf_scientific_outfit]
cost = 3500
value = +3
power_restore_speed = 0.003
[up_firsta_scientific_outfit]
scheme_index = 0, 0
known = 1
effects = up_gr_firstcd_scientific_outfit
section = up_sect_firsta_scientific_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 =
name = st_up_arm_a8_name
description = st_up_arm_a8_descr
icon = ui_inGame2_upgrade_scientific_outfit_1
[up_firstc_scientific_outfit]
scheme_index = 1, 0
known = 1
effects = up_gr_firstef_scientific_outfit
section = up_sect_firstc_scientific_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 =
name = st_up_arm_b9_name
description = st_up_arm_b9_descr
icon = ui_inGame2_upgrade_scientific_outfit_2
[up_firstd_scientific_outfit]
scheme_index = 1, 1
known = 1
effects = up_gr_firstef_scientific_outfit
section = up_sect_firstd_scientific_outfit
property = prop_durability
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 =
name = st_up_arm_b6_name
description = st_up_arm_b6_descr
icon = ui_inGame2_upgrade_scientific_outfit_4
[up_firste_scientific_outfit]
scheme_index = 2, 0
known = 1
effects =
section = up_sect_firste_scientific_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 =
name = st_up_arm_c10_name
description = st_up_arm_c10_descr
icon = ui_inGame2_upgrade_scientific_outfit_3
[up_firstf_scientific_outfit]
scheme_index = 2, 1
known = 1
effects =
section = up_sect_firstf_scientific_outfit
property = prop_weightoutfit
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 =
name = st_up_arm_c11_name
description = st_up_arm_c11_descr
icon = ui_inGame2_upgrade_scientific_outfit_5
[up_secona_scientific_outfit]
scheme_index = 0, 1
known = 1
effects = up_gr_seconcd_scientific_outfit
section = up_sect_secona_scientific_outfit
property = prop_durability
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 =
name = st_up_kom_a8_name
description = st_up_kom_a8_descr
icon = ui_inGame2_upgrade_scientific_outfit_6
[up_seconc_scientific_outfit]
scheme_index = 1, 2
known = 1
effects = up_gr_seconef_scientific_outfit
section = up_sect_seconc_scientific_outfit
property = prop_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 =
name = st_up_kom_b8_name
description = st_up_kom_b8_descr
icon = ui_inGame2_upgrade_scientific_outfit_7
[up_second_scientific_outfit]
scheme_index = 1, 3
known = 1
effects = up_gr_seconef_scientific_outfit
section = up_sect_second_scientific_outfit
property = prop_thermo
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 =
name = st_up_kom_b9_name
description = st_up_kom_b9_descr
icon = ui_inGame2_upgrade_scientific_outfit_9
[up_secone_scientific_outfit]
scheme_index = 2, 2
known = 1
effects =
section = up_sect_secone_scientific_outfit
property = prop_thermo, prop_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 =
name = st_up_kom_c7_name
description = st_up_kom_c7_descr
icon = ui_inGame2_upgrade_scientific_outfit_8
[up_seconf_scientific_outfit]
scheme_index = 2, 3
known = 1
effects =
section = up_sect_seconf_scientific_outfit
property = prop_radio, prop_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 =
name = st_up_kom_c8_name
description = st_up_kom_c8_descr
icon = ui_inGame2_upgrade_scientific_outfit_10
[up_thirda_scientific_outfit]
scheme_index = 0, 2
known = 1
effects = up_gr_thirdcd_scientific_outfit
section = up_sect_thirda_scientific_outfit
property = prop_power
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 =
name = st_up_uti_a3_name
description = st_up_uti_a3_descr
icon = ui_inGame2_upgrade_scientific_outfit_11
[up_thirdc_scientific_outfit]
scheme_index = 1, 4
known = 1
effects = up_gr_thirdef_scientific_outfit
section = up_sect_thirdc_scientific_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 =
name = st_up_uti_b3_name
description = st_up_uti_b3_descr
icon = ui_inGame2_upgrade_scientific_outfit_12
[up_thirdd_scientific_outfit]
scheme_index = 1, 5
known = 1
effects = up_gr_thirdef_scientific_outfit
section = up_sect_thirdd_scientific_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 =
name = st_up_uti_b1_name
description = st_up_uti_b1_descr
icon = ui_inGame2_upgrade_scientific_outfit_13
[up_thirde_scientific_outfit]
scheme_index = 2, 4
known = 1
effects =
section = up_sect_thirde_scientific_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 =
name = st_up_uti_c1_name
description = st_up_uti_c1_descr
icon = ui_inGame2_upgrade_scientific_outfit_14
[up_fourta_scientific_outfit]
scheme_index = 0, 3
known = 1
effects = up_gr_fourtcd_scientific_outfit
section = up_sect_fourta_scientific_outfit
property = prop_radio, prop_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 =
name = st_up_tch_a4_name
description = st_up_tch_a4_descr
icon = ui_inGame2_upgrade_scientific_outfit_15
[up_fourtc_scientific_outfit]
scheme_index = 1, 6
known = 1
effects = up_gr_fourtef_scientific_outfit
section = up_sect_fourtc_scientific_outfit
property = prop_psy
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 =
name = st_up_tch_b4_name
description = st_up_tch_b4_descr
icon = ui_inGame2_upgrade_scientific_outfit_16
[up_fourte_scientific_outfit]
scheme_index = 2, 5
known = 1
effects =
section = up_sect_fourte_scientific_outfit
property = prop_restore_bleeding, prop_restore_health
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 =
name = st_up_tch_c2_name
description = st_up_tch_c2_descr
icon = ui_inGame2_upgrade_scientific_outfit_17
[up_fiftha_scientific_outfit]
scheme_index = 0, 4
known = 1
effects = up_gr_fifthcd_scientific_outfit
section = up_sect_fiftha_scientific_outfit
property = prop_radio, prop_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 =
name = st_up_res_a1_name
description = st_up_res_a1_descr
icon = ui_inGame2_upgrade_scientific_outfit_18
[up_fifthc_scientific_outfit]
scheme_index = 1, 7
known = 1
effects = up_gr_fifthef_scientific_outfit
section = up_sect_fifthc_scientific_outfit
property = prop_psy
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 =
name = st_up_res_b1_name
description = st_up_res_b1_descr
icon = ui_inGame2_upgrade_scientific_outfit_19
[up_fifthe_scientific_outfit]
scheme_index = 2, 6
known = 1
effects =
section = up_sect_fifthe_scientific_outfit
property = prop_psy
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 =
name = st_up_res_c4_name
description = st_up_res_c4_descr
icon = ui_inGame2_upgrade_scientific_outfit_20
[up_fifthf_scientific_outfit]
scheme_index = 2, 7
known = 1
effects =
section = up_sect_fifthf_scientific_outfit
property = prop_power
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 =
name = st_up_resp_c2_name
description = st_up_resp_c2_descr
icon = ui_inGame2_upgrade_scientific_outfit_21
[up_gr_firstab_scientific_outfit]
elements = up_firsta_scientific_outfit
[up_gr_firstcd_scientific_outfit]
elements = up_firstc_scientific_outfit, up_firstd_scientific_outfit
[up_gr_firstef_scientific_outfit]
elements = up_firste_scientific_outfit, up_firstf_scientific_outfit
[up_gr_seconab_scientific_outfit]
elements = up_secona_scientific_outfit
[up_gr_seconcd_scientific_outfit]
elements = up_seconc_scientific_outfit, up_second_scientific_outfit
[up_gr_seconef_scientific_outfit]
elements = up_secone_scientific_outfit, up_seconf_scientific_outfit
[up_gr_thirdab_scientific_outfit]
elements = up_thirda_scientific_outfit
[up_gr_thirdcd_scientific_outfit]
elements = up_thirdc_scientific_outfit, up_thirdd_scientific_outfit
[up_gr_thirdef_scientific_outfit]
elements = up_thirde_scientific_outfit
[up_gr_fourtab_scientific_outfit]
elements = up_fourta_scientific_outfit
[up_gr_fourtcd_scientific_outfit]
elements = up_fourtc_scientific_outfit
[up_gr_fourtef_scientific_outfit]
elements = up_fourte_scientific_outfit
[up_gr_fifthab_scientific_outfit]
elements = up_fiftha_scientific_outfit
[up_gr_fifthcd_scientific_outfit]
elements = up_fifthc_scientific_outfit
[up_gr_fifthef_scientific_outfit]
elements = up_fifthe_scientific_outfit, up_fifthf_scientific_outfit

View file

@ -0,0 +1,353 @@
[up_sect_firsta_specops_outfit]
cost = 500
value = -10
hit_fraction_actor = -0.05 ;0.55
strike_protection = 0.05 ;0.3
explosion_protection = 0.05 ;0.3
wound_protection = 0.05 ;0.3
[up_sect_firstc_specops_outfit]
cost = 900
value = -5
inv_weight = -5
power_loss = -0.05
[up_sect_firstd_specops_outfit]
cost = 900
value = +15
immunities_sect_add = sect_specops_outfit_immunities_add
[up_sect_firste_specops_outfit]
cost = 1400
value = +30
fire_wound_protection = 0.2
bones_koeff_protection_add = actor_armor_medium_add_2
[up_sect_firstf_specops_outfit]
cost = 1400
value = -10
hit_fraction_actor = -0.1 ;0.55
strike_protection = 0.07 ;0.3
explosion_protection = 0.07 ;0.3
wound_protection = 0.07 ;0.3
[up_sect_secona_specops_outfit]
cost = 500
value = +10
immunities_sect_add = sect_specops_outfit_immunities_add
[up_sect_seconc_specops_outfit]
cost = 900
value = +2
power_restore_speed = 0.002
power_loss = -0.1
[up_sect_second_specops_outfit]
cost = 900
value = +20
burn_protection = 0.010 ;0.050
shock_protection = 0.100 ;0.200
[up_sect_secone_specops_outfit]
cost = 1400
value = +30
chemical_burn_protection = 0.005 ;0.0250
radiation_protection = 0.001 ;0.0015
[up_sect_thirda_specops_outfit]
cost = 700
value = +2
bleeding_restore_speed = 0.002
[up_sect_thirdc_specops_outfit]
cost = 900
value = +10
additional_inventory_weight = 10 ; +max_walk_weight
additional_inventory_weight2 = 10
power_loss = -0.05
[up_sect_thirde_specops_outfit]
cost = 3500
value = +2
artefact_count = 2
[up_firsta_specops_outfit]
scheme_index = 0, 0
known = 1
effects = up_gr_firstcd_specops_outfit
section = up_sect_firsta_specops_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 =
name = st_up_arm_b3_name
description = st_up_arm_b3_descr
icon = ui_inGame2_upgrade_specops_outfit_1
[up_firstc_specops_outfit]
scheme_index = 1, 0
known = 1
effects = up_gr_firstef_specops_outfit
section = up_sect_firstc_specops_outfit
property = prop_weightoutfit
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 =
name = st_up_arm_b8_name
description = st_up_arm_b8_descr
icon = ui_inGame2_upgrade_specops_outfit_2
[up_firstd_specops_outfit]
scheme_index = 1, 1
known = 1
effects = up_gr_firstef_specops_outfit
section = up_sect_firstd_specops_outfit
property = prop_durability
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 =
name = st_up_arm_b4_name
description = st_up_arm_b4_descr
icon = ui_inGame2_upgrade_specops_outfit_4
[up_firste_specops_outfit]
scheme_index = 2, 0
known = 1
effects =
section = up_sect_firste_specops_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 =
name = st_up_arm_c5_name
description = st_up_arm_c5_descr
icon = ui_inGame2_upgrade_specops_outfit_3
[up_firstf_specops_outfit]
scheme_index = 2, 1
known = 1
effects =
section = up_sect_firstf_specops_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 =
name = st_up_arm_b1_name
description = st_up_arm_b1_descr
icon = ui_inGame2_upgrade_specops_outfit_5
[up_secona_specops_outfit]
scheme_index = 0, 1
known = 1
effects = up_gr_seconcd_specops_outfit
section = up_sect_secona_specops_outfit
property = prop_durability
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 =
name = st_up_kom_a6_name
description = st_up_kom_a6_descr
icon = ui_inGame2_upgrade_specops_outfit_6
[up_seconc_specops_outfit]
scheme_index = 1, 2
known = 1
effects = up_gr_seconef_specops_outfit
section = up_sect_seconc_specops_outfit
property = prop_power
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 =
name = st_up_kom_b10_name
description = st_up_kom_b10_descr
icon = ui_inGame2_upgrade_specops_outfit_7
[up_second_specops_outfit]
scheme_index = 1, 3
known = 1
effects = up_gr_seconef_specops_outfit
section = up_sect_second_specops_outfit
property = prop_thermo, prop_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 =
name = st_up_kom_b11_name
description = st_up_kom_b11_descr
icon = ui_inGame2_upgrade_specops_outfit_9
[up_secone_specops_outfit]
scheme_index = 2, 2
known = 1
effects =
section = up_sect_secone_specops_outfit
property = prop_radio, prop_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 =
name = st_up_arm_c13_name
description = st_up_arm_c13_descr
icon = ui_inGame2_upgrade_specops_outfit_8
[up_thirda_specops_outfit]
scheme_index = 0, 2
known = 1
effects = up_gr_thirdcd_specops_outfit
section = up_sect_thirda_specops_outfit
property = prop_restore_bleeding
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 =
name = st_up_uti_a2_name
description = st_up_uti_a2_descr
icon = ui_inGame2_upgrade_specops_outfit_10
[up_thirdc_specops_outfit]
scheme_index = 1, 4
known = 1
effects = up_gr_thirdef_specops_outfit
section = up_sect_thirdc_specops_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 =
name = st_up_uti_b2_name
description = st_up_uti_b2_descr
icon = ui_inGame2_upgrade_specops_outfit_11
[up_thirde_specops_outfit]
scheme_index = 2, 3
known = 1
effects =
section = up_sect_thirde_specops_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 =
name = st_up_uti_c1_name
description = st_up_uti_c1_descr
icon = ui_inGame2_upgrade_specops_outfit_12
[up_gr_firstab_specops_outfit]
elements = up_firsta_specops_outfit
[up_gr_firstcd_specops_outfit]
elements = up_firstc_specops_outfit, up_firstd_specops_outfit
[up_gr_firstef_specops_outfit]
elements = up_firste_specops_outfit, up_firstf_specops_outfit
[up_gr_seconab_specops_outfit]
elements = up_secona_specops_outfit
[up_gr_seconcd_specops_outfit]
elements = up_seconc_specops_outfit, up_second_specops_outfit
[up_gr_seconef_specops_outfit]
elements = up_secone_specops_outfit
[up_gr_thirdab_specops_outfit]
elements = up_thirda_specops_outfit
[up_gr_thirdcd_specops_outfit]
elements = up_thirdc_specops_outfit
[up_gr_thirdef_specops_outfit]
elements = up_thirde_specops_outfit

View file

@ -0,0 +1,375 @@
[up_sect_firsta_stalker_outfit]
cost = 350
value = +10
fire_wound_protection = 0.05
bones_koeff_protection_add = actor_armor_light_add_1
[up_sect_firstc_stalker_outfit]
cost = 700
value = -20
strike_protection = 0.05 ;0.20
explosion_protection = 0.05 ;0.20
wound_protection = 0.05 ;0.20
hit_fraction_actor = -0.15 ;0.50
[up_sect_firstd_stalker_outfit]
cost = 700
value = +15
immunities_sect_add = sect_stalker_outfit_immunities_add
[up_sect_firste_stalker_outfit]
cost = 1050
value = +30
fire_wound_protection = 0.1
bones_koeff_protection_add = actor_armor_light_add_3
[up_sect_secona_stalker_outfit]
cost = 350
value = -3.5
inv_weight = -3.5
power_loss = -0.05
[up_sect_seconc_stalker_outfit]
cost = 700
value = +20
burn_protection = 0.01 ;0.0650
[up_sect_second_stalker_outfit]
cost = 700
value = +20
chemical_burn_protection = 0.0015 ;0.0325
shock_protection = 0.100 ;0.400
[up_sect_secone_stalker_outfit]
cost = 1050
value = +30
chemical_burn_protection = 0.0025 ;0.0325
[up_sect_seconf_stalker_outfit]
cost = 1050
value = +30
radiation_protection = 0.0007 ;0.0030
[up_sect_thirda_stalker_outfit]
cost = 350
value = +10
radiation_protection = 0.0003 ;0.00300
chemical_burn_protection = 0.0010 ;0.0325
[up_sect_thirdc_stalker_outfit]
cost = 3000
value = +2
health_restore_speed = 0.0003
[up_sect_thirdd_stalker_outfit]
cost = 700
value = +10
additional_inventory_weight = 10
additional_inventory_weight2 = 10
power_loss = -0.1
[up_sect_thirde_stalker_outfit]
cost = 2000
value = +2
artefact_count = 2
[up_firsta_stalker_outfit]
scheme_index = 0, 0
known = 1
effects = up_gr_firstcd_stalker_outfit
section = up_sect_firsta_stalker_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 =
name = st_up_arm_a7_name
description = st_up_arm_a7_descr
icon = ui_inGame2_upgrade_stalker_outfit_1
[up_firstc_stalker_outfit]
scheme_index = 1, 0
known = 1
effects = up_gr_firstef_stalker_outfit
section = up_sect_firstc_stalker_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 =
name = st_up_arm_b9_name
description = st_up_arm_b9_descr
icon = ui_inGame2_upgrade_stalker_outfit_2
[up_firstd_stalker_outfit]
scheme_index = 1, 1
known = 1
effects = up_gr_firstef_stalker_outfit
section = up_sect_firstd_stalker_outfit
property = prop_durability
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 =
name = st_up_arm_b2_name
description = st_up_arm_b2_descr
icon = ui_inGame2_upgrade_stalker_outfit_4
[up_firste_stalker_outfit]
scheme_index = 2, 0
known = 1
effects =
section = up_sect_firste_stalker_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 =
name = st_up_arm_c2_name
description = st_up_arm_c2_descr
icon = ui_inGame2_upgrade_stalker_outfit_3
[up_secona_stalker_outfit]
scheme_index = 0, 1
known = 1
effects = up_gr_seconcd_stalker_outfit
section = up_sect_secona_stalker_outfit
property = prop_weightoutfit
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 =
name = st_up_kom_a3_name
description = st_up_kom_a3_descr
icon = ui_inGame2_upgrade_stalker_outfit_5
[up_seconc_stalker_outfit]
scheme_index = 1, 2
known = 1
effects = up_gr_seconef_stalker_outfit
section = up_sect_seconc_stalker_outfit
property = prop_thermo
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 =
name = st_up_kom_b3_name
description = st_up_kom_b3_descr
icon = ui_inGame2_upgrade_stalker_outfit_6
[up_second_stalker_outfit]
scheme_index = 1, 3
known = 1
effects = up_gr_seconef_stalker_outfit
section = up_sect_second_stalker_outfit
property = prop_electro, prop_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 =
name = st_up_kom_b4_name
description = st_up_kom_b4_descr
icon = ui_inGame2_upgrade_stalker_outfit_8
[up_secone_stalker_outfit]
scheme_index = 2, 1
known = 1
effects =
section = up_sect_secone_stalker_outfit
property = prop_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 =
name = st_up_kom_c1_name
description = st_up_kom_c1_descr
icon = ui_inGame2_upgrade_stalker_outfit_7
[up_seconf_stalker_outfit]
scheme_index = 2, 2
known = 1
effects =
section = up_sect_seconf_stalker_outfit
property = prop_radio
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 =
name = st_up_kom_c2_name
description = st_up_kom_c2_descr
icon = ui_inGame2_upgrade_stalker_outfit_9
[up_thirda_stalker_outfit]
scheme_index = 0, 2
known = 1
effects = up_gr_thirdcd_stalker_outfit
section = up_sect_thirda_stalker_outfit
property = prop_radio, prop_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 =
name = st_up_uti_a5_name
description = st_up_uti_a5_descr
icon = ui_inGame2_upgrade_stalker_outfit_10
[up_thirdc_stalker_outfit]
scheme_index = 1, 4
known = 1
effects = up_gr_thirdef_stalker_outfit
section = up_sect_thirdc_stalker_outfit
property = prop_restore_health
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 =
name = st_up_uti_b4_name
description = st_up_uti_b4_descr
icon = ui_inGame2_upgrade_stalker_outfit_11
[up_thirdd_stalker_outfit]
scheme_index = 1, 5
known = 1
effects = up_gr_thirdef_stalker_outfit
section = up_sect_thirdd_stalker_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 =
name = st_up_uti_b2_name
description = st_up_uti_b2_descr
icon = ui_inGame2_upgrade_stalker_outfit_13
[up_thirde_stalker_outfit]
scheme_index = 2, 3
known = 1
effects =
section = up_sect_thirde_stalker_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 =
name = st_up_uti_c1_name
description = st_up_uti_c1_descr
icon = ui_inGame2_upgrade_stalker_outfit_12
[up_gr_firstab_stalker_outfit]
elements = up_firsta_stalker_outfit
[up_gr_firstcd_stalker_outfit]
elements = up_firstc_stalker_outfit, up_firstd_stalker_outfit
[up_gr_firstef_stalker_outfit]
elements = up_firste_stalker_outfit
[up_gr_seconab_stalker_outfit]
elements = up_secona_stalker_outfit
[up_gr_seconcd_stalker_outfit]
elements = up_seconc_stalker_outfit, up_second_stalker_outfit
[up_gr_seconef_stalker_outfit]
elements = up_secone_stalker_outfit, up_seconf_stalker_outfit
[up_gr_thirdab_stalker_outfit]
elements = up_thirda_stalker_outfit
[up_gr_thirdcd_stalker_outfit]
elements = up_thirdc_stalker_outfit, up_thirdd_stalker_outfit
[up_gr_thirdef_stalker_outfit]
elements = up_thirde_stalker_outfit

View file

@ -0,0 +1,373 @@
[up_sect_firsta_svoboda_heavy_outfit]
cost = 600
value = +10
fire_wound_protection = 0.05
bones_koeff_protection_add = actor_armor_medium_add_1
[up_sect_firstc_svoboda_heavy_outfit]
cost = 1200
value = +15
immunities_sect_add = sect_svoboda_heavy_outfit_immunities_add
[up_sect_firste_svoboda_heavy_outfit]
cost = 1800
value = +30
fire_wound_protection = 0.1
bones_koeff_protection_add = actor_armor_medium_add_2
[up_sect_firstf_svoboda_heavy_outfit]
cost = 1800
value = -30
hit_fraction_actor = -0.15 ;0.55
strike_protection = 0.08 ;0.35
explosion_protection = 0.08 ;0.35
wound_protection = 0.08 ;0.35
[up_sect_secona_svoboda_heavy_outfit]
cost = 600
value = +10
chemical_burn_protection = 0.0030 ;0.0375
radiation_protection = 0.0004 ;0.0035
shock_protection = 0.030 ;0.350
[up_sect_seconc_svoboda_heavy_outfit]
cost = 1200
value = +20
radiation_protection = 0.0006 ;0.0035
[up_sect_second_svoboda_heavy_outfit]
cost = 1200
value = +20
chemical_burn_protection = 0.0070 ;0.0375
[up_sect_secone_svoboda_heavy_outfit]
cost = 1800
value = +30
burn_protection = 0.0125 ;0.080
[up_sect_seconf_svoboda_heavy_outfit]
cost = 1800
value = +30
shock_protection = 0.070 ;0.350
[up_sect_thirda_svoboda_heavy_outfit]
cost = 850
value = +1
power_restore_speed = 0.001
[up_sect_thirdc_svoboda_heavy_outfit]
cost = 1200
value = +20
shock_protection = 0.050 ;0.350
[up_sect_thirdd_svoboda_heavy_outfit]
cost = 2000
value = +1
artefact_count = 1
[up_sect_thirde_svoboda_heavy_outfit]
cost = 3500
value = +2
artefact_count = 2
[up_firsta_svoboda_heavy_outfit]
scheme_index = 0, 0
known = 1
effects = up_gr_firstcd_svoboda_heavy_outfit
section = up_sect_firsta_svoboda_heavy_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 =
name = st_up_arm_a3_name
description = st_up_arm_a3_descr
icon = ui_inGame2_upgrade_svoboda_heavy_outfit_1
[up_firstc_svoboda_heavy_outfit]
scheme_index = 1, 0
known = 1
effects = up_gr_firstef_svoboda_heavy_outfit
section = up_sect_firstc_svoboda_heavy_outfit
property = prop_durability
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 =
name = st_up_arm_b4_name
description = st_up_arm_b4_descr
icon = ui_inGame2_upgrade_svoboda_heavy_outfit_2
[up_firste_svoboda_heavy_outfit]
scheme_index = 2, 0
known = 1
effects =
section = up_sect_firste_svoboda_heavy_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 =
name = st_up_arm_c7_name
description = st_up_arm_c7_descr
icon = ui_inGame2_upgrade_svoboda_heavy_outfit_3
[up_firstf_svoboda_heavy_outfit]
scheme_index = 2, 1
known = 1
effects =
section = up_sect_firstf_svoboda_heavy_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 =
name = st_up_arm_b1_name
description = st_up_arm_b1_descr
icon = ui_inGame2_upgrade_svoboda_heavy_outfit_4
[up_secona_svoboda_heavy_outfit]
scheme_index = 0, 1
known = 1
effects = up_gr_seconcd_svoboda_heavy_outfit
section = up_sect_secona_svoboda_heavy_outfit
property = prop_radio, prop_chem, prop_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 =
name = st_up_kom_a7_name
description = st_up_kom_a7_descr
icon = ui_inGame2_upgrade_svoboda_heavy_outfit_5
[up_seconc_svoboda_heavy_outfit]
scheme_index = 1, 1
known = 1
effects = up_gr_seconef_svoboda_heavy_outfit
section = up_sect_seconc_svoboda_heavy_outfit
property = prop_radio
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 =
name = st_up_kom_b6_name
description = st_up_kom_b6_descr
icon = ui_inGame2_upgrade_svoboda_heavy_outfit_6
[up_second_svoboda_heavy_outfit]
scheme_index = 1, 2
known = 1
effects = up_gr_seconef_svoboda_heavy_outfit
section = up_sect_second_svoboda_heavy_outfit
property = prop_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 =
name = st_up_uti_b6_name
description = st_up_uti_b6_descr
icon = ui_inGame2_upgrade_svoboda_heavy_outfit_8
[up_secone_svoboda_heavy_outfit]
scheme_index = 2, 2
known = 1
effects =
section = up_sect_secone_svoboda_heavy_outfit
property = prop_thermo
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 =
name = st_up_kom_c4_name
description = st_up_kom_c4_descr
icon = ui_inGame2_upgrade_svoboda_heavy_outfit_7
[up_seconf_svoboda_heavy_outfit]
scheme_index = 2, 3
known = 1
effects =
section = up_sect_seconf_svoboda_heavy_outfit
property = prop_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 =
name = st_up_kom_c5_name
description = st_up_kom_c5_descr
icon = ui_inGame2_upgrade_svoboda_heavy_outfit_9
[up_thirda_svoboda_heavy_outfit]
scheme_index = 0, 2
known = 1
effects = up_gr_thirdcd_svoboda_heavy_outfit
section = up_sect_thirda_svoboda_heavy_outfit
property = prop_power
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 =
name = st_up_uti_b7_name
description = st_up_uti_b7_descr
icon = ui_inGame2_upgrade_svoboda_heavy_outfit_10
[up_thirdc_svoboda_heavy_outfit]
scheme_index = 1, 3
known = 1
effects = up_gr_thirdef_svoboda_heavy_outfit
section = up_sect_thirdc_svoboda_heavy_outfit
property = prop_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 =
name = st_up_uti_b5_name
description = st_up_uti_b5_descr
icon = ui_inGame2_upgrade_svoboda_heavy_outfit_11
[up_thirdd_svoboda_heavy_outfit]
scheme_index = 1, 4
known = 1
effects = up_gr_thirdef_svoboda_heavy_outfit
section = up_sect_thirdd_svoboda_heavy_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 =
name = st_up_uti_b1_name
description = st_up_uti_b1_descr
icon = ui_inGame2_upgrade_svoboda_heavy_outfit_12
[up_thirde_svoboda_heavy_outfit]
scheme_index = 2, 4
known = 1
effects =
section = up_sect_thirde_svoboda_heavy_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 =
name = st_up_uti_c1_name
description = st_up_uti_c1_descr
icon = ui_inGame2_upgrade_svoboda_heavy_outfit_13
[up_gr_firstab_svoboda_heavy_outfit]
elements = up_firsta_svoboda_heavy_outfit
[up_gr_firstcd_svoboda_heavy_outfit]
elements = up_firstc_svoboda_heavy_outfit
[up_gr_firstef_svoboda_heavy_outfit]
elements = up_firste_svoboda_heavy_outfit, up_firstf_svoboda_heavy_outfit
[up_gr_seconab_svoboda_heavy_outfit]
elements = up_secona_svoboda_heavy_outfit
[up_gr_seconcd_svoboda_heavy_outfit]
elements = up_seconc_svoboda_heavy_outfit, up_second_svoboda_heavy_outfit
[up_gr_seconef_svoboda_heavy_outfit]
elements = up_secone_svoboda_heavy_outfit, up_seconf_svoboda_heavy_outfit
[up_gr_thirdab_svoboda_heavy_outfit]
elements = up_thirda_svoboda_heavy_outfit
[up_gr_thirdcd_svoboda_heavy_outfit]
elements = up_thirdc_svoboda_heavy_outfit, up_thirdd_svoboda_heavy_outfit
[up_gr_thirdef_svoboda_heavy_outfit]
elements = up_thirde_svoboda_heavy_outfit

View file

@ -0,0 +1,375 @@
[up_sect_firsta_svoboda_light_outfit]
cost = 400
value = +10
fire_wound_protection = 0.05
bones_koeff_protection_add = actor_armor_light_add_1
[up_sect_firstc_svoboda_light_outfit]
cost = 800
value = -20
strike_protection = 0.05 ;0.25
explosion_protection = 0.05 ;0.25
wound_protection = 0.05 ;0.25
hit_fraction_actor = -0.15 ;0.55
[up_sect_firste_svoboda_light_outfit]
cost = 1200
value = +30
fire_wound_protection = 0.1
bones_koeff_protection_add = actor_armor_light_add_3
[up_sect_firstf_svoboda_light_outfit]
cost = 1200
value = +25
immunities_sect_add = sect_svoboda_light_outfit_immunities_add
[up_sect_secona_svoboda_light_outfit]
cost = 400
value = -3
inv_weight = -3
power_loss = -0.05
[up_sect_seconc_svoboda_light_outfit]
cost = 800
value = +20
burn_protection = 0.0100 ;0.0725
[up_sect_second_svoboda_light_outfit]
cost = 800
value = +20
chemical_burn_protection = 0.0015 ;0.0325
shock_protection = 0.100 ;0.250
[up_sect_secone_svoboda_light_outfit]
cost = 1200
value = +30
chemical_burn_protection = 0.0025 ;0.0325
[up_sect_seconf_svoboda_light_outfit]
cost = 1200
value = +30
radiation_protection = 0.0010 ;0.0035
[up_sect_thirda_svoboda_light_outfit]
cost = 400
value = +10
radiation_protection = 0.0005 ;0.0035
chemical_burn_protection = 0.0010 ;0.0325
[up_sect_thirdc_svoboda_light_outfit]
cost = 800
value = +10
additional_inventory_weight = 10 ; +max_walk_weight
additional_inventory_weight2 = 10
power_loss = -0.1
[up_sect_thirdd_svoboda_light_outfit]
cost = 1500
value = +1
artefact_count = 1
[up_sect_thirde_svoboda_light_outfit]
cost = 2500
value = +2
artefact_count = 2
[up_firsta_svoboda_light_outfit]
scheme_index = 0, 0
known = 1
effects = up_gr_firstcd_svoboda_light_outfit
section = up_sect_firsta_svoboda_light_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 =
name = st_up_arm_a7_name
description = st_up_arm_a7_descr
icon = ui_inGame2_upgrade_svoboda_light_outfit_1
[up_firstc_svoboda_light_outfit]
scheme_index = 1, 0
known = 1
effects = up_gr_firstef_svoboda_light_outfit
section = up_sect_firstc_svoboda_light_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 =
name = st_up_arm_b9_name
description = st_up_arm_b9_descr
icon = ui_inGame2_upgrade_svoboda_light_outfit_2
[up_firste_svoboda_light_outfit]
scheme_index = 2, 0
known = 1
effects =
section = up_sect_firste_svoboda_light_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 =
name = st_up_arm_c2_name
description = st_up_arm_c2_descr
icon = ui_inGame2_upgrade_svoboda_light_outfit_3
[up_firstf_svoboda_light_outfit]
scheme_index = 2, 1
known = 1
effects =
section = up_sect_firstf_svoboda_light_outfit
property = prop_durability
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 =
name = st_up_arm_c3_name
description = st_up_arm_c3_descr
icon = ui_inGame2_upgrade_svoboda_light_outfit_4
[up_secona_svoboda_light_outfit]
scheme_index = 0, 1
known = 1
effects = up_gr_seconcd_svoboda_light_outfit
section = up_sect_secona_svoboda_light_outfit
property = prop_weightoutfit
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 =
name = st_up_kom_a3_name
description = st_up_kom_a3_descr
icon = ui_inGame2_upgrade_svoboda_light_outfit_5
[up_seconc_svoboda_light_outfit]
scheme_index = 1, 1
known = 1
effects = up_gr_seconef_svoboda_light_outfit
section = up_sect_seconc_svoboda_light_outfit
property = prop_thermo
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 =
name = st_up_kom_b3_name
description = st_up_kom_b3_descr
icon = ui_inGame2_upgrade_svoboda_light_outfit_6
[up_second_svoboda_light_outfit]
scheme_index = 1, 2
known = 1
effects = up_gr_seconef_svoboda_light_outfit
section = up_sect_second_svoboda_light_outfit
property = prop_electro, prop_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 =
name = st_up_kom_b4_name
description = st_up_kom_b4_descr
icon = ui_inGame2_upgrade_svoboda_light_outfit_8
[up_secone_svoboda_light_outfit]
scheme_index = 2, 2
known = 1
effects =
section = up_sect_secone_svoboda_light_outfit
property = prop_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 =
name = st_up_kom_c1_name
description = st_up_kom_c1_descr
icon = ui_inGame2_upgrade_svoboda_light_outfit_7
[up_seconf_svoboda_light_outfit]
scheme_index = 2, 3
known = 1
effects =
section = up_sect_seconf_svoboda_light_outfit
property = prop_radio
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 =
name = st_up_kom_c2_name
description = st_up_kom_c2_descr
icon = ui_inGame2_upgrade_svoboda_light_outfit_9
[up_thirda_svoboda_light_outfit]
scheme_index = 0, 2
known = 1
effects = up_gr_thirdcd_svoboda_light_outfit
section = up_sect_thirda_svoboda_light_outfit
property = prop_radio, prop_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 =
name = st_up_uti_a5_name
description = st_up_uti_a5_descr
icon = ui_inGame2_upgrade_svoboda_light_outfit_10
[up_thirdc_svoboda_light_outfit]
scheme_index = 1, 3
known = 1
effects = up_gr_thirdef_svoboda_light_outfit
section = up_sect_thirdc_svoboda_light_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 =
name = st_up_uti_b2_name
description = st_up_uti_b2_descr
icon = ui_inGame2_upgrade_svoboda_light_outfit_11
[up_thirdd_svoboda_light_outfit]
scheme_index = 1, 4
known = 1
effects = up_gr_thirdef_svoboda_light_outfit
section = up_sect_thirdd_svoboda_light_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 =
name = st_up_uti_b1_name
description = st_up_uti_b1_descr
icon = ui_inGame2_upgrade_svoboda_light_outfit_12
[up_thirde_svoboda_light_outfit]
scheme_index = 2, 4
known = 1
effects =
section = up_sect_thirde_svoboda_light_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 =
name = st_up_uti_c1_name
description = st_up_uti_c1_descr
icon = ui_inGame2_upgrade_svoboda_light_outfit_13
[up_gr_firstab_svoboda_light_outfit]
elements = up_firsta_svoboda_light_outfit
[up_gr_firstcd_svoboda_light_outfit]
elements = up_firstc_svoboda_light_outfit
[up_gr_firstef_svoboda_light_outfit]
elements = up_firste_svoboda_light_outfit, up_firstf_svoboda_light_outfit
[up_gr_seconab_svoboda_light_outfit]
elements = up_secona_svoboda_light_outfit
[up_gr_seconcd_svoboda_light_outfit]
elements = up_seconc_svoboda_light_outfit, up_second_svoboda_light_outfit
[up_gr_seconef_svoboda_light_outfit]
elements = up_secone_svoboda_light_outfit, up_seconf_svoboda_light_outfit
[up_gr_thirdab_svoboda_light_outfit]
elements = up_thirda_svoboda_light_outfit
[up_gr_thirdcd_svoboda_light_outfit]
elements = up_thirdc_svoboda_light_outfit, up_thirdd_svoboda_light_outfit
[up_gr_thirdef_svoboda_light_outfit]
elements = up_thirde_svoboda_light_outfit

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@ -0,0 +1,23 @@
#include "ph_box_items_by_communities.ltx"
#include "ph_box_items_by_levels.ltx"
#include "ph_box_items_count.ltx"
[ammo_sections]
ammo_9x18_fmj
ammo_9x18_pmm
ammo_9x19_pbp
ammo_9x19_fmj
ammo_11.43x23_hydro
ammo_11.43x23_fmj
ammo_12x70_buck
ammo_12x76_zhekan
ammo_5.45x39_ap
ammo_5.45x39_fmj
ammo_9x39_ap
ammo_9x39_pab9
ammo_5.56x45_ss190
ammo_5.56x45_ap
ammo_7.62x54_7h1
ammo_gauss
ammo_pkm_100

View file

@ -0,0 +1,330 @@
; Communities ÿùèêîâ:
; def_box - èç íå¸ íè÷åãî íå âûïàäàåò.
; small_box_generic - ëþáûå ïàòðîíû è ñòàíäàðòíûå ìåäèêàìåíòû
; small_box_ussr - îòå÷åñòâåííûå ïàòðîíû è ñòàíäàðòíûå ìåäèêàìåíòû. Ðåêîìåíäóþ ñòàâèòü ó Äîëãà.
; small_box_nato - ÍÀÒÎâñêèå ïàòðîíû è ñòàíäàðòíûå ìåäèêàìåíòû. Ðåêîìåíäóþ ñòàâèòü ó íà¸ìíèêîâ, Ñâîáîäû.
; small_box_army - òî æå, ÷òî è small_box_ussr, íî àïòå÷êè - òîëüêî àðìåéñêèå. Ðåêîìåíäóþ ñòàâèòü ó âîåííûõ.
; small_box_science - òî æå, ÷òî è small_box_ussr, íî àïòå÷êè - òîëüêî íàó÷íûå. Ðåêîìåíäóþ ñòàâèòü ó ó÷¸íûõ.
; big_box_generic - àðòåôàêòû, ãðàíàòû îáû÷íûå è ïîäñòâîëüíûå, áðîíÿ.
; big_box_dungeons - òî æå, ÷òî è big_box_generic, ïëþñ îðóæèå è áîëüøèé øàíñ íà õîðîøèé àðòåôàêò.
; Ðåêîìåíäóþ ñòàâèòü òàì, ãäå ëþäåé íåò (çàáðîøåííûå ëèáî òðóäíîäîñòóïíûå ìåñòà).
; big_box_arsenal - ãðàíàòû îáû÷íûå è ïîäñòâîëüíûå, áðîíÿ, áîëüøèé øàíñ ïîëó÷èòü îðóæèå.
; Ðåêîìåíäóþ ñòàâèòü â ìåñòàõ ñêîïëåíèÿ Ìîíîëèòîâöåâ (ïîñëåäíèå óðîâíè).
[def_box]
;Àðòåôàêòû
af_medusa = 0
af_cristall_flower = 0
af_night_star = 0
af_vyvert = 0
af_gravi = 0
af_gold_fish = 0
af_blood = 0
af_mincer_meat = 0
af_soul = 0
af_electra_sparkler = 0
af_electra_flash = 0
af_electra_moonlight = 0
af_rusty_thorn = 0
af_rusty_kristall = 0
af_rusty_sea-urchin = 0
af_ameba_slime = 0
af_ameba_slug = 0
af_ameba_mica = 0
af_drops = 0
af_fireball = 0
af_cristall = 0
af_dummy_glassbeads = 0
af_dummy_pellicle = 0
af_dummy_battery = 0
af_dummy_dummy = 0
af_dummy_spring = 0
af_fuzz_kolobok = 0
;Àììóíèöèÿ
ammo_9x18_fmj = 0
ammo_9x18_pmm = 0
ammo_9x19_pbp = 0
ammo_9x19_fmj = 0
ammo_11.43x23_hydro = 0
ammo_11.43x23_fmj = 0
ammo_12x70_buck = 0
ammo_12x76_zhekan = 0
ammo_5.45x39_ap = 0
ammo_5.45x39_fmj = 0
ammo_9x39_ap = 0
ammo_9x39_pab9 = 0
ammo_5.56x45_ss190 = 0
ammo_5.56x45_ap = 0
ammo_7.62x54_7h1 = 0
ammo_og-7b = 0
ammo_vog-25 = 0
grenade_f1 = 0
grenade_rgd5 = 0
ammo_m209 = 0
ammo_gauss = 0
;Îðóæèå
wpn_fort = 0
wpn_walther = 0
wpn_sig220 = 0
wpn_colt1911 = 0
wpn_usp = 0
wpn_desert_eagle = 0
wpn_bm16 = 0
wpn_wincheaster1300 = 0
wpn_spas12 = 0
wpn_ak74u = 0
wpn_mp5 = 0
wpn_ak74 = 0
wpn_abakan = 0
wpn_l85 = 0
wpn_lr300 = 0
wpn_sig550 = 0
wpn_groza = 0
wpn_val = 0
wpn_vintorez = 0
wpn_svu = 0
wpn_svd = 0
wpn_g36 = 0
wpn_fn2000 = 0
;Áðîíèêè
novice_outfit = 0
specops_outfit = 0
stalker_outfit = 0
svoboda_light_outfit = 0
svoboda_heavy_outfit = 0
dolg_outfit = 0
;Øëåìû
helm_respirator = 0
helm_hardhat = 0
helm_protective = 0
helm_tactic = 0
helm_battle = 0
;Ìåäèêàìåíòû
bandage = 0
medkit = 0
medkit_army = 0
medkit_scientic = 0
antirad = 0
;Áóñòåðû
drug_booster = 0
drug_coagulant = 0
drug_psy_blockade = 0
drug_antidot = 0
drug_radioprotector = 0
drug_anabiotic = 0
;Åäà
bread = 0
kolbasa = 0
conserva = 0
vodka = 0
energy_drink = 0
[med_box_low]:def_box
;Ìåäèêàìåíòû
bandage = 1
medkit = 1
medkit_army = 0
medkit_scientic = 0
antirad = 0
[med_box_advanced]:def_box
;Ìåäèêàìåíòû
bandage = 1
medkit = 0
medkit_army = 1
medkit_scientic = 0
antirad = 1
[med_box_high]:def_box
;Ìåäèêàìåíòû
bandage = 1
medkit = 0
medkit_army = 0
medkit_scientic = 1
antirad = 1
[small_box_generic]:def_box ;Ó áàíäèòîâ, íåéòðàëîâ, Ìîíîëèòà
;Àììóíèöèÿ
ammo_9x18_fmj = 0.3
ammo_9x19_fmj = 0.3
ammo_12x70_buck = 0.3
ammo_12x76_zhekan = 0.2
ammo_9x18_pmm = 0.05
ammo_9x19_pbp = 0.05
ammo_11.43x23_hydro = 0.05
ammo_11.43x23_fmj = 0.1
ammo_5.45x39_ap = 0.1
ammo_5.45x39_fmj = 0.15
ammo_9x39_ap = 0.05
ammo_9x39_pab9 = 0.05
ammo_5.56x45_ss190 = 0.15
ammo_5.56x45_ap = 0.05
ammo_7.62x54_7h1 = 0.05
;Ìåäèêàìåíòû
bandage = 0.2
medkit = 0.1
antirad = 0.05
[small_box_ussr]:small_box_generic ;Ó Äîëãà
;Àììóíèöèÿ
ammo_9x19_pbp = 0
ammo_9x19_fmj = 0
ammo_12x70_buck = 0
ammo_12x76_zhekan = 0
ammo_11.43x23_hydro = 0
ammo_11.43x23_fmj = 0
ammo_12x76_zhekan = 0
ammo_5.56x45_ss190 = 0
ammo_5.56x45_ap = 0
;Ìåäèêàìåíòû
bandage = 0.1
medkit = 0.05
antirad = 0.05
medkit_army = 0.05
[small_box_nato]:small_box_generic ;Ó íà¸ìíèêîâ, Ñâîáîäû
;Àììóíèöèÿ
ammo_9x18_fmj = 0
ammo_9x18_pmm = 0
ammo_12x70_buck = 0
ammo_12x76_zhekan = 0
ammo_5.45x39_ap = 0
ammo_5.45x39_fmj = 0
ammo_9x39_ap = 0
ammo_9x39_pab9 = 0
ammo_7.62x54_7h1 = 0
[small_box_army]:small_box_ussr ;Ó âîåííûõ
medkit = 0
medkit_army = 0.05
[small_box_science]:small_box_ussr ;Ó ó÷¸íûõ
medkit = 0
medkit_scientic = 0.8
bandage = 0.25
antirad = 0.25
[big_box_generic]:def_box ;Òàì, ãäå ïðèñóòñòâóþò ëþäè
;Àììóíèöèÿ
ammo_vog-25 = 0.1
grenade_f1 = 0.1
grenade_rgd5 = 0.1
ammo_m209 = 0.1
[big_box_dungeons]:big_box_generic ; Òàì, ãäå ëþäåé íåò
;Àðòåôàêòû
af_medusa = 0.03
af_cristall_flower = 0.018
af_night_star = 0.012
af_vyvert = 0.03
af_gravi = 0.018
af_gold_fish = 0.012
af_blood = 0.03
af_mincer_meat = 0.018
af_soul = 0.012
af_electra_sparkler = 0.03
af_electra_flash = 0.018
af_electra_moonlight = 0.012
af_rusty_thorn = 0.03
af_rusty_kristall = 0.018
af_rusty_sea-urchin = 0.012
af_ameba_slime = 0.03
af_ameba_slug = 0.018
af_ameba_mica = 0.012
af_drops = 0.03
af_fireball = 0.018
af_cristall = 0.012
;Îðóæèå
wpn_fort = 0.003
wpn_walther = 0.003
wpn_sig220 = 0.003
wpn_colt1911 = 0.003
wpn_usp = 0.003
wpn_desert_eagle = 0.003
wpn_bm16 = 0.003
wpn_wincheaster1300 = 0.003
wpn_spas12 = 0.003
wpn_ak74u = 0.003
wpn_mp5 = 0.003
wpn_ak74 = 0.003
wpn_abakan = 0.003
wpn_l85 = 0.003
wpn_lr300 = 0.003
wpn_sig550 = 0.003
wpn_groza = 0.003
wpn_val = 0.003
wpn_vintorez = 0.003
wpn_svu = 0.003
wpn_svd = 0.003
wpn_g36 = 0.003
wpn_fn2000 = 0.003
[big_box_arsenal]:big_box_dungeons ; Ó Ìîíîëèòîâöåâ
;Àðòåôàêòû
af_medusa = 0
af_cristall_flower = 0
af_night_star = 0
af_vyvert = 0
af_gravi = 0
af_gold_fish = 0
af_blood = 0
af_mincer_meat = 0
af_soul = 0
af_electra_sparkler = 0
af_electra_flash = 0
af_electra_moonlight = 0
af_rusty_thorn = 0
af_rusty_kristall = 0
af_rusty_sea-urchin = 0
af_ameba_slime = 0
af_ameba_slug = 0
af_ameba_mica = 0
af_drops = 0
af_fireball = 0
af_cristall = 0
;Îðóæèå
wpn_fort = 0.01
wpn_walther = 0.01
wpn_sig220 = 0.01
wpn_colt1911 = 0.01
wpn_usp = 0.01
wpn_desert_eagle = 0.01
wpn_bm16 = 0.01
wpn_wincheaster1300 = 0.01
wpn_spas12 = 0.01
wpn_ak74u = 0.01
wpn_mp5 = 0.01
wpn_ak74 = 0.01
wpn_abakan = 0.01
wpn_l85 = 0.01
wpn_lr300 = 0.01
wpn_sig550 = 0.01
wpn_groza = 0.01
wpn_val = 0.01
wpn_vintorez = 0.01
wpn_svu = 0.01
wpn_svd = 0.01
wpn_g36 = 0.01
wpn_fn2000 = 0.01

View file

@ -0,0 +1,508 @@
[default]
;Àðòåôàêòû
af_medusa = 0
af_cristall_flower = 0
af_night_star = 0
af_vyvert = 0
af_gravi = 0
af_gold_fish = 0
af_blood = 0
af_mincer_meat = 0
af_soul = 0
af_electra_sparkler = 0
af_electra_flash = 0
af_electra_moonlight = 0
af_rusty_thorn = 0
af_rusty_kristall = 0
af_rusty_sea-urchin = 0
af_ameba_slime = 0
af_ameba_slug = 0
af_ameba_mica = 0
af_drops = 0
af_fireball = 0
af_cristall = 0
af_dummy_glassbeads = 0
af_dummy_pellicle = 0
af_dummy_battery = 0
af_dummy_dummy = 0
af_dummy_spring = 0
af_fuzz_kolobok = 0
;Àììóíèöèÿ
ammo_9x18_fmj = 0
ammo_9x18_pmm = 0
ammo_9x19_pbp = 0
ammo_9x19_fmj = 0
ammo_11.43x23_hydro = 0
ammo_11.43x23_fmj = 0
ammo_12x70_buck = 0
ammo_12x76_zhekan = 0
ammo_5.45x39_ap = 0
ammo_5.45x39_fmj = 0
ammo_9x39_ap = 0
ammo_9x39_pab9 = 0
ammo_5.56x45_ss190 = 0
ammo_5.56x45_ap = 0
ammo_7.62x54_7h1 = 0
ammo_og-7b = 0
ammo_vog-25 = 0
grenade_f1 = 0
grenade_rgd5 = 0
ammo_m209 = 0
ammo_gauss = 0
;Îðóæèå
wpn_fort = 0
wpn_walther = 0
wpn_sig220 = 0
wpn_colt1911 = 0
wpn_usp = 0
wpn_desert_eagle = 0
wpn_bm16 = 0
wpn_wincheaster1300 = 0
wpn_spas12 = 0
wpn_ak74u = 0
wpn_mp5 = 0
wpn_ak74 = 0
wpn_abakan = 0
wpn_l85 = 0
wpn_lr300 = 0
wpn_sig550 = 0
wpn_groza = 0
wpn_val = 0
wpn_vintorez = 0
wpn_svu = 0
wpn_svd = 0
wpn_g36 = 0
wpn_fn2000 = 0
;Áðîíèêè
novice_outfit = 0
specops_outfit = 0
stalker_outfit = 0
svoboda_light_outfit = 0
svoboda_heavy_outfit = 0
dolg_outfit = 0
;Øëåìû
helm_respirator = 0
helm_hardhat = 0
helm_protective = 0
helm_tactic = 0
helm_battle = 0
;Ìåäèêàìåíòû
bandage = 0
medkit = 0
medkit_army = 0
medkit_scientic = 0
antirad = 0
;Áóñòåðû
drug_booster = 0
drug_coagulant = 0
drug_psy_blockade = 0
drug_antidot = 0
drug_radioprotector = 0
drug_anabiotic = 0
;Åäà
bread = 1
kolbasa = 1
conserva = 1
vodka = 1
energy_drink = 1
[marsh]:default
;Àðòåôàêòû
;Àììóíèöèÿ
ammo_9x18_fmj = 1
ammo_9x19_fmj = 1
ammo_12x70_buck = 1
ammo_12x76_zhekan = 1
;Ìåäèêàìåíòû
bandage = 1
medkit = 1
[escape]:default
;Àðòåôàêòû
;Àììóíèöèÿ
ammo_9x18_fmj = 1
ammo_9x19_fmj = 1
ammo_12x70_buck = 1
ammo_5.45x39_fmj = 1
;Ìåäèêàìåíòû
bandage = 1
medkit = 1
[garbage]:default
;Àðòåôàêòû
;Àììóíèöèÿ
ammo_9x18_fmj = 1
ammo_9x19_fmj = 1
ammo_11.43x23_fmj = 1
ammo_12x70_buck = 1
ammo_12x76_zhekan = 1
ammo_5.45x39_fmj = 1
ammo_5.56x45_ss190 = 1
;Ìåäèêàìåíòû
bandage = 1
medkit = 1
[darkvalley]:default
;Àðòåôàêòû
;Àììóíèöèÿ
ammo_9x18_fmj = 1
ammo_9x19_fmj = 1
ammo_11.43x23_fmj = 1
ammo_12x70_buck = 1
ammo_12x76_zhekan = 1
ammo_5.45x39_fmj = 1
ammo_5.56x45_ss190 = 1
ammo_7.62x54_7h1 = 1
;Ìåäèêàìåíòû
bandage = 1
medkit = 1
antirad = 1
[agroprom]:default
;Àðòåôàêòû
;Àììóíèöèÿ
ammo_9x18_fmj = 1
ammo_9x19_fmj = 1
ammo_11.43x23_fmj = 1
ammo_12x70_buck = 1
ammo_12x76_zhekan = 1
ammo_5.45x39_fmj = 1
ammo_5.56x45_ss190 = 1
ammo_9x39_pab9 = 1
ammo_9x39_ap = 1
ammo_7.62x54_7h1 = 1
;Ìåäèêàìåíòû
bandage = 1
medkit = 1
medkit_army = 1
antirad = 1
[agroprom_underground]:default
;Àðòåôàêòû
;Àììóíèöèÿ
ammo_9x18_fmj = 1
ammo_9x19_fmj = 1
ammo_11.43x23_fmj = 1
ammo_12x70_buck = 1
ammo_12x76_zhekan = 1
ammo_5.45x39_fmj = 1
ammo_5.56x45_ss190 = 1
ammo_9x39_pab9 = 1
ammo_9x39_ap = 1
ammo_7.62x54_7h1 = 1
;Ìåäèêàìåíòû
bandage = 1
medkit = 1
medkit_army = 1
antirad = 1
[yantar]:default
;Àðòåôàêòû
;Àììóíèöèÿ
ammo_9x18_fmj = 1
ammo_9x19_fmj = 1
ammo_11.43x23_fmj = 1
ammo_12x70_buck = 1
ammo_12x76_zhekan = 1
ammo_5.45x39_fmj = 1
ammo_5.56x45_ss190 = 1
ammo_9x39_pab9 = 1
ammo_9x39_ap = 1
ammo_7.62x54_7h1 = 1
;Ìåäèêàìåíòû
bandage = 1
medkit = 1
medkit_army = 1
medkit_scientic = 1
antirad = 1
[red_forest]:default
;Àðòåôàêòû
;Àììóíèöèÿ
ammo_9x18_fmj = 1
ammo_9x19_fmj = 1
ammo_11.43x23_fmj = 1
ammo_12x70_buck = 1
ammo_12x76_zhekan = 1
ammo_5.45x39_fmj = 1
ammo_5.56x45_ss190 = 1
ammo_9x39_pab9 = 1
ammo_9x39_ap = 1
ammo_7.62x54_7h1 = 1
ammo_pkm_100 = 1
;Ìåäèêàìåíòû
bandage = 1
medkit = 1
medkit_army = 1
medkit_scientic = 1
antirad = 1
[limansk]:red_forest
[hospital]:red_forest
ammo_9x18_fmj = 1
ammo_9x19_fmj = 1
ammo_11.43x23_fmj = 1
ammo_12x70_buck = 0
ammo_12x76_zhekan = 0
ammo_5.45x39_ap = 1
ammo_5.56x45_ap = 1
ammo_9x39_ap = 1
ammo_7.62x54_7h1 = 1
ammo_pkm_100 = 1
[stancia_2]:red_forest
[l01_escape]:default
;Àðòåôàêòû
af_medusa = 1
af_vyvert = 1
af_blood = 1
;Àììóíèöèÿ
ammo_9x18_fmj = 1
ammo_9x19_fmj = 1
ammo_12x70_buck = 1
ammo_5.45x39_fmj = 1
;Îðóæèå
wpn_fort = 1
wpn_ak74 = 1
;Áðîíèêè
novice_outfit = 1
;Ìåäèêàìåíòû
bandage = 1
medkit = 1
[l02_garbage]:l01_escape
;Àðòåôàêòû
af_electra_sparkler = 1
;Àììóíèöèÿ
grenade_rgd5 = 1
;Áðîíèêè
stalker_outfit = 1
;Ìåäèêàìåíòû
medkit_army = 1
;Îðóæèå
wpn_ak74u = 1
[l03_agroprom]:l02_garbage
;Àðòåôàêòû
af_rusty_thorn = 1
;Îðóæèå
wpn_ak74 = 0
wpn_abakan = 1
;Áðîíèêè
stalker_outfit = 0
[l03u_agr_underground]:l03_agroprom
;Àðòåôàêòû
af_ameba_slime = 1
af_drops = 1
;Îðóæèå
wpn_ak74u = 0
[l04_darkvalley]:l03u_agr_underground
;Àðòåôàêòû
af_cristall_flower = 1
af_gravi = 1
af_mincer_meat = 1
af_electra_flash = 1
;Àììóíèöèÿ
ammo_9x18_pmm = 1
;Îðóæèå
wpn_abakan = 0
wpn_colt1911 = 1
wpn_l85 = 1
wpn_sig220 = 1
;Áðîíèêè
novice_outfit = 0
stalker_outfit = 1
specops_outfit = 1
;Ìåäèêàìåíòû
antirad = 1
[l04u_labx18]:l04_darkvalley
;Îðóæèå
wpn_lr300 = 1
[l05_bar]:l04u_labx18
;Àðòåôàêòû
af_night_star = 1
af_gold_fish = 1
af_soul = 1
af_electra_moonlight = 1
af_rusty_kristall = 1
af_rusty_sea-urchin = 1
af_ameba_slug = 1
af_ameba_mica = 1
af_fireball = 1
af_cristall = 1
;Àììóíèöèÿ
ammo_9x19_pbp = 1
ammo_11.43x23_hydro = 1
ammo_11.43x23_fmj = 1
ammo_9x39_pab9 = 1
ammo_12x76_zhekan = 1
ammo_5.56x45_ss190 = 1
grenade_f1 = 1
[l06_Rostok]:l05_bar
;Àììóíèöèÿ
ammo_7.62x54_7h14 = 1
ammo_vog-25 = 1
ammo_9x18_fmj = 0
ammo_9x18_pmm = 0
ammo_9x19_pbp = 0
ammo_9x19_fmj = 0
;Îðóæèå
wpn_fort = 0
wpn_lr300 = 0
wpn_l85 = 0
;Áðîíèêè
stalker_outfit = 0
specops_outfit = 0
svoboda_light_outfit = 1
dolg_outfit = 1
;Ìåäèêàìåíòû
medkit_scientic = 1
[l07_military]:l06_Rostok
;Àììóíèöèÿ
ammo_5.56x45_ap = 1
ammo_5.45x39_ap = 1
;Îðóæèå
wpn_colt1911 = 0
wpn_usp = 1
wpn_sig550 = 1
wpn_svu = 1
wpn_groza = 1
;Áðîíèêè
monolit_outfit = 1
[l08_yantar]:l07_military
;Àììóíèöèÿ
ammo_m209 = 1
ammo_12x70_buck = 0
[l08u_brainlab]:l08_yantar
[l10_radar]:l08u_brainlab
;Àììóíèöèÿ
ammo_7.62x54_7h1 = 1
ammo_9x39_ap = 1
;Îðóæèå
wpn_sig220 = 0
wpn_sig550 = 0
wpn_spas12 = 1
wpn_val = 1
wpn_svd = 1
;Áðîíèêè
stalker_outfit = 0
svoboda_light_outfit = 0
dolg_outfit = 0
svoboda_heavy_outfit = 1
[l10u_bunker]:l10_radar
;Îðóæèå
wpn_svu = 0
wpn_groza = 0
wpn_vintorez = 1
[l11_pripyat]:l10u_bunker
;Àììóíèöèÿ
ammo_5.45x39_ap = 0
ammo_5.45x39_fmj = 0
ammo_9x39_pab9 = 0
;Îðóæèå
wpn_svd = 0
wpn_spas12 = 0
wpn_val = 0
wpn_wincheaster1300 = 1
wpn_g36 = 1
wpn_fn2000 = 1
wpn_desert_eagle = 1
[l12_stancia]:l11_pripyat
;Àììóíèöèÿ
ammo_gauss = 1
;Îðóæèå
wpn_gauss = 1
[l12u_sarcofag]:l12_stancia
[l12u_control_monolith]:l12u_sarcofag
[l12_stancia_2]:l12u_control_monolith
[stohe_selo]:l12_stancia
[plecha_selo]:l02_garbage
[l06_rostok_demo]:l06_Rostok
[tgm_bug_test_2]:stancia_2

View file

@ -0,0 +1,211 @@
[item_count_0]
;Àðòåôàêòû
af_medusa = 1
af_cristall_flower = 1
af_night_star = 1
af_vyvert = 1
af_gravi = 1
af_gold_fish = 1
af_blood = 1
af_mincer_meat = 1
af_soul = 1
af_electra_sparkler = 1
af_electra_flash = 1
af_electra_moonlight = 1
af_rusty_thorn = 1
af_rusty_kristall = 1
af_rusty_sea-urchin = 1
af_ameba_slime = 1
af_ameba_slug = 1
af_ameba_mica = 1
af_drops = 1
af_fireball = 1
af_cristall = 1
af_dummy_glassbeads = 1
af_dummy_pellicle = 1
af_dummy_battery = 1
af_dummy_dummy = 1
af_dummy_spring = 1
af_fuzz_kolobok = 1
;Àììóíèöèÿ
ammo_9x18_fmj = 30, 60
ammo_9x18_pmm = 30, 60
ammo_9x19_pbp = 30, 60
ammo_9x19_fmj = 30, 60
ammo_11.43x23_hydro = 30, 60
ammo_11.43x23_fmj = 30, 60
ammo_12x70_buck = 18, 24
ammo_12x76_zhekan = 18, 24
ammo_5.45x39_ap = 30, 60
ammo_5.45x39_fmj = 30, 60
ammo_9x39_ap = 30, 60
ammo_9x39_pab9 = 30, 60
ammo_5.56x45_ss190 = 30, 60
ammo_5.56x45_ap = 30, 60
ammo_7.62x54_7h1 = 15, 21
ammo_og-7b = 1
ammo_vog-25 = 2
grenade_f1 = 2
grenade_rgd5 = 2
ammo_m209 = 2
ammo_gauss = 15, 21
ammo_pkm_100 = 100, 200
;Îðóæèå
wpn_fort = 1
wpn_walther = 1
wpn_sig220 = 1
wpn_colt1911 = 1
wpn_usp = 1
wpn_desert_eagle = 1
wpn_bm16 = 1
wpn_wincheaster1300 = 1
wpn_spas12 = 1
wpn_ak74u = 1
wpn_mp5 = 1
wpn_ak74 = 1
wpn_abakan = 1
wpn_l85 = 1
wpn_lr300 = 1
wpn_sig550 = 1
wpn_groza = 1
wpn_val = 1
wpn_vintorez = 1
wpn_svu = 1
wpn_svd = 1
wpn_g36 = 1
wpn_fn2000 = 1
;Áðîíèêè
novice_outfit = 1
specops_outfit = 1
stalker_outfit = 1
svoboda_light_outfit = 1
svoboda_heavy_outfit = 1
dolg_outfit = 1
;Øëåìû
helm_respirator = 1
helm_hardhat = 1
helm_protective = 1
helm_tactic = 1
helm_battle = 1
;Ìåäèêàìåíòû
bandage = 2
medkit = 2
antirad = 1
medkit_army = 2
medkit_scientic = 2
;Áóñòåðû
drug_booster = 1
drug_coagulant = 1
drug_psy_blockade = 1
drug_antidot = 1
drug_radioprotector = 1
drug_anabiotic = 1
;Åäà
bread = 1
kolbasa = 1
conserva = 1
vodka = 1
energy_drink = 1
[item_count_1]:item_count_0
;Àììóíèöèÿ
ammo_9x18_fmj = 24, 48
ammo_9x18_pmm = 24, 48
ammo_9x19_pbp = 24, 48
ammo_9x19_fmj = 24, 48
ammo_11.43x23_hydro = 24, 48
ammo_11.43x23_fmj = 24, 48
ammo_12x70_buck = 15, 21
ammo_12x76_zhekan = 15, 21
ammo_5.45x39_ap = 24, 48
ammo_5.45x39_fmj = 24, 48
ammo_9x39_ap = 24, 48
ammo_9x39_pab9 = 24, 48
ammo_5.56x45_ss190 = 24, 48
ammo_5.56x45_ap = 24, 48
ammo_7.62x54_7h1 = 12, 18
ammo_og-7b = 1
ammo_vog-25 = 2
grenade_f1 = 2
grenade_rgd5 = 2
ammo_m209 = 2
ammo_gauss = 12, 18
;Ìåäèêàìåíòû
bandage = 2
medkit = 1
antirad = 1
medkit_army = 1
medkit_scientic = 1
[item_count_2]:item_count_0
;Àììóíèöèÿ
ammo_9x18_fmj = 18, 36
ammo_9x18_pmm = 18, 36
ammo_9x19_pbp = 18, 36
ammo_9x19_fmj = 18, 36
ammo_11.43x23_hydro = 18, 36
ammo_11.43x23_fmj = 18, 36
ammo_12x70_buck = 12, 18
ammo_12x76_zhekan = 12, 18
ammo_5.45x39_ap = 18, 36
ammo_5.45x39_fmj = 18, 36
ammo_9x39_ap = 18, 36
ammo_9x39_pab9 = 18, 36
ammo_5.56x45_ss190 = 18, 36
ammo_5.56x45_ap = 18, 36
ammo_7.62x54_7h1 = 9, 15
ammo_og-7b = 1
ammo_vog-25 = 1
grenade_f1 = 2
grenade_rgd5 = 2
ammo_m209 = 1
ammo_gauss = 9, 15
;Ìåäèêàìåíòû
bandage = 2
medkit = 1
antirad = 1
medkit_army = 1
medkit_scientic = 1
[item_count_3]:item_count_0
;Àììóíèöèÿ
ammo_9x18_fmj = 15, 30
ammo_9x18_pmm = 15, 30
ammo_9x19_pbp = 15, 30
ammo_9x19_fmj = 15, 30
ammo_11.43x23_hydro = 15, 30
ammo_11.43x23_fmj = 15, 30
ammo_12x70_buck = 9, 15
ammo_12x76_zhekan = 9, 15
ammo_5.45x39_ap = 15, 30
ammo_5.45x39_fmj = 15, 30
ammo_9x39_ap = 15, 30
ammo_9x39_pab9 = 15, 30
ammo_5.56x45_ss190 = 15, 30
ammo_5.56x45_ap = 15, 30
ammo_7.62x54_7h1 = 6, 12
ammo_og-7b = 1
ammo_vog-25 = 1
grenade_f1 = 1
grenade_rgd5 = 1
ammo_m209 = 1
ammo_gauss = 6, 12
;Ìåäèêàìåíòû
bandage = 1
medkit = 1
antirad = 1
medkit_army = 1
medkit_scientic = 1

View file

@ -0,0 +1,301 @@
[postprocess_base]
pp_eff_name = radiation.ppe
duality_h = .015
duality_v = .015
blur = 1
gray = .0
noise = .01
noise_scale = 1
noise_color = 255,255,255,70
[postprocess_anomaly]
pp_eff_name = radiation.ppe
duality_h = 0
duality_v = 0
blur = 1
gray = .7 ;.9
noise = .2 ;.5
noise_scale = 1
noise_color = 155,155,155,70
;-------------------------------------------------------------------------------
; New zone postprocess
;-------------------------------------------------------------------------------
[postprocess_steam_mine]
pp_eff_cyclic = 1
pp_eff_overlap = true
pp_eff_name = steam_mine.ppe
radius_min = 0.7
radius_max = 1.0
[postprocess_acidic]
pp_eff_cyclic = 1
pp_eff_overlap = true
pp_eff_name = acidic.ppe
radius_min = 0.3
radius_max = 1.0
[postprocess_acidic_mine]
pp_eff_cyclic = 1
pp_eff_overlap = true
pp_eff_name = acidic_mine.ppe
radius_min = 0.7
radius_max = 1.0
[postprocess_thermal]
pp_eff_cyclic = 1
pp_eff_overlap = true
pp_eff_name = thermal.ppe
radius_min = 0.3
radius_max = 1.0
[postprocess_thermal_mine]
pp_eff_cyclic = 1
pp_eff_overlap = true
pp_eff_name = thermal_mine.ppe
radius_min = 0.7
radius_max = 1.0
[postprocess_rad]
pp_eff_cyclic = 1
pp_eff_overlap = true
pp_eff_name = radiation.ppe
radius_min = 0.3
radius_max = 1.0
[postprocess_psi]
pp_eff_cyclic = 1
pp_eff_overlap = true
pp_eff_name = psi.ppe
radius_min = 0.3
radius_max = 1.0
[psy_antenna]
pp_eff_name = psi.ppe
pp_eff_cyclic = 1
pp_eff_overlap = true
radius_min = 0.3
radius_max = 1.0
[postprocess_death]
pp_eff_name = death.ppe
radius_min = 0.5
radius_max = 1.1
[postprocess_flame]
pp_eff_name = flame.ppe
radius_min = 0.5
radius_max = 0.8
[postprocess_fuzz]
pp_eff_name = fuzz.ppe
radius_min = 0.5
radius_max = 0.8
[postprocess_gravi]
pp_eff_name = gravi.ppe
radius_min = 0.8
radius_max = 1.4
[postprocess_gravi_mine]
pp_eff_name = gravi_mine.ppe
radius_min = 0.7
radius_max = 1.0
[postprocess_electra]
pp_eff_name = electra.ppe
radius_min = 0.5
radius_max = 0.9
[postprocess_electra_mine]
pp_eff_name = electra_mine.ppe
radius_min = 0.3
radius_max = 1.0
[mosquito_bald]
pp_eff_name = mosquito_bald.ppe
radius_min = 0.2
radius_max = 2.7
[postprocess_gas]
pp_eff_name = alcohol.ppe
radius_min = 0.3
radius_max = 1.0
;-------------------------------------------------------------------------------
[effector_alcohol]
pp_eff_name = alcohol.ppe
pp_eff_cyclic = 1
pp_eff_overlap = true
cam_eff_name = camera_effects\drunk.anm
cam_eff_cyclic = 1
[alcohol]
pp_eff_name = alcohol.ppe
pp_eff_overlap = true
pp_eff_cyclic = 0
cam_eff_name = camera_effects\drunk.anm
cam_eff_cyclic = 0
[effector_explode_hit]
cam_eff_cyclic = 0
cam_eff_name = camera_effects\shell_shock.anm
cam_eff_hud_affect = true
[effector_fire_hit]
pp_eff_name = fire_hit.ppe
pp_eff_cyclic = 0
pp_eff_overlap = true
cam_eff_cyclic = 0
[effector_fire_hit_0]:effector_fire_hit
cam_eff_name = camera_effects\hit_front.anm
[effector_fire_hit_1]:effector_fire_hit
cam_eff_name = camera_effects\hit_right.anm
[effector_fire_hit_2]:effector_fire_hit
cam_eff_name = camera_effects\hit_back.anm
[effector_fire_hit_3]:effector_fire_hit
cam_eff_name = camera_effects\hit_left.anm
[effector_fire_hit_4]:effector_fire_hit
cam_eff_name = camera_effects\hit_front_left.anm
[effector_fire_hit_5]:effector_fire_hit
cam_eff_name = camera_effects\hit_back_left.anm
[effector_fire_hit_6]:effector_fire_hit
cam_eff_name = camera_effects\hit_front_right.anm
[effector_fire_hit_7]:effector_fire_hit
cam_eff_name = camera_effects\hit_back_right.anm
[snd_shock_effector]
;pp_eff_name = duality_circle.ppe
pp_eff_name = snd_shock.ppe
pp_eff_overlap = true
pp_eff_cyclic = 1
[effector_controller_aura]
pp_eff_name = controller_hit.ppe
pp_eff_overlap = true
pp_eff_cyclic = 0
[effector_blink_black]
pp_eff_name = blink_black.ppe
pp_eff_cyclic = 0
pp_eff_overlap = true
[effector_controller_aura2]:effector_alcohol
pp_eff_cyclic = 0
cam_eff_cyclic = 0
[effector_monster_hit]
;pp_eff_name = fire_hit.ppe ; no postprocess
;pp_eff_cyclic = 0
cam_eff_cyclic = 0
[effector_monster_hit_0]:effector_monster_hit
cam_eff_name = camera_effects\hit_front.anm
[effector_monster_hit_1]:effector_monster_hit
cam_eff_name = camera_effects\hit_right.anm
[effector_monster_hit_2]:effector_monster_hit
cam_eff_name = camera_effects\hit_back.anm
[effector_monster_hit_3]:effector_monster_hit
cam_eff_name = camera_effects\hit_left.anm
[effector_monster_hit_4]:effector_monster_hit
cam_eff_name = camera_effects\hit_front_left.anm
[effector_monster_hit_5]:effector_monster_hit
cam_eff_name = camera_effects\hit_back_left.anm
[effector_monster_hit_6]:effector_monster_hit
cam_eff_name = camera_effects\hit_front_right.anm
[effector_monster_hit_7]:effector_monster_hit
cam_eff_name = camera_effects\hit_back_right.anm
;-------------------------------------------------------------------------------
; Nightvision postprocess
;-------------------------------------------------------------------------------
[effector_nightvision_1]
pp_eff_name = nightvision_1.ppe
pp_eff_overlap = false
pp_eff_cyclic = 1
[effector_nightvision_2]
pp_eff_name = nightvision_2.ppe
pp_eff_cyclic = 1
pp_eff_overlap = false
[effector_nightvision_3]
pp_eff_name = nightvision_3.ppe
pp_eff_cyclic = 1
pp_eff_overlap = false
;-------------------------------------------------------------------------------
; Äåòåêò íàñ ïîëòåðãåéñòàìè
;-------------------------------------------------------------------------------
[poltergeist_detection_effector]
pp_eff_name = poltergeist_scan.ppe
pp_eff_cyclic = 1
pp_eff_overlap = true
;-------------------------------------------------------------------------------
[_actor_death_effector]
pp_eff_name = actor_death.ppe
pp_eff_cyclic = 0
pp_eff_overlap = true
cam_eff_name = camera_effects\drunk.anm
cam_eff_cyclic = 1
snd = characters_voice\human_01\dolg\help\wounded_heavy\help_8
[brighten]
pp_eff_name = brighten.ppe
pp_eff_cyclic = 1
pp_eff_overlap = true
;-------------------------------------------------------------------------------
; Fade
;-------------------------------------------------------------------------------
[fade_in]
pp_eff_name = fade_in.ppe
pp_eff_cyclic = 0
pp_eff_overlap = false
[fade_in_out]
pp_eff_name = fade_in_out.ppe
pp_eff_cyclic = 0
pp_eff_overlap = false
[black]
pp_eff_name = black.ppe
pp_eff_cyclic = 1
pp_eff_overlap = false
[blink]
pp_eff_name = blink.ppe
pp_eff_cyclic = 0
pp_eff_overlap = false
[fade_to_black_9_sec]
pp_eff_name = fade_to_black_9_sec.ppe
pp_eff_cyclic = 0
pp_eff_overlap = false

View file

@ -0,0 +1,981 @@
;*************************************************************************
;** Jupiter
;*************************************************************************
[jup_a9_conservation_info]:device_pda
$spawn = "quest_items\jup_a9_conservation_info"
visual = dynamics\equipments\quest\notes_writing_book_2.ogf
inv_weight = 0.05
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 16
inv_grid_y = 20
description = jup_a9_conservation_info_desc
inv_name = jup_a9_conservation_info
inv_name_short = jup_a9_conservation_info
can_trade = false
cost = 0
quest_item = true
story_id = jup_a9_conservation_info
[jup_a9_power_info]:device_pda
$spawn = "quest_items\jup_a9_power_info"
visual = dynamics\equipments\quest\notes_writing_book_1.ogf
inv_weight = 0.05
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 1
inv_grid_y = 22
description = jup_a9_power_info_desc
inv_name = jup_a9_power_info
inv_name_short = jup_a9_power_info
can_trade = false
cost = 0
quest_item = true
story_id = jup_a9_power_info
[jup_a9_way_info]:device_pda
$spawn = "quest_items\jup_a9_way_info"
visual = dynamics\equipments\quest\notes_document_case_2.ogf
inv_weight = 0.05
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 16
inv_grid_y = 21
description = jup_a9_way_info_desc
inv_name = jup_a9_way_info
inv_name_short = jup_a9_way_info
can_trade = false
cost = 0
quest_item = true
story_id = jup_a9_way_info
[jup_a9_evacuation_info]:device_pda
$spawn = "quest_items\jup_a9_evacuation_info"
visual = dynamics\equipments\quest\notes_document_case_1.ogf
inv_weight = 0.05
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 6
inv_grid_y = 19
description = jup_a9_evacuation_info_desc
inv_name = jup_a9_evacuation_info
inv_name_short = jup_a9_evacuation_info
can_trade = false
cost = 0
quest_item = true
story_id = jup_a9_evacuation_info
[jup_a9_meeting_info]:device_pda
$spawn = "quest_items\jup_a9_meeting_info"
visual = dynamics\equipments\quest\notes_paper_1.ogf
inv_weight = 0.05
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 3
inv_grid_y = 22
description = jup_a9_meeting_info_desc
inv_name = jup_a9_meeting_info
inv_name_short = jup_a9_meeting_info
can_trade = false
cost = 0
quest_item = true
story_id = jup_a9_meeting_info
[jup_a9_losses_info]:device_pda
$spawn = "quest_items\jup_a9_losses_info"
visual = dynamics\equipments\quest\notes_document_case_3.ogf
inv_weight = 0.05
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 18
inv_grid_y = 20
description = jup_a9_losses_info_desc
inv_name = jup_a9_losses_info
inv_name_short = jup_a9_losses_info
can_trade = false
cost = 0
quest_item = true
story_id = jup_a9_losses_info
[jup_a9_delivery_info]:device_pda
$spawn = "quest_items\jup_a9_delivery_info"
visual = dynamics\equipments\quest\notes_letter_2.ogf
inv_weight = 0.05
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 5
inv_grid_y = 22
description = jup_a9_delivery_info_desc
inv_name = jup_a9_delivery_info
inv_name_short = jup_a9_delivery_info
can_trade = false
cost = 0
quest_item = true
story_id = jup_a9_delivery_info
[jup_b10_ufo_memory]:device_pda
$spawn = "quest_items\jup_b10_ufo_memory"
visual = dynamics\equipments\quest\memory_module.ogf
inv_weight = 1.5
inv_name = st_jup_b10_ufo_memory_name
inv_name_short = st_jup_b10_ufo_memory_name_short
description = st_jup_b10_ufo_memory_desc
can_trade = false
cost = 0
quest_item = true
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 12
inv_grid_y = 21
[jup_b10_ufo_memory_2]:jup_b10_ufo_memory
$spawn = "quest_items\jup_b10_ufo_memory_2"
inv_name = st_jup_b10_ufo_memory_2_name
inv_name_short = st_jup_b10_ufo_memory_2_name_short
description = st_jup_b10_ufo_memory_2_desc
quest_item = false
[jup_b10_notes_01]:device_pda
$spawn = "quest_items\jup_b10_notes_01"
visual = dynamics\equipments\quest\notes_letter_1.ogf
inv_weight = 0.05
inv_name = st_jup_b10_notes_01_name
inv_name_short = st_jup_b10_notes_01_name_short
description = st_jup_b10_notes_01_desc
can_trade = false
cost = 0
quest_item = true
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 7
inv_grid_y = 22
[jup_b10_notes_02]:device_pda
$spawn = "quest_items\jup_b10_notes_02"
visual = dynamics\equipments\quest\notes_paper_2.ogf
inv_weight = 0.05
inv_name = st_jup_b10_notes_02_name
inv_name_short = st_jup_b10_notes_02_name_short
description = st_jup_b10_notes_02_desc
can_trade = false
cost = 0
quest_item = true
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 9
inv_grid_y = 22
[jup_b10_notes_03]:device_pda
$spawn = "quest_items\jup_b10_notes_03"
visual = dynamics\equipments\quest\notes_letter_1.ogf
inv_weight = 0.05
inv_name = st_jup_b10_notes_03_name
inv_name_short = st_jup_b10_notes_03_name_short
description = st_jup_b10_notes_03_desc
can_trade = false
cost = 0
quest_item = true
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 7
inv_grid_y = 22
[jup_b205_sokolov_note]:device_pda
$spawn = "quest_items\jup_b205_sokolov_note"
visual = dynamics\equipments\quest\notes_letter_3.ogf
inv_weight = 0.05
inv_name = st_jup_b205_sokolov_note_name
inv_name_short = st_jup_b205_sokolov_note_name_short
description = st_jup_b205_sokolov_note_desc
can_trade = false
cost = 0
quest_item = true
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 12
inv_grid_y = 22
[jup_b206_plant]:device_pda
$spawn = "quest_items\jup_b206_plant"
$prefetch = 16
visual = dynamics\equipments\quest\anomaly_plant.ogf
inv_weight = 0.5
startup_animation = idle
inv_name = st_jup_b206_plant_name
inv_name_short = st_jup_b206_plant_name
description = st_jup_b206_plant_desc
inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 0
inv_grid_y = 22
cost = 0
can_trade = false
quest_item = true
custom_data = models\objects\ignore_static.ltx
[jup_b209_monster_scanner]:device_pda
$spawn = "quest_items\jup_b209_monster_scanner"
description = jup_b209_monster_scanner_descr
inv_name = jup_b209_monster_scanner
visual = dynamics\equipments\quest\scanner_anomaly.ogf
inv_weight = 2
story_id = jup_b209_monster_scanner
can_trade = false
quest_item = true
inv_grid_width = 1
inv_grid_height = 2
inv_grid_x = 10
inv_grid_y = 23
custom_data = models\objects\ignore_static.ltx
[jup_b200_tech_materials_wire]:device_pda
$spawn = "quest_items\jup_b200_tech_materials_wire"
description = jup_b200_tech_materials_wire_descr
visual = dynamics\equipments\quest\materials_wire.ogf
inv_weight = 0.5
inv_name = jup_b200_tech_materials_wire
can_trade = false
quest_item = true
inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 14
inv_grid_y = 19
[jup_b200_tech_materials_acetone]:device_pda
$spawn = "quest_items\jup_b200_tech_materials_acetone"
description = jup_b200_tech_materials_acetone_descr
visual = dynamics\equipments\quest\box_kanifol.ogf
inv_name = jup_b200_tech_materials_acetone
can_trade = false
quest_item = true
inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 2
inv_grid_y = 18
[jup_b200_tech_materials_textolite]:device_pda
$spawn = "quest_items\jup_b200_tech_materials_textolite"
description = jup_b200_tech_materials_textolite_descr
visual = dynamics\equipments\quest\materials_textolite.ogf
inv_name = jup_b200_tech_materials_textolite
can_trade = false
quest_item = true
inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 2
inv_grid_y = 19
[jup_b200_tech_materials_transistor]:device_pda
$spawn = "quest_items\jup_b200_tech_materials_transistor"
description = jup_b200_tech_materials_transistor_descr
visual = dynamics\equipments\quest\box_transistors.ogf
inv_name = jup_b200_tech_materials_transistor
can_trade = false
quest_item = true
inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 10
inv_grid_y = 21
[jup_b200_tech_materials_capacitor]:device_pda
$spawn = "quest_items\jup_b200_tech_materials_capacitor"
description = jup_b200_tech_materials_capacitor_descr
visual = dynamics\equipments\quest\box_condensers.ogf
inv_name = jup_b200_tech_materials_capacitor
can_trade = false
quest_item = true
inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 11
inv_grid_y = 21
[jup_b9_blackbox]:device_pda
$spawn = "quest_items\jup_b9_blackbox"
description = jup_b9_blackbox_descr
visual = dynamics\equipments\quest\box_black.ogf
inv_weight = 3
inv_name = jup_b9_blackbox
quest_item = true
can_trade = false
inv_grid_width = 2
inv_grid_height = 2
inv_grid_x = 14
inv_grid_y = 20
[jup_b32_scanner_device]:device_pda
$spawn = "quest_items\jup_b32_scanner_device"
visual = dynamics\equipments\quest\scanner_artefact.ogf
inv_weight = 2
inv_name = st_jup_b32_scanner_device_name
inv_name_short = st_jup_b32_scanner_device_name
description = st_jup_b32_scanner_device_desc
inv_grid_width = 1
inv_grid_height = 2
inv_grid_x = 9
inv_grid_y = 23
cost = 0
can_trade = false
quest_item = true
custom_data = models\objects\ignore_static.ltx
[jup_b46_duty_founder_pda]:device_pda
$spawn = "quest_items\jup_b46_duty_founder_pda"
visual = dynamics\devices\dev_pda\dev_pda.ogf
description = st_jup_b46_duty_founder_pda_desc
inv_name = st_jup_b46_duty_founder_pda_name
inv_name_short = st_jup_b46_duty_founder_pda_name
can_trade = false
cost = 20
quest_item = true
story_id = jup_b46_duty_founder_pda
[jup_b207_merc_pda_with_contract]:device_pda
$spawn = "quest_items\jup_b207_merc_pda_with_contract"
visual = dynamics\devices\dev_pda\dev_pda.ogf
description = st_jup_b207_merc_pda_with_contract_desc
inv_name = st_jup_b207_merc_pda_with_contract_name
inv_name_short = st_jup_b207_merc_pda_with_contract_name
can_trade = false
cost = 0
quest_item = true
[jup_b47_jupiter_products_info]:device_pda
$spawn = "quest_items\jup_b47_jupiter_products_info"
visual = dynamics\equipments\quest\notes_document_case_1.ogf
inv_weight = 0.05
$prefetch = 16
description = jup_b47_jupiter_products_info_descr
inv_name = jup_b47_jupiter_products_info
inv_name_short = jup_b47_jupiter_products_info
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 6
inv_grid_y = 19
can_trade = false
cost = 0
quest_item = true
story_id = jup_b47_jupiter_products_info
[jup_b47_merc_pda]:device_pda
$spawn = "quest_items\jup_b47_merc_pda"
visual = dynamics\devices\dev_pda\dev_pda.ogf
description = jup_b47_merc_pda_desc
inv_name = jup_b47_merc_pda
inv_name_short = jup_b47_merc_pda
can_trade = false
cost = 0
quest_item = true
story_id = jup_b47_merc_pda
;*************************************************************************
;** Zaton
;*************************************************************************
[toolkit_2]:device_pda
$spawn = "quest_items\toolkit_2"
;story_id = toolkit_2
visual = dynamics\equipments\quest\box_toolkit_2.ogf
inv_name = st_toolkit_2_name
inv_name_short = st_toolkit_2_name
description = st_toolkit_2_desc
inv_weight = 2
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 16
inv_grid_y = 15
can_trade = false
quest_item = true
[toolkit_1]:device_pda
$spawn = "quest_items\toolkit_1"
;story_id = toolkit_1
visual = dynamics\equipments\quest\box_toolkit_1.ogf
inv_name = st_toolkit_1_name
inv_name_short = st_toolkit_1_name
description = st_toolkit_1_desc
inv_weight = 2.5
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 16
inv_grid_y = 14
can_trade = false
quest_item = true
[zat_b33_safe_container]:device_pda
$spawn = "quest_items\zat_b33_safe_container"
story_id = zat_b33_safe_container
visual = dynamics\equipments\quest\safe_container.ogf
inv_name = zat_b33_safe_container_name
inv_name_short = zat_b33_safe_container_name_short
description = zat_b33_safe_container_desc
inv_weight = 12.0
inv_grid_width = 2
inv_grid_height = 2
inv_grid_x = 6
inv_grid_y = 23
can_trade = false
quest_item = false
;cost = 100
[zat_b57_gas]:device_pda
$spawn = "quest_items\zat_b57_gas"
$prefetch = 16
visual = dynamics\equipments\quest\balloon_poison_gas.ogf
story_id = zat_b57_gas
inv_name = st_zat_b57_gas_name
inv_name_short = st_zat_b57_gas_name
description = st_zat_b57_gas_desc
inv_weight = 10
inv_grid_width = 1
inv_grid_height = 2
inv_grid_x = 8
inv_grid_y = 23
cost = 0
can_trade = false
quest_item = false
custom_data = models\objects\ignore_static.ltx
[zat_b12_key_1]:dev_flash_1
$spawn = "quest_items\zat_b12_key_1"
visual = dynamics\equipments\quest\key.ogf
description = st_zat_b12_key_1_descr
inv_name = st_zat_b12_key_1
inv_name_short = st_zat_b12_key_1
can_trade = false
quest_item = true
cost = 0
inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 4
inv_grid_y = 15
[zat_b12_key_2]:dev_flash_2
$spawn = "quest_items\zat_b12_key_2"
visual = dynamics\equipments\quest\key.ogf
description = st_zat_b12_key_2_descr
inv_name = st_zat_b12_key_2
inv_name_short = st_zat_b12_key_2
can_trade = false
quest_item = true
cost = 0
inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 4
inv_grid_y = 15
[zat_b12_documents_1]:device_pda
$spawn = "quest_items\zat_b12_documents_1"
visual = dynamics\equipments\quest\notes_document_case_3.ogf
inv_weight = 0.05
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 18
inv_grid_y = 20
$prefetch = 16
description = st_zat_b12_documents_1_descr
inv_name = st_zat_b12_documents_1
inv_name_short = st_zat_b12_documents_1
can_trade = false
quest_item = true
cost = 0
[zat_b12_documents_2]:device_pda
$spawn = "quest_items\zat_b12_documents_2"
visual = dynamics\equipments\quest\notes_document_case_3.ogf
inv_weight = 0.05
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 18
inv_grid_y = 20
$prefetch = 16
description = st_zat_b12_documents_2_descr
inv_name = st_zat_b12_documents_2
inv_name_short = st_zat_b12_documents_2
can_trade = false
quest_item = true
cost = 0
[device_pda_port_bandit_leader]:device_pda
$spawn = "quest_items\device_pda_port_bandit_leader"
description = st_device_pda_port_bandit_leader_descr
inv_name = st_device_pda_port_bandit_leader
inv_name_short = st_device_pda_port_bandit_leader
can_trade = false
quest_item = true
cost = 0
[device_flash_snag]:device_pda
$spawn = "quest_items\device_flash_snag"
description = st_device_flash_snag_descr
inv_name = st_device_flash_snag
inv_name_short = st_device_flash_snag
can_trade = false
quest_item = true
cost = 100
[jup_b202_bandit_pda]:device_pda
$spawn = "quest_items\jup_b202_bandit_pda"
description = st_jup_b202_bandit_pda_descr
inv_name = st_jup_b202_bandit_pda
inv_name_short = st_jup_b202_bandit_pda
can_trade = false
quest_item = true
cost = 100
[zat_b40_notebook]:device_pda
$spawn = "quest_items\zat_b40_notebook"
visual = dynamics\equipments\quest\notebook.ogf
inv_weight = 3.5
description = st_zat_b40_notebook_desc
inv_name = st_zat_b40_notebook_name
inv_name_short = st_zat_b40_notebook_name
can_trade = false
cost = 100
quest_item = true
story_id = zat_b40_notebook
inv_grid_width = 2
inv_grid_height = 2
inv_grid_x = 7
inv_grid_y = 13
[zat_b40_pda_1]:device_pda
$spawn = "quest_items\zat_b40_pda_1"
visual = dynamics\devices\dev_pda\dev_pda.ogf
description = st_zat_b40_pda_1_desc
inv_name = st_zat_b40_pda_1_name
inv_name_short = st_zat_b40_pda_1_name
can_trade = false
cost = 20
quest_item = true
story_id = zat_b40_pda_1
[zat_b40_pda_2]:device_pda
$spawn = "quest_items\zat_b40_pda_2"
visual = dynamics\devices\dev_pda\dev_pda.ogf
description = st_zat_b40_pda_2_desc
inv_name = st_zat_b40_pda_2_name
inv_name_short = st_zat_b40_pda_2_name
can_trade = false
cost = 20
quest_item = true
story_id = zat_b40_pda_2
[device_pda_zat_b5_dealer]:device_pda
$spawn = "quest_items\device_pda_zat_b5_dealer"
visual = dynamics\devices\dev_pda\dev_pda.ogf
description = st_device_pda_zat_b5_dealer_desc
inv_name = st_device_pda_zat_b5_dealer_name
inv_name_short = st_device_pda_zat_b5_dealer_name
can_trade = false
cost = 0
quest_item = true
story_id = device_pda_zat_b5_dealer_id
[zat_b20_noah_pda]:device_pda
$spawn = "quest_items\zat_b20_noah_pda"
visual = dynamics\devices\dev_pda\dev_pda.ogf
description = st_zat_b20_noah_pda_desc
inv_name = st_zat_b20_noah_pda_name
inv_name_short = st_zat_b20_noah_pda_name
can_trade = false
cost = 2000
quest_item = true
[zat_a23_access_card]:dev_flash_2
$spawn = "quest_items\zat_a23_access_card"
visual = dynamics\equipments\quest\access_card.ogf
description = st_zat_a23_access_card_descr
inv_name = st_zat_a23_access_card
inv_name_short = st_zat_a23_access_card
inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 18
inv_grid_y = 21
can_trade = false
quest_item = true
cost = 0
[zat_a23_gauss_rifle_docs]:device_pda
$spawn = "quest_items\zat_a23_gauss_rifle_docs"
visual = dynamics\equipments\quest\notes_document_case_2.ogf
inv_weight = 0.05
description = st_zat_a23_gauss_rifle_docs_descr
inv_name = st_zat_a23_gauss_rifle_docs
inv_name_short = st_zat_a23_gauss_rifle_docs
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 16
inv_grid_y = 21
can_trade = false
quest_item = true
cost = 0
story_id = zat_a23_gauss_rifle_docs
[zat_b44_barge_pda]:device_pda
$spawn = "quest_items\zat_b44_barge_pda"
visual = dynamics\devices\dev_pda\dev_pda.ogf
description = zat_b44_barge_pda_desc
inv_name = zat_b44_barge_pda_name
inv_name_short = zat_b44_barge_pda_name
can_trade = false
cost = 2000
quest_item = true
[zat_b39_joker_pda]:device_pda
$spawn = "quest_items\zat_b39_joker_pda"
description = zat_b39_joker_pda_description
inv_name = zat_b39_joker_pda_name
inv_name_short = zat_b39_joker_pda_name
can_trade = false
quest_item = true
[zat_b22_medic_pda]:device_pda
$spawn = "quest_items\zat_b22_medic_pda"
visual = dynamics\devices\dev_pda\dev_pda.ogf
description = zat_b22_medic_pda_desc
inv_name = zat_b22_medic_pda
inv_name_short = zat_b22_medic_pda
can_trade = false
cost = 20
quest_item = true
;*************************************************************************
;** Pripyat
;*************************************************************************
[pri_a15_wpn_svu]:identity_immunities
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\wpn_svu_a"
cform = skeleton
class = II_ATTCH
visual = dynamics\weapons\wpn_svu\wpn_svu.ogf
cost = 17500
inv_name = st_wpn_svu
inv_name_short = st_wpn_svu
description = st_wpn_svu_descr
inv_weight = 4.4
inv_grid_width = 5
inv_grid_height = 2
inv_grid_x = 0
inv_grid_y = 2
auto_attach = false
;Strap postion
attach_bone_name = bip01_spine2
;variation 1 - better
attach_position_offset = -0.245, -0.11, -0.265
attach_angle_offset = 1.326452, -0.15708, 1.919862
;variation 2 - from weapons ltx
;attach_position_offset = -0.25, -0.11, -0.26
;attach_angle_offset = 1.308999, -0.15708, 1.919862
[pri_a15_wpn_svu_unstrapped]
;Hands position
attach_angle_offset = -1.570796, 0.0, 0.0
attach_position_offset = 0, -0.084, 0.026
attach_bone_name = bip01_r_finger1
[pri_a15_wpn_wincheaster1300]:identity_immunities
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\wpn_wincheaster1300_a"
cform = skeleton
class = II_ATTCH
visual = dynamics\weapons\wpn_winchester1300\wpn_winchester1300.ogf
cost = 1250
inv_name = st_wpn_wincheaster1300
inv_name_short = st_wpn_wincheaster1300
description = st_wpn_wincheaster1300_descr
inv_weight = 3.0
inv_grid_width = 5
inv_grid_height = 1
inv_grid_x = 10
inv_grid_y = 5
auto_attach = false
;Strap position
attach_bone_name = bip01_spine2
attach_position_offset = -0.05, -0.10, -0.26
;variation 1 - both bad
attach_angle_offset = 1.343905, -0.122173, 1.919862
;variation 2 - from weapons ltx
;attach_angle_offset = 1.308999, -0.15708, 1.919862
[pri_a15_wpn_wincheaster1300_unstrapped]
;Hands position
attach_angle_offset = -1.570796, -0.069813, 0.0
attach_position_offset = 0.0, -0.097, 0.024
attach_bone_name = bip01_r_finger1
[pri_a15_wpn_ak74u]:identity_immunities
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\wpn_ak74u_a"
cform = skeleton
class = II_ATTCH
visual = dynamics\weapons\wpn_ak74u\wpn_ak74u.ogf
cost = 2100
inv_name = st_wpn_ak74u
inv_name_short = st_wpn_ak74u
description = st_wpn_ak74u_descr
inv_weight = 2.7
inv_grid_width = 4
inv_grid_height = 2
inv_grid_x = 0
inv_grid_y = 16
auto_attach = false
;Strap position
attach_bone_name = bip01_spine2
attach_position_offset = -0.20, -0.45, -0.18
;variation 1 - better
attach_angle_offset = 1.413716, -0.087266, 0.174533
;variation 2 - from weapons ltx
;attach_angle_offset = 1.396263, -0.087266, 0.174533
[pri_a15_wpn_ak74u_unstrapped]
;Hands position
attach_angle_offset = -1.570796, 0.0, 0.0
attach_position_offset = 0.0, -0.215, 0.026
attach_bone_name = bip01_r_finger1
[pri_a15_wpn_ak74]:identity_immunities
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\wpn_ak74_a"
cform = skeleton
class = II_ATTCH
visual = dynamics\weapons\wpn_ak74\wpn_ak74.ogf
cost = 4000
inv_name = st_wpn_ak74
inv_name_short = st_wpn_ak74
description = st_wpn_ak74_descr
inv_weight = 3.3
inv_grid_width = 5
inv_grid_height = 2
inv_grid_x = 5
inv_grid_y = 5
auto_attach = false
;Strap position
attach_bone_name = bip01_spine2
;variation 1 - better
attach_position_offset = -0.245, -0.105, -0.27
attach_angle_offset = 1.343905, -0.122173, 1.919862
;variation 2 - from weapons ltx
;attach_position_offset = -0.25, -0.11, -0.26
;attach_angle_offset = 1.308999, -0.15708, 1.919862
[pri_a15_wpn_ak74_unstrapped]
;Hands position
attach_angle_offset = -1.570796, 0.0, 0.0
attach_position_offset = 0.0, -0.175, 0.026
attach_bone_name = bip01_r_finger1
[pri_a15_documents]:identity_immunities
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "quest_items\pri_a15_documents"
class = II_ATTCH
cform = skeleton
visual = dynamics\equipments\quest\identity_card.ogf
description = st_vodka_descr
inv_name = st_vodka
inv_name_short = st_vodka
inv_weight = 0.05
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 12
inv_grid_y = 23
cost = 100
attach_angle_offset = -1.903, -1.493, 0.998
attach_position_offset = 0.09, 0.051, 0.03
attach_bone_name = bip01_l_hand
auto_attach = false
[toolkit_3]:device_pda
$spawn = "quest_items\toolkit_3"
;story_id = toolkit_3
visual = dynamics\equipments\quest\box_toolkit_3.ogf
inv_name = st_toolkit_3_name
inv_name_short = st_toolkit_3_name
description = st_toolkit_3_desc
inv_weight = 1.5
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 12
inv_grid_y = 24
can_trade = false
quest_item = true
[pri_b35_lab_x8_key]:dev_flash_2
$spawn = "quest_items\pri_b35_lab_x8_key"
visual = dynamics\equipments\quest\access_card.ogf
description = st_pri_b35_lab_x8_key_desc
inv_name = st_pri_b35_lab_x8_key_name
inv_name_short = st_pri_b35_lab_x8_key_name
can_trade = false
cost = 0
quest_item = true
inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 17
inv_grid_y = 22
[pri_b306_envoy_pda]:device_pda
$spawn = "quest_items\pri_b306_envoy_pda"
visual = dynamics\devices\dev_pda\dev_pda.ogf
description = st_pri_b306_envoy_pda_desc
inv_name = st_pri_b306_envoy_pda_name
inv_name_short = st_pri_b306_envoy_pda_name
can_trade = false
cost = 0
quest_item = true
[pri_b36_monolith_hiding_place_pda]:device_pda
$spawn = "quest_items\pri_b36_monolith_hiding_place_pda"
visual = dynamics\devices\dev_pda\dev_pda.ogf
description = st_pri_b36_monolith_hiding_place_pda_desc
inv_name = st_pri_b36_monolith_hiding_place_pda_name
inv_name_short = st_pri_b36_monolith_hiding_place_pda_name
can_trade = false
cost = 0
quest_item = true
;------------------- pri_a25, kovalski to actor on start task explosive give ------------------
[pri_a25_explosive_charge_item]:identity_immunities
quest_item = true
GroupControlSection = spawn_group
discovery_dependency=
$spawn = "dynamic_objects\scene_objects\pri_a25_explosive_gift"
$prefetch = 16
class = D_PDA
cform = skeleton
visual = dynamics\equipments\quest\explosive_charge.ogf
description = pri_a25_explosive_charge_descr
radius = 68; 50
slot = 7
default_to_ruck = false
sprint_allowed = true
control_inertion_factor = 1
script_binding = bind_physic_object.init
inv_name = pri_a25_explosive_name
inv_name_short = pri_a25_explosive_name
inv_weight = 3.5 ;0.2
inv_grid_width = 1
inv_grid_height = 2
inv_grid_x = 5
inv_grid_y = 23
cost = 20
attach_angle_offset = 3.080506,-1.493053,-1.202040 ;óñòàíàâëèâàåòñÿ â ðàäèàíàõ Angle*PI/180
attach_position_offset = 0.080000,0.021273,0.100000
attach_bone_name = bip01_r_hand
auto_attach = false
[pri_a19_american_experiment_info]:device_pda
$spawn = "quest_items\pri_a19_american_experiment_info"
inv_weight = 0.02
visual = dynamics\equipments\quest\notes_writing_book_1.ogf
$prefetch = 16
description = st_pri_a19_american_experiment_info_descr
inv_name = st_pri_a19_american_experiment_info_name
inv_name_short = st_pri_a19_american_experiment_info_name
can_trade = false
quest_item = true
cost = 0
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 1
inv_grid_y = 22
[pri_a19_lab_x16_info]:device_pda
$spawn = "quest_items\pri_a19_lab_x16_info"
visual = dynamics\equipments\quest\notes_document_case_3.ogf
inv_weight = 0.05
description = st_pri_a19_lab_x16_info_descr
inv_name = st_pri_a19_lab_x16_info_name
inv_name_short = st_pri_a19_lab_x16_info_name
can_trade = false
quest_item = true
cost = 0
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 18
inv_grid_y = 20
[pri_a19_lab_x10_info]:device_pda
$spawn = "quest_items\pri_a19_lab_x10_info"
visual = dynamics\equipments\quest\notes_document_case_2.ogf
inv_weight = 0.05
description = st_pri_a19_lab_x10_info_descr
inv_name = st_pri_a19_lab_x10_info_name
inv_name_short = st_pri_a19_lab_x10_info_name
can_trade = false
quest_item = true
cost = 0
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 16
inv_grid_y = 21
[pri_a19_lab_x7_info]:device_pda
$spawn = "quest_items\pri_a19_lab_x7_info"
visual = dynamics\equipments\quest\notes_document_case_3.ogf
inv_weight = 0.05
description = st_pri_a19_lab_x7_info_descr
inv_name = st_pri_a19_lab_x7_info_name
inv_name_short = st_pri_a19_lab_x7_info_name
can_trade = false
quest_item = true
cost = 0
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 18
inv_grid_y = 20
[pri_a19_lab_x18_info]:device_pda
$spawn = "quest_items\pri_a19_lab_x18_info"
visual = dynamics\equipments\quest\notes_document_case_1.ogf
inv_weight = 0.05
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 6
inv_grid_y = 19
inv_name = st_pri_a19_lab_x18_info_name
inv_name_short = st_pri_a19_lab_x18_info_name
description = st_pri_a19_lab_x18_info_descr
can_trade = false
quest_item = true
cost = 0
[zat_a23_labx8_key]:dev_flash_2
$spawn = "quest_items\zat_a23_labx8_key"
visual = dynamics\equipments\quest\access_card.ogf
description = st_zat_a23_labx8_key_descr
inv_name = st_zat_a23_labx8_key_name
inv_name_short = st_zat_a23_labx8_key_name
can_trade = false
cost = 0
quest_item = true
inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 16
inv_grid_y = 22
[lx8_service_instruction]:device_pda
$spawn = "quest_items\lx8_service_instruction"
visual = dynamics\equipments\quest\notes_writing_book_2.ogf
inv_weight = 0.05
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 16
inv_grid_y = 20
description = st_lx8_service_instruction_descr
inv_name = st_lx8_service_instruction_name
inv_name_short = st_lx8_service_instruction_name
can_trade = false
quest_item = true
cost = 0

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[all_zone_detector]
zone_class_1 = zone_mine_acidic_weak
zone_class_2 = zone_mine_acidic_average
zone_class_3 = zone_mine_acidic_strong
zone_class_4 = zone_mine_electric_weak
zone_class_5 = zone_mine_electric_average
zone_class_6 = zone_mine_electric_strong
zone_class_7 = zone_mine_gravitational_weak
zone_class_8 = zone_mine_gravitational_average
zone_class_9 = zone_mine_gravitational_strong
zone_class_10 = zone_mine_thermal_weak
zone_class_11 = zone_mine_thermal_average
zone_class_12 = zone_mine_thermal_strong
zone_class_13 = zone_mine_steam_weak
zone_class_14 = zone_mine_steam_average
zone_class_15 = zone_mine_steam_strong
zone_class_16 = zone_mine_acidic_big
zone_class_17 = zone_mine_chemical_weak
zone_class_18 = zone_mine_chemical_average
zone_class_19 = zone_mine_chemical_strong
zone_class_20 = zone_buzz_weak
zone_class_21 = zone_buzz_average
zone_class_22 = zone_buzz_strong
zone_class_23 = zone_mine_static_weak
zone_class_24 = zone_mine_static_average
zone_class_25 = zone_mine_static_strong
zone_class_26 = zone_witches_galantine_weak
zone_class_27 = zone_witches_galantine_average
zone_class_28 = zone_witches_galantine_strong
zone_class_29 = zone_mine_gravitational_big
zone_class_30 = zone_gravi_zone
zone_class_31 = zone_zharka_static_weak
zone_class_32 = zone_zharka_static_average
zone_class_33 = zone_zharka_static_strong
zone_class_34 = zone_field_radioactive
zone_class_35 = zone_field_radioactive_weak
zone_class_36 = zone_field_radioactive_average
zone_class_37 = zone_field_radioactive_strong
zone_class_38 = zone_radioactive
zone_class_39 = zone_radioactive_weak
zone_class_40 = zone_radioactive_average
zone_class_41 = zone_radioactive_strong
zone_class_42 = zone_field_acidic
zone_class_43 = zone_field_acidic_weak
zone_class_44 = zone_field_acidic_average
zone_class_45 = zone_field_acidic_strong
zone_class_46 = zone_field_psychic
zone_class_47 = zone_field_psychic_weak
zone_class_48 = zone_field_psychic_average
zone_class_49 = zone_field_psychic_strong
zone_class_50 = zone_field_thermal
zone_class_51 = zone_field_thermal_weak
zone_class_52 = zone_field_thermal_average
zone_class_53 = zone_field_thermal_strong
zone_freq_1 = 0.05, 2
zone_freq_2 = 0.05, 2
zone_freq_3 = 0.05, 2
zone_freq_4 = 0.05, 2
zone_freq_5 = 0.05, 2
zone_freq_6 = 0.05, 2
zone_freq_7 = 0.05, 2
zone_freq_8 = 0.05, 2
zone_freq_9 = 0.05, 2
zone_freq_10 = 0.05, 2
zone_freq_11 = 0.05, 2
zone_freq_12 = 0.05, 2
zone_freq_13 = 0.05, 2
zone_freq_14 = 0.05, 2
zone_freq_15 = 0.05, 2
zone_freq_16 = 0.05, 2
zone_freq_17 = 0.05, 2
zone_freq_18 = 0.05, 2
zone_freq_19 = 0.05, 2
zone_freq_20 = 0.05, 2
zone_freq_21 = 0.05, 2
zone_freq_22 = 0.05, 2
zone_freq_23 = 0.05, 2
zone_freq_24 = 0.05, 2
zone_freq_25 = 0.05, 2
zone_freq_26 = 0.05, 2
zone_freq_27 = 0.05, 2
zone_freq_28 = 0.05, 2
zone_freq_29 = 0.05, 2
zone_freq_30 = 0.05, 2
zone_freq_31 = 0.05, 2
zone_freq_32 = 0.05, 2
zone_freq_33 = 0.05, 2
zone_freq_34 = 0.01, 2
zone_freq_35 = 0.01, 2
zone_freq_36 = 0.01, 2
zone_freq_37 = 0.01, 2
zone_freq_38 = 0.01, 2
zone_freq_39 = 0.01, 2
zone_freq_40 = 0.01, 2
zone_freq_41 = 0.01, 2
zone_freq_42 = 0.01, 2
zone_freq_43 = 0.01, 2
zone_freq_44 = 0.01, 2
zone_freq_45 = 0.01, 2
zone_freq_46 = 0.01, 2
zone_freq_47 = 0.01, 2
zone_freq_48 = 0.01, 2
zone_freq_49 = 0.01, 2
zone_freq_50 = 0.01, 2
zone_freq_51 = 0.01, 2
zone_freq_52 = 0.01, 2
zone_freq_53 = 0.01, 2
zone_sound_1_ = detectors\DA-2_beep1
zone_sound_2_ = detectors\DA-2_beep1
zone_sound_3_ = detectors\DA-2_beep1
zone_sound_4_ = detectors\DA-2_beep1
zone_sound_5_ = detectors\DA-2_beep1
zone_sound_6_ = detectors\DA-2_beep1
zone_sound_7_ = detectors\DA-2_beep1
zone_sound_8_ = detectors\DA-2_beep1
zone_sound_9_ = detectors\DA-2_beep1
zone_sound_10_ = detectors\DA-2_beep1
zone_sound_11_ = detectors\DA-2_beep1
zone_sound_12_ = detectors\DA-2_beep1
zone_sound_13_ = detectors\DA-2_beep1
zone_sound_14_ = detectors\DA-2_beep1
zone_sound_15_ = detectors\DA-2_beep1
zone_sound_16_ = detectors\DA-2_beep1
zone_sound_17_ = detectors\DA-2_beep1
zone_sound_18_ = detectors\DA-2_beep1
zone_sound_19_ = detectors\DA-2_beep1
zone_sound_20_ = detectors\DA-2_beep1
zone_sound_21_ = detectors\DA-2_beep1
zone_sound_22_ = detectors\DA-2_beep1
zone_sound_23_ = detectors\DA-2_beep1
zone_sound_24_ = detectors\DA-2_beep1
zone_sound_25_ = detectors\DA-2_beep1
zone_sound_26_ = detectors\DA-2_beep1
zone_sound_27_ = detectors\DA-2_beep1
zone_sound_28_ = detectors\DA-2_beep1
zone_sound_29_ = detectors\DA-2_beep1
zone_sound_30_ = detectors\DA-2_beep1
zone_sound_31_ = detectors\DA-2_beep1
zone_sound_32_ = detectors\DA-2_beep1
zone_sound_33_ = detectors\DA-2_beep1
zone_sound_34_ = detectors\geiger_1
zone_sound_34_1 = detectors\geiger_2
zone_sound_34_2 = detectors\geiger_3
zone_sound_34_3 = detectors\geiger_4
zone_sound_34_4 = detectors\geiger_5
zone_sound_34_5 = detectors\geiger_6
zone_sound_34_6 = detectors\geiger_1
zone_sound_34_7 = detectors\geiger_1
zone_sound_34_8 = detectors\geiger_1
zone_sound_35_ = detectors\geiger_1
zone_sound_35_1 = detectors\geiger_2
zone_sound_35_2 = detectors\geiger_3
zone_sound_35_3 = detectors\geiger_4
zone_sound_35_4 = detectors\geiger_5
zone_sound_35_5 = detectors\geiger_6
zone_sound_35_6 = detectors\geiger_1
zone_sound_35_7 = detectors\geiger_1
zone_sound_35_8 = detectors\geiger_1
zone_sound_36_ = detectors\geiger_1
zone_sound_36_1 = detectors\geiger_2
zone_sound_36_2 = detectors\geiger_3
zone_sound_36_3 = detectors\geiger_4
zone_sound_36_4 = detectors\geiger_5
zone_sound_36_5 = detectors\geiger_6
zone_sound_36_6 = detectors\geiger_1
zone_sound_36_7 = detectors\geiger_1
zone_sound_36_8 = detectors\geiger_1
zone_sound_37_ = detectors\geiger_1
zone_sound_37_1 = detectors\geiger_2
zone_sound_37_2 = detectors\geiger_3
zone_sound_37_3 = detectors\geiger_4
zone_sound_37_4 = detectors\geiger_5
zone_sound_37_5 = detectors\geiger_6
zone_sound_37_6 = detectors\geiger_1
zone_sound_37_7 = detectors\geiger_1
zone_sound_37_8 = detectors\geiger_1
zone_sound_38_ = detectors\geiger_1
zone_sound_38_1 = detectors\geiger_2
zone_sound_38_2 = detectors\geiger_3
zone_sound_38_3 = detectors\geiger_4
zone_sound_38_4 = detectors\geiger_5
zone_sound_38_5 = detectors\geiger_6
zone_sound_38_6 = detectors\geiger_1
zone_sound_38_7 = detectors\geiger_1
zone_sound_38_8 = detectors\geiger_1
zone_sound_39_ = detectors\geiger_1
zone_sound_39_1 = detectors\geiger_2
zone_sound_39_2 = detectors\geiger_3
zone_sound_39_3 = detectors\geiger_4
zone_sound_39_4 = detectors\geiger_5
zone_sound_39_5 = detectors\geiger_6
zone_sound_39_6 = detectors\geiger_1
zone_sound_39_7 = detectors\geiger_1
zone_sound_39_8 = detectors\geiger_1
zone_sound_40_ = detectors\geiger_1
zone_sound_40_1 = detectors\geiger_2
zone_sound_40_2 = detectors\geiger_3
zone_sound_40_3 = detectors\geiger_4
zone_sound_40_4 = detectors\geiger_5
zone_sound_40_5 = detectors\geiger_6
zone_sound_40_6 = detectors\geiger_1
zone_sound_40_7 = detectors\geiger_1
zone_sound_40_8 = detectors\geiger_1
zone_sound_41_ = detectors\geiger_1
zone_sound_41_1 = detectors\geiger_2
zone_sound_41_2 = detectors\geiger_3
zone_sound_41_3 = detectors\geiger_4
zone_sound_41_4 = detectors\geiger_5
zone_sound_41_5 = detectors\geiger_6
zone_sound_41_6 = detectors\geiger_1
zone_sound_41_7 = detectors\geiger_1
zone_sound_41_8 = detectors\geiger_1
[radiation_zone_detector]
zone_radius = 4
threshold = 0.015 ; ãðàíèöà æ¸ëòîãî è êðàñíîãî èíäèêàòîðà, æåëàòåëüíî - ïîëîâèíà ñèëû ñàìîé ìîùíîé çîíû
[fire_zone_detector]
zone_radius = 4
threshold = 0.05
[acid_zone_detector]
zone_radius = 4
threshold = 0.05
[psi_zone_detector]
zone_radius = 4
threshold = 0.05
[electra_zone_detector]
zone_radius = 3
threshold = 0.4

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#include "script_sound_music_and_stories.ltx"
#include "script_sound_zaton.ltx"
#include "script_sound_jupiter.ltx"
#include "script_sound_pripyat.ltx"
#include "script_sound_underpass.ltx"
[list]: list_music_and_stories, list_script_sound_zaton, list_script_sound_jupiter, list_script_sound_pripyat, list_script_sound_underpass
bloodsucker_growl
bloodsucker_hit
bloodsucker_swarm
boar_swarm
boar_swamp_runaway
state
wait
trader_door_open_start
trader_door_close_start
trader_door_close_stop
trader_door_locked
trader_door_unlock
wood_small_open
wood_small_close_start
wood_small_close_stop
wood_large_open
wood_large_close_start
wood_large_close_stop
metal_small_open
metal_small_close_start
metal_small_close_stop
power_switch
pda_alarm
pda_news
pda_tips
pda_task
heli_damaged
heli_down
heli_hit
patrol_sneak
patrol_run
patrol_walk
fight_attack
post_combat_wait
post_combat_wait_long
post_combat_relax
alarm
meet_hello
meet_hide_weapon
meet_use_no_default
meet_use_no_fight
meet_use_no_weapon
meet_use_no_talk_leader
corpse_loot_begin
corpse_loot_good
corpse_loot_bad
help_thanks
help_heavy
surge_earthquake_sound_looped
surge_earthquake_sound
blowout_begin
blowout_rumble
blowout_hit_1
blowout_hit_2
blowout_hit_3
blowout_wave_1
blowout_wave_2
blowout_wave_3
shooting_target_up
shooting_target_down
shooting_target_hit
steam_blowout
wounded_medkit
radio_call
[surge_earthquake_sound_looped]
type = looped
path = ambient\earthquake
[surge_earthquake_sound]
type = 3d
path = ambient\earthquake
[blowout_begin]
type = 3d
path = ambient\blowout_begin
[blowout_rumble]
type = looped
path = ambient\blowout_rumble
[blowout_hit_1]
type = 3d
path = ambient\blowout_hit_1
[blowout_hit_2]
type = 3d
path = ambient\blowout_hit_2
[blowout_hit_3]
type = 3d
path = ambient\blowout_hit_3
[blowout_wave_1]
type = 3d
path = ambient\blowout_wave_1
[blowout_wave_2]
type = 3d
path = ambient\blowout_wave_2
[blowout_wave_3]
type = 3d
path = ambient\blowout_wave_3
[state]
type = npc
npc_prefix = true
path = states\idle\idle_
shuffle = rnd
idle = 7,13,100
group_snd = true
[state_1]
type = npc|actor|3d
actor_stereo = true|false
npc_prefix = true|false
path = states\idle\idle_
shuffle = rnd|seq|loop
idle = 3,5,100 ;min,max,rnd
;************************************************************
;Óíèâåðñàëüíàÿ îçâó÷êà âñòðå÷è
;************************************************************
[wait]
type = npc
avail_communities = stalker, bandit, dolg, freedom, army, monolith
npc_prefix = true
path = states\idle\idle_
shuffle = rnd
idle = 7,10,100
;************************************************************
;Áîëîòíàÿ òâàðü è êóñòàðíèêîâûé êàáàí
;************************************************************
[bloodsucker_swarm]
type = 3d
path = monsters\bloodsucker\swamp_run_
shuffle = rnd
idle = 1,1,100
[boar_swarm]
type = 3d
path = monsters\boar\boar_swamp_run_
shuffle = rnd
idle = 0,0,100
[boar_swamp_runaway]
type = 3d
path = monsters\boar\boar_swamp_runaway_
shuffle = rnd
idle = 0,0,100
[bloodsucker_growl]
type = 3d
path = monsters\bloodsucker\attack_hit_
shuffle = rnd
idle = 0,0,100
[bloodsucker_hit]
type = 3d
path = monsters\bloodsucker\heavy_hit_
shuffle = rnd
idle = 0,0,100
;************************************************************
; Alife
;************************************************************
[patrol_sneak]
type = npc
actor_stereo = false
npc_prefix = false
path = human_01\stalker\alife\patrol\sneak_
shuffle = rnd
idle = 1,1,100
[patrol_run]
type = npc
actor_stereo = false
npc_prefix = false
path = human_01\stalker\alife\patrol\run_
shuffle = rnd
idle = 1,1,100
[patrol_walk]
type = npc
actor_stereo = false
npc_prefix = false
path = human_01\stalker\alife\patrol\walk_
shuffle = rnd
idle = 1,1,100
[fight_attack]
type = npc
actor_stereo = false
npc_prefix = true
path = fight\attack\script_attack_
shuffle = rnd
idle = 1,1,100
is_combat_sound = true
[post_combat_wait]
type = npc
actor_stereo = false
npc_prefix = true
group_snd = true
path = fight\post_combat_wait\wait_
avail_communities = stalker, bandit, dolg, freedom, army
shuffle = rnd
idle = 3,5,100
[post_combat_wait_long]
type = npc
actor_stereo = false
npc_prefix = true
group_snd = true
path = fight\post_combat_wait\wait_
avail_communities = stalker, bandit, dolg, freedom, army
shuffle = rnd
idle = 7,10,100
[post_combat_relax]
type = npc
actor_stereo = false
npc_prefix = true
group_snd = true
path = fight\post_combat_wait\relax_
avail_communities = stalker, bandit, dolg, freedom, army
shuffle = rnd
idle = 1,1,100
;***************************************************************
; Çâóêè äâåðåé
;***************************************************************
[pl_test]
type = npc
npc_prefix = true
path = fight\attack\attack_
shuffle = rnd
idle = 1,1,100
[trader_door_open_start]
type = 3d
path = device\door_start
shuffle = rnd
idle = 1,1,100
[trader_door_close_start]
type = 3d
path = device\door_closing
shuffle = rnd
idle = 1,1,100
[trader_door_close_stop]
type = 3d
path = device\door_stop
shuffle = rnd
idle = 1,1,100
[trader_door_locked]
type = 3d
path = device\door_locked
shuffle = rnd
idle = 1,1,100
[trader_door_unlock]
type = 3d
path = device\door_servomotor
shuffle = rnd
idle = 1,1,100
[wood_small_open]
type = 3d
path = device\wood_small_open
shuffle = rnd
idle = 1,1,100
[wood_small_close_start]
type = 3d
path = device\wood_small_close_start
shuffle = rnd
idle = 1,1,100
[wood_small_close_stop]
type = 3d
path = device\wood_small_close_stop
shuffle = rnd
idle = 1,1,100
[wood_large_open]
type = 3d
path = device\wood_large_open
shuffle = rnd
idle = 1,1,100
[wood_large_close_start]
type = 3d
path = device\wood_large_close_start
shuffle = rnd
idle = 1,1,100
[wood_large_close_stop]
type = 3d
path = device\wood_large_close_stop
shuffle = rnd
idle = 1,1,100
[metal_small_open]
type = 3d
path = device\metal_small_open
shuffle = rnd
idle = 1,1,100
[metal_small_close_start]
type = 3d
path = device\metal_small_close_start
shuffle = rnd
idle = 1,1,100
[metal_small_close_stop]
type = 3d
path = device\metal_small_close_stop
shuffle = rnd
idle = 1,1,100
[power_switch]
type = 3d
path = device\power_switch
shuffle = rnd
idle = 1,1,100
;***************************************************************
; çâóêè íàñòîëüíîé ðàöèè
;***************************************************************
[radio_call]
type = 3d
path = device\radio_call
shuffle = rnd
idle = 0,0,100
;***************************************************************
; Îçâó÷êà ÏÄÀ
;***************************************************************
[pda_alarm]
type = actor
npc_prefix = false
path = device\pda\pda_alarm
shuffle = rnd
idle = 0,0,100
[pda_news]
type = actor
npc_prefix = false
path = device\pda\pda_news
shuffle = rnd
idle = 1,1,100
[pda_tips]
type = actor
npc_prefix = false
path = device\pda\pda_tip
shuffle = rnd
idle = 1,1,100
[pda_task]
type = actor
npc_prefix = false
path = device\pda\pda_objective
shuffle = rnd
idle = 1,1,100
;***************************************************************
; Îçâó÷êà Âåðòèáåðäà
;***************************************************************
[heli_damaged]
type = actor
npc_prefix = false
path = vehicles\helicopter\damage_
shuffle = rnd
idle = 1,1,100
[heli_down]
type = actor
npc_prefix = false
path = vehicles\helicopter\death_
shuffle = rnd
idle = 1,1,100
[heli_hit]
type = actor
npc_prefix = false
path = vehicles\helicopter\hit_
shuffle = rnd
idle = 3,4,40
;***************************************************************
; ÎÑÍÎÂÍÛÅ ÒÅÌÛ
;***************************************************************
[alarm]
type = 3d
path = ambient\siren1
shuffle = loop
idle = 0,0,100
[meet_hello]
type = npc
avail_communities = army, stalker, bandit, dolg, freedom
npc_prefix = true
path = states\meet\meet_hello_
shuffle = rnd
idle = 2,2,100
[meet_hide_weapon]
type = npc
avail_communities = army, stalker, bandit, dolg, freedom
npc_prefix = true
path = states\meet\meet_hide_weapon_
shuffle = rnd
idle = 5,7,100
[meet_use_no_default]
type = npc
avail_communities = army, stalker, bandit, dolg, freedom
npc_prefix = true
path = states\meet\meet_use_no_default_
shuffle = rnd
idle = 1,1,100
[meet_use_no_fight]
type = npc
avail_communities = army, stalker, bandit, dolg, freedom
npc_prefix = true
path = states\meet\meet_use_no_fight_
shuffle = rnd
idle = 2,2,100
[meet_use_no_weapon]
type = npc
avail_communities = army, stalker, bandit, dolg, freedom
npc_prefix = true
path = states\meet\meet_use_no_weapon_
shuffle = rnd
idle = 5,7,100
[meet_use_no_talk_leader]
type = npc
avail_communities = army, stalker, bandit, dolg, freedom
npc_prefix = true
path = states\meet\meet_use_no_talk_leader_
shuffle = rnd
idle = 5,7,100
[corpse_loot_begin]
type = npc
avail_communities = army, stalker, bandit, dolg, freedom
npc_prefix = true
path = states\loot\loot_begin_
shuffle = rnd
idle = 10,11,100
[corpse_loot_good]
type = npc
avail_communities = army, stalker, bandit, dolg, freedom
npc_prefix = true
path = states\loot\loot_good_
shuffle = rnd
idle = 10,11,100
[corpse_loot_bad]
type = npc
avail_communities = army, stalker, bandit, dolg, freedom
npc_prefix = true
path = states\loot\loot_bad_
shuffle = rnd
idle = 10,11,100
[help_heavy]
type = npc
avail_communities = army, stalker, bandit, dolg, freedom
npc_prefix = true
path = help\wounded_heavy\help_
shuffle = rnd
idle = 4,8,100
[help_thanks]
type = npc
avail_communities = army, stalker, bandit, dolg, freedom, killer
npc_prefix = true
path = help\wounded_thanx\thanx_
shuffle = rnd
idle = 1,1,100
[wounded_medkit]
type = npc
avail_communities = army, stalker, bandit, dolg, freedom, killer, monolith
npc_prefix = true
path = help\wounded\medkit_
shuffle = rnd
idle = 1,1,100
;***************************************************************
; ÒÅÌÛ ÄËß ÒÈÐÀ
;***************************************************************
[shooting_target_up]
type = 3d
path = ambient\special\target_up
shuffle = rnd
idle = 0,0,100
[shooting_target_down]
type = 3d
path = ambient\special\target_down
shuffle = rnd
idle = 0,0,100
[shooting_target_hit]
type = 3d
path = ambient\special\target_hit_
shuffle = rnd
idle = 0,0,100
[steam_blowout]
type = 3d
path = anomaly\steam_blowout
shuffle = rnd
idle = 0,0,100

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[list_music_and_stories]
attack_begin
attack_begin_reply
alife_stalker_counter_check
alife_bandit_counter_check
alife_dolg_counter_check
alife_freedom_counter_check
alife_army_counter_check
alife_stalker_counter_begin
alife_stalker_counter_reply
alife_bandit_counter_begin
alife_bandit_counter_reply
alife_dolg_counter_begin
alife_dolg_counter_reply
alife_freedom_counter_begin
alife_freedom_counter_reply
alife_army_counter_begin
alife_army_counter_reply
intro_music
play_guitar
reac_music
play_harmonica
intro_joke
joke
reac_joke
reac_laugh
;***************************************************************
;** Ñáîð îòðÿäà â àòàêó
;***************************************************************
[attack_begin]
type = npc
avail_communities = stalker, bandit, dolg, freedom, army
npc_prefix = true
path = alife\attack\attack_begin_
shuffle = rnd
idle = 0,0,100
[attack_begin_reply]
type = npc
avail_communities = stalker, bandit, dolg, freedom, army
npc_prefix = true
path = alife\attack\begin_reply_
shuffle = rnd
idle = 0,0,100
;group_snd = true
[alife_stalker_counter_check]
type = actor
actor_stereo = false
npc_prefix = false
path = characters_voice\human_02\stalker\alife\counter_attack\check_
shuffle = seq
idle = 0,0,100
[alife_bandit_counter_check]
type = actor
actor_stereo = false
npc_prefix = false
path = characters_voice\human_02\bandit\alife\counter_attack\check_
shuffle = seq
idle = 0,0,100
[alife_dolg_counter_check]
type = actor
actor_stereo = false
npc_prefix = false
path = characters_voice\human_02\dolg\alife\counter_attack\check_
shuffle = seq
idle = 0,0,100
[alife_freedom_counter_check]
type = actor
actor_stereo = false
npc_prefix = false
path = characters_voice\human_02\freedom\alife\counter_attack\check_
shuffle = seq
idle = 0,0,100
[alife_army_counter_check]
type = actor
actor_stereo = false
npc_prefix = false
path = characters_voice\human_02\military\alife\counter_attack\check_
shuffle = seq
idle = 0,0,100
[alife_stalker_counter_begin]
type = actor
actor_stereo = false
npc_prefix = false
path = characters_voice\human_02\stalker\alife\counter_attack\counter_attack_begin_
shuffle = rnd
idle = 0,0,100
[alife_stalker_counter_reply]
type = actor
actor_stereo = false
npc_prefix = false
path = characters_voice\human_02\stalker\alife\counter_attack\reply_
shuffle = rnd
idle = 0,0,100
[alife_bandit_counter_begin]
type = actor
actor_stereo = false
npc_prefix = false
path = characters_voice\human_02\bandit\alife\counter_attack\counter_attack_begin_
shuffle = rnd
idle = 0,0,100
[alife_bandit_counter_reply]
type = actor
actor_stereo = false
npc_prefix = false
path = characters_voice\human_02\bandit\alife\counter_attack\reply_
shuffle = rnd
idle = 0,0,100
[alife_dolg_counter_begin]
type = actor
actor_stereo = false
npc_prefix = false
path = characters_voice\human_02\dolg\alife\counter_attack\counter_attack_begin_
shuffle = rnd
idle = 0,0,100
[alife_dolg_counter_reply]
type = actor
actor_stereo = false
npc_prefix = false
path = characters_voice\human_02\dolg\alife\counter_attack\reply_
shuffle = rnd
idle = 0,0,100
[alife_freedom_counter_begin]
type = actor
actor_stereo = false
npc_prefix = false
path = characters_voice\human_02\freedom\alife\counter_attack\counter_attack_begin_
shuffle = rnd
idle = 0,0,100
[alife_freedom_counter_reply]
type = actor
actor_stereo = false
npc_prefix = false
path = characters_voice\human_02\freedom\alife\counter_attack\reply_
shuffle = rnd
idle = 0,0,100
[alife_army_counter_begin]
type = actor
actor_stereo = false
npc_prefix = false
path = characters_voice\human_02\military\alife\counter_attack\counter_attack_begin_
shuffle = rnd
idle = 0,0,100
[alife_army_counter_reply]
type = actor
actor_stereo = false
npc_prefix = false
path = characters_voice\human_02\military\alife\counter_attack\reply_
shuffle = rnd
idle = 0,0,100
;************************************************************
;** Èãðà íà ãèòàðå
;************************************************************
[intro_music]
type = npc
avail_communities = stalker, bandit, dolg, freedom
npc_prefix = true
path = talk\intros\intro_music_
shuffle = rnd
idle = 1,1,100
[play_guitar]
type = 3d
avail_communities = stalker, bandit, dolg, freedom
npc_prefix = true
path = music\guitar_
shuffle = rnd
idle = 1,1,100
[reac_music]
type = npc
avail_communities = stalker, bandit, dolg, freedom
npc_prefix = true
path = reactions\music\reaction_music_
shuffle = rnd
idle = 1,1,100
group_snd = true
[play_harmonica]
type = 3d
avail_communities = stalker, bandit, dolg, freedom
npc_prefix = true
path = music\harmonica_
shuffle = rnd
idle = 1,1,100
;***************************************************************
;** Èñòîðèè
;***************************************************************
[intro_joke]
type = npc
avail_communities = stalker, bandit, dolg, freedom, army, monolith
npc_prefix = true
path = talk\intros\intro_joke_
shuffle = rnd
idle = 0,0,100
group_snd = true
[joke]
type = npc
avail_communities = stalker, bandit, dolg, freedom, army, monolith
npc_prefix = true
path = talk\jokes\joke_
shuffle = rnd
idle = 0,0,100
group_snd = true
[reac_joke]
type = npc
avail_communities = stalker, bandit, dolg, freedom, army, monolith
npc_prefix = true
path = reactions\joke\reaction_joke_
shuffle = rnd
idle = 0,0,100
group_snd = true
[reac_laugh]
type = npc
avail_communities = stalker, bandit, dolg, freedom, army, monolith
npc_prefix = true
path = reactions\story\laughter_
shuffle = rnd
idle = 0,0,100
group_snd = true
[story_01_seq]
stalker = 1,talk\stories\story001_part_
[story_02_seq]
stalker = 1,talk\stories\story002_part_
[story_03_seq]
stalker = 1,talk\stories\story003_part_
[story_04_seq]
stalker = 1,talk\stories\story004_part_
[story_05_seq]
stalker = 1,talk\stories\story005_part_
[story_06_seq]
stalker = 1,talk\stories\story006_part_
[legend_01_seq]
stalker = 1,talk\stories\legend001_part_
[legend_02_seq]
stalker = 1,talk\stories\legend002_part_
[legend_03_seq]
stalker = 1,talk\stories\legend003_part_
[legend_04_seq]
stalker = 1,talk\stories\legend004_part_
[legend_05_seq]
stalker = 1,talk\stories\legend005_part_
[story_reac_action_right_rnd]
stalker = 1,reactions\story\action_right_
[story_reac_action_wrong_rnd]
stalker = 1,reactions\story\action_wrong_
[story_reac_advice_sceptic_rnd]
stalker = 1,reactions\story\advice_sceptic_
[story_reac_advice_support_rnd]
stalker = 1,reactions\story\advice_support_
[story_reac_belief_story_rnd]
stalker = 1,reactions\story\belief_story_
[story_reac_continue_rnd]
stalker = 1,reactions\story\continue_
[story_reac_cool_info_rnd]
stalker = 1,reactions\story\cool_info_
[story_reac_cool_teller_rnd]
stalker = 1,reactions\story\cool_teller_
[story_reac_disbelief_rnd]
stalker = 1,reactions\story\disbelief_
[story_reac_disbelief_story_rnd]
stalker = 1,reactions\story\disbelief_story_
[story_reac_disbelief_teller_rnd]
stalker = 1,reactions\story\disbelief_teller_
[story_reac_doubt_rnd]
stalker = 1,reactions\story\doubt_
[story_reac_fear_rnd]
stalker = 1,reactions\story\fear_
[story_reac_final_happy_rnd]
stalker = 1,reactions\story\final_happy_
[story_reac_final_tragic_rnd]
stalker = 1,reactions\story\final_tragic_
[story_reac_laughter_rnd]
stalker = 1,reactions\story\laughter_
[story_reac_old_story_rnd]
stalker = 1,reactions\story\old_story_
[story_reac_uncertain_rnd]
stalker = 1,reactions\story\uncertain_
[story_reac_wonder_rnd]
stalker = 1,reactions\story\wonder_
[story_reac_yes_rnd]
stalker = 1,reactions\story\yes_

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@ -0,0 +1,921 @@
[list_script_sound_underpass]
pas_b400_zulus_no_meet
pas_b400_vano_no_meet
pas_b400_sokolov_no_meet
pas_b400_wanderer_no_meet
pas_b400_sokolov_about_elevator_1
pas_b400_zulus_about_outfits_1
pas_b400_zulus_wait_for_me
pas_b400_zulus_come_back
pas_b400_vano_wait_for_me
pas_b400_vano_come_back
pas_b400_sokolov_wait_for_me
pas_b400_sokolov_come_back
pas_b400_wanderer_wait_for_me
pas_b400_wanderer_come_back
pas_b400_zulus_on_actor_hit_1
pas_b400_zulus_on_actor_hit_2
pas_b400_zulus_on_actor_hit_3
pas_b400_vano_on_actor_hit_1
pas_b400_vano_on_actor_hit_2
pas_b400_vano_on_actor_hit_3
pas_b400_sokolov_on_actor_hit_1
pas_b400_sokolov_on_actor_hit_2
pas_b400_sokolov_on_actor_hit_3
pas_b400_wanderer_on_actor_hit_1
pas_b400_wanderer_on_actor_hit_2
pas_b400_wanderer_on_actor_hit_3
pas_b400_zulus_on_enemy_hit
pas_b400_vano_on_enemy_hit
pas_b400_sokolov_on_enemy_hit
pas_b400_wanderer_on_enemy_hit
pas_b400_zulus_on_actor_assault
pas_b400_sokolov_on_actor_assault
pas_b400_wanderer_on_actor_assault
pas_b400_vano_on_actor_assault
pas_b400_zulus_on_enemy_assault_sokolov
pas_b400_zulus_on_enemy_assault_wanderer
pas_b400_zulus_on_enemy_assault_vano
pas_b400_sokolov_on_enemy_assault_zulus
pas_b400_sokolov_on_enemy_assault_wanderer
pas_b400_sokolov_on_enemy_assault_vano
pas_b400_wanderer_on_enemy_assault_zulus
pas_b400_wanderer_on_enemy_assault_sokolov
pas_b400_wanderer_on_enemy_assault_vano
pas_b400_vano_on_enemy_assault_zulus
pas_b400_vano_on_enemy_assault_sokolov
pas_b400_vano_on_enemy_assault_wanderer
pas_b400_vano_about_anomaly_first_1
pas_b400_vano_about_anomaly_first_2
pas_b400_vano_about_anomaly_first_3
pas_b400_zulus_about_obstacle_1
pas_b400_zulus_about_obstacle_2
pas_b400_sokolov_about_train_1
pas_b400_sokolov_about_snorks_1
pas_b400_sokolov_about_snorks_2
pas_b400_sokolov_about_snorks_3
pas_b400_zulus_about_snorks_1
pas_b400_wanderer_about_snorks_1
pas_b400_vano_about_snorks_1
pas_b400_sokolov_about_train_gates_1
pas_b400_zulus_about_train_gates_1
pas_b400_zulus_about_train_gates_2
pas_b400_vano_about_dome_1
pas_b400_sokolov_about_dome_1
pas_b400_zulus_about_control_gates_1
pas_b400_sokolov_about_control_gates_1
pas_b400_vano_about_control_gates_1
pas_b400_wanderer_about_control_gates_1
pas_b400_zulus_about_railway_1
pas_b400_sokolov_about_railway_1
pas_b400_wanderer_about_railway_1
pas_b400_vano_about_railway_1
pas_b400_zulus_about_transformer_1
pas_b400_wanderer_about_transformer_1
pas_b400_vano_about_transformer_1
pas_b400_sokolov_about_transformer_1
pas_b400_zulus_about_monolith_1
pas_b400_zulus_about_monolith_2
pas_b400_wanderer_about_monolith_1
pas_b400_vano_about_anomaly_second_1
pas_b400_vano_about_anomaly_second_2
pas_b400_vano_about_anomaly_second_3
pas_b400_vano_about_room_closed
pas_b400_vano_about_room_open
pas_b400_zulus_about_cover_1
pas_b400_vano_about_cover_1
pas_b400_sokolov_about_cover_1
pas_b400_wanderer_about_cover_1
pas_b400_sokolov_about_sniper_first_1
pas_b400_zulus_about_sniper_first_1
pas_b400_vano_about_sniper_first_1
pas_b400_wanderer_about_sniper_first_1
pas_b400_wanderer_about_sniper_first_2
pas_b400_zulus_about_door_1
pas_b400_vano_about_door_1
pas_b400_wanderer_about_door_1
pas_b400_sokolov_about_door_1
pas_b400_vano_about_anomaly_third_1
pas_b400_sokolov_about_tushkano_1
pas_b400_zulus_about_exit_1
pas_b400_sokolov_about_exit_1
pas_b400_vano_about_underpass
pas_b400_wanderer_about_underpass
pas_b400_zulus_about_underpass
pas_b400_sokolov_about_gates
pas_b400_vano_about_gates
pas_b400_wanderer_about_gates
pas_b400_zulus_about_gates
pas_b400_zulus_idle
pas_b400_vano_idle
pas_b400_sokolov_idle
pas_b400_wanderer_idle
pas_b400_elevator_off
pas_b400_gates_wreck
pas_b400_transformer
[pas_b400_zulus_no_meet]
type = npc
npc_prefix = false
path = scenario\underpass\pas_b400_zulus_no_meet_
shuffle = rnd
idle = 0,0,100
play_always = true
[pas_b400_vano_no_meet]
type = npc
npc_prefix = false
path = scenario\underpass\pas_b400_vano_no_meet_
shuffle = rnd
idle = 0,0,100
play_always = true
[pas_b400_sokolov_no_meet]
type = npc
npc_prefix = false
path = scenario\underpass\pas_b400_sokolov_no_meet_
shuffle = rnd
idle = 0,0,100
play_always = true
[pas_b400_wanderer_no_meet]
type = npc
npc_prefix = false
path = scenario\underpass\pas_b400_wanderer_no_meet_
shuffle = rnd
idle = 0,0,100
play_always = true
[pas_b400_sokolov_about_elevator_1]
type = npc
npc_prefix = false
path = scenario\underpass\pas_b400_sokolov_about_elevator_1
shuffle = seq
idle = 0,0,100
[pas_b400_zulus_about_outfits_1]
type = npc
npc_prefix = false
path = scenario\underpass\pas_b400_zulus_about_outfits_1
shuffle = seq
idle = 0,0,100
[pas_b400_zulus_wait_for_me]
type = npc
npc_prefix = false
path = scenario\underpass\pas_b400_zulus_wait_for_me_
shuffle = rnd
idle = 30,30,100
[pas_b400_zulus_come_back]
type = npc
npc_prefix = false
path = scenario\underpass\pas_b400_zulus_come_back_
shuffle = rnd
idle = 30,30,100
[pas_b400_vano_wait_for_me]
type = npc
npc_prefix = false
path = scenario\underpass\pas_b400_vano_wait_for_me_
shuffle = rnd
idle = 30,30,100
[pas_b400_vano_come_back]
type = npc
npc_prefix = false
path = scenario\underpass\pas_b400_vano_come_back_
shuffle = rnd
idle = 30,30,100
[pas_b400_sokolov_wait_for_me]
type = npc
npc_prefix = false
path = scenario\underpass\pas_b400_sokolov_wait_for_me_
shuffle = rnd
idle = 30,30,100
[pas_b400_sokolov_come_back]
type = npc
npc_prefix = false
path = scenario\underpass\pas_b400_sokolov_come_back_
shuffle = rnd
idle = 30,30,100
[pas_b400_wanderer_wait_for_me]
type = npc
npc_prefix = false
path = scenario\underpass\pas_b400_wanderer_wait_for_me_
shuffle = rnd
idle = 30,30,100
[pas_b400_wanderer_come_back]
type = npc
npc_prefix = false
path = scenario\underpass\pas_b400_wanderer_come_back_
shuffle = rnd
idle = 30,30,100
[pas_b400_zulus_on_actor_hit_1]
type = npc
npc_prefix = false
path = scenario\underpass\pas_b400_zulus_on_actor_hit_1
shuffle = seq
idle = 0,0,100
[pas_b400_zulus_on_actor_hit_2]
type = npc
npc_prefix = false
path = scenario\underpass\pas_b400_zulus_on_actor_hit_2
shuffle = seq
idle = 0,0,100
[pas_b400_zulus_on_actor_hit_3]
type = npc
npc_prefix = false
path = scenario\underpass\pas_b400_zulus_on_actor_hit_3
shuffle = seq
idle = 0,0,100
[pas_b400_vano_on_actor_hit_1]
type = npc
npc_prefix = false
path = scenario\underpass\pas_b400_vano_on_actor_hit_1
shuffle = seq
idle = 0,0,100
[pas_b400_vano_on_actor_hit_2]
type = npc
npc_prefix = false
path = scenario\underpass\pas_b400_vano_on_actor_hit_2
shuffle = seq
idle = 0,0,100
[pas_b400_vano_on_actor_hit_3]
type = npc
npc_prefix = false
path = scenario\underpass\pas_b400_vano_on_actor_hit_3
shuffle = seq
idle = 0,0,100
[pas_b400_sokolov_on_actor_hit_1]
type = npc
npc_prefix = false
path = scenario\underpass\pas_b400_sokolov_on_actor_hit_1
shuffle = seq
idle = 0,0,100
[pas_b400_sokolov_on_actor_hit_2]
type = npc
npc_prefix = false
path = scenario\underpass\pas_b400_sokolov_on_actor_hit_2
shuffle = seq
idle = 0,0,100
[pas_b400_sokolov_on_actor_hit_3]
type = npc
npc_prefix = false
path = scenario\underpass\pas_b400_sokolov_on_actor_hit_3
shuffle = seq
idle = 0,0,100
[pas_b400_wanderer_on_actor_hit_1]
type = npc
npc_prefix = false
path = scenario\underpass\pas_b400_wanderer_on_actor_hit_1
shuffle = seq
idle = 0,0,100
[pas_b400_wanderer_on_actor_hit_2]
type = npc
npc_prefix = false
path = scenario\underpass\pas_b400_wanderer_on_actor_hit_2
shuffle = seq
idle = 0,0,100
[pas_b400_wanderer_on_actor_hit_3]
type = npc
npc_prefix = false
path = scenario\underpass\pas_b400_wanderer_on_actor_hit_3
shuffle = seq
idle = 0,0,100
[pas_b400_zulus_on_enemy_hit]
type = npc
npc_prefix = false
path = scenario\underpass\pas_b400_zulus_on_enemy_hit_
shuffle = rnd
idle = 0,0,100
play_always = true
[pas_b400_vano_on_enemy_hit]
type = npc
npc_prefix = false
path = scenario\underpass\pas_b400_vano_on_enemy_hit_
shuffle = rnd
idle = 0,0,100
play_always = true
[pas_b400_sokolov_on_enemy_hit]
type = npc
npc_prefix = false
path = scenario\underpass\pas_b400_sokolov_on_enemy_hit_
shuffle = rnd
idle = 0,0,100
play_always = true
[pas_b400_wanderer_on_enemy_hit]
type = npc
npc_prefix = false
path = scenario\underpass\pas_b400_wanderer_on_enemy_hit_
shuffle = rnd
idle = 0,0,100
play_always = true
[pas_b400_zulus_on_actor_assault]
type = npc
npc_prefix = false
path = scenario\underpass\pas_b400_zulus_on_actor_assault_
shuffle = seq
idle = 0,0,100
[pas_b400_sokolov_on_actor_assault]
type = npc
npc_prefix = false
path = scenario\underpass\pas_b400_sokolov_on_actor_assault_
shuffle = seq
idle = 0,0,100
[pas_b400_wanderer_on_actor_assault]
type = npc
npc_prefix = false
path = scenario\underpass\pas_b400_wanderer_on_actor_assault_
shuffle = seq
idle = 0,0,100
[pas_b400_vano_on_actor_assault]
type = npc
npc_prefix = false
path = scenario\underpass\pas_b400_vano_on_actor_assault_
shuffle = seq
idle = 0,0,100
[pas_b400_zulus_on_enemy_assault_sokolov]
type = npc
npc_prefix = false
path = scenario\underpass\pas_b400_zulus_on_enemy_assault_sokolov_
shuffle = seq
idle = 0,0,100
[pas_b400_zulus_on_enemy_assault_wanderer]
type = npc
npc_prefix = false
path = scenario\underpass\pas_b400_zulus_on_enemy_assault_wanderer_
shuffle = seq
idle = 0,0,100
[pas_b400_zulus_on_enemy_assault_vano]
type = npc
npc_prefix = false
path = scenario\underpass\pas_b400_zulus_on_enemy_assault_vano_
shuffle = seq
idle = 0,0,100
[pas_b400_sokolov_on_enemy_assault_zulus]
type = npc
npc_prefix = false
path = scenario\underpass\pas_b400_sokolov_on_enemy_assault_zulus_
shuffle = seq
idle = 0,0,100
[pas_b400_sokolov_on_enemy_assault_wanderer]
type = npc
npc_prefix = false
path = scenario\underpass\pas_b400_sokolov_on_enemy_assault_wanderer_
shuffle = seq
idle = 0,0,100
[pas_b400_sokolov_on_enemy_assault_vano]
type = npc
npc_prefix = false
path = scenario\underpass\pas_b400_sokolov_on_enemy_assault_vano_
shuffle = seq
idle = 0,0,100
[pas_b400_wanderer_on_enemy_assault_zulus]
type = npc
npc_prefix = false
path = scenario\underpass\pas_b400_wanderer_on_enemy_assault_zulus_
shuffle = seq
idle = 0,0,100
[pas_b400_wanderer_on_enemy_assault_sokolov]
type = npc
npc_prefix = false
path = scenario\underpass\pas_b400_wanderer_on_enemy_assault_sokolov_
shuffle = seq
idle = 0,0,100
[pas_b400_wanderer_on_enemy_assault_vano]
type = npc
npc_prefix = false
path = scenario\underpass\pas_b400_wanderer_on_enemy_assault_vano_
shuffle = seq
idle = 0,0,100
[pas_b400_vano_on_enemy_assault_zulus]
type = npc
npc_prefix = false
path = scenario\underpass\pas_b400_vano_on_enemy_assault_zulus_
shuffle = seq
idle = 0,0,100
[pas_b400_vano_on_enemy_assault_sokolov]
type = npc
npc_prefix = false
path = scenario\underpass\pas_b400_vano_on_enemy_assault_sokolov_
shuffle = seq
idle = 0,0,100
[pas_b400_vano_on_enemy_assault_wanderer]
type = npc
npc_prefix = false
path = scenario\underpass\pas_b400_vano_on_enemy_assault_wanderer_
shuffle = seq
idle = 0,0,100
[pas_b400_vano_about_anomaly_first_1]
type = npc
npc_prefix = false
path = scenario\underpass\pas_b400_vano_about_anomaly_first_1
shuffle = seq
idle = 0,0,100
[pas_b400_vano_about_anomaly_first_2]
type = npc
npc_prefix = false
path = scenario\underpass\pas_b400_vano_about_anomaly_first_2
shuffle = seq
idle = 0,0,100
[pas_b400_vano_about_anomaly_first_3]
type = npc
npc_prefix = false
path = scenario\underpass\pas_b400_vano_about_anomaly_first_3
shuffle = seq
idle = 0,0,100
[pas_b400_zulus_about_obstacle_1]
type = npc
npc_prefix = false
path = scenario\underpass\pas_b400_zulus_about_obstacle_1
shuffle = seq
idle = 0,0,100
[pas_b400_zulus_about_obstacle_2]
type = npc
npc_prefix = false
path = scenario\underpass\pas_b400_zulus_about_obstacle_2
shuffle = seq
idle = 0,0,100
[pas_b400_sokolov_about_train_1]
type = npc
npc_prefix = false
path = scenario\underpass\pas_b400_sokolov_about_train_1
shuffle = seq
idle = 0,0,100
[pas_b400_sokolov_about_snorks_1]
type = npc
npc_prefix = false
path = scenario\underpass\pas_b400_sokolov_about_snorks_1
shuffle = seq
idle = 0,0,100
[pas_b400_sokolov_about_snorks_2]
type = npc
npc_prefix = false
path = scenario\underpass\pas_b400_sokolov_about_snorks_2
shuffle = seq
idle = 0,0,100
[pas_b400_sokolov_about_snorks_3]
type = npc
npc_prefix = false
path = scenario\underpass\pas_b400_sokolov_about_snorks_3
shuffle = seq
idle = 0,0,100
[pas_b400_zulus_about_snorks_1]
type = npc
npc_prefix = false
path = scenario\underpass\pas_b400_zulus_about_snorks_1
shuffle = seq
idle = 0,0,100
[pas_b400_wanderer_about_snorks_1]
type = npc
npc_prefix = false
path = scenario\underpass\pas_b400_wanderer_about_snorks_1
shuffle = seq
idle = 0,0,100
[pas_b400_vano_about_snorks_1]
type = npc
npc_prefix = false
path = scenario\underpass\pas_b400_vano_about_snorks_1
shuffle = seq
idle = 0,0,100
[pas_b400_sokolov_about_train_gates_1]
type = npc
npc_prefix = false
path = scenario\underpass\pas_b400_sokolov_about_train_gates_1
shuffle = seq
idle = 0,0,100
[pas_b400_zulus_about_train_gates_1]
type = npc
npc_prefix = false
path = scenario\underpass\pas_b400_zulus_about_train_gates_1
shuffle = seq
idle = 0,0,100
[pas_b400_zulus_about_train_gates_2]
type = npc
npc_prefix = false
path = scenario\underpass\pas_b400_zulus_about_train_gates_2
shuffle = seq
idle = 0,0,100
[pas_b400_vano_about_dome_1]
type = npc
npc_prefix = false
path = scenario\underpass\pas_b400_vano_about_dome_1
shuffle = seq
idle = 0,0,100
[pas_b400_sokolov_about_dome_1]
type = npc
npc_prefix = false
path = scenario\underpass\pas_b400_sokolov_about_dome_1
shuffle = seq
idle = 0,0,100
[pas_b400_zulus_about_control_gates_1]
type = npc
npc_prefix = false
path = scenario\underpass\pas_b400_zulus_about_control_gates_1
shuffle = seq
idle = 0,0,100
[pas_b400_sokolov_about_control_gates_1]
type = npc
npc_prefix = false
path = scenario\underpass\pas_b400_sokolov_about_control_gates_1
shuffle = seq
idle = 0,0,100
[pas_b400_vano_about_control_gates_1]
type = npc
npc_prefix = false
path = scenario\underpass\pas_b400_vano_about_control_gates_1
shuffle = seq
idle = 0,0,100
[pas_b400_wanderer_about_control_gates_1]
type = npc
npc_prefix = false
path = scenario\underpass\pas_b400_wanderer_about_control_gates_1
shuffle = seq
idle = 0,0,100
[pas_b400_zulus_about_railway_1]
type = npc
npc_prefix = false
path = scenario\underpass\pas_b400_zulus_about_railway_1
shuffle = seq
idle = 0,0,100
[pas_b400_sokolov_about_railway_1]
type = npc
npc_prefix = false
path = scenario\underpass\pas_b400_sokolov_about_railway_1
shuffle = seq
idle = 0,0,100
[pas_b400_wanderer_about_railway_1]
type = npc
npc_prefix = false
path = scenario\underpass\pas_b400_wanderer_about_railway_1
shuffle = seq
idle = 0,0,100
[pas_b400_vano_about_railway_1]
type = npc
npc_prefix = false
path = scenario\underpass\pas_b400_vano_about_railway_1
shuffle = seq
idle = 0,0,100
[pas_b400_zulus_about_transformer_1]
type = npc
npc_prefix = false
path = scenario\underpass\pas_b400_zulus_about_transformer_1
shuffle = seq
idle = 0,0,100
[pas_b400_wanderer_about_transformer_1]
type = npc
npc_prefix = false
path = scenario\underpass\pas_b400_wanderer_about_transformer_1
shuffle = seq
idle = 0,0,100
[pas_b400_vano_about_transformer_1]
type = npc
npc_prefix = false
path = scenario\underpass\pas_b400_vano_about_transformer_1
shuffle = seq
idle = 0,0,100
[pas_b400_sokolov_about_transformer_1]
type = npc
npc_prefix = false
path = scenario\underpass\pas_b400_sokolov_about_transformer_1
shuffle = seq
idle = 0,0,100
[pas_b400_zulus_about_monolith_1]
type = npc
npc_prefix = false
path = scenario\underpass\pas_b400_zulus_about_monolith_1
shuffle = seq
idle = 0,0,100
[pas_b400_zulus_about_monolith_2]
type = npc
npc_prefix = false
path = scenario\underpass\pas_b400_zulus_about_monolith_2
shuffle = seq
idle = 0,0,100
[pas_b400_wanderer_about_monolith_1]
type = npc
npc_prefix = false
path = scenario\underpass\pas_b400_wanderer_about_monolith_1
shuffle = seq
idle = 0,0,100
[pas_b400_vano_about_anomaly_second_1]
type = npc
npc_prefix = false
path = scenario\underpass\pas_b400_vano_about_anomaly_second_1
shuffle = seq
idle = 0,0,100
[pas_b400_vano_about_anomaly_second_2]
type = npc
npc_prefix = false
path = scenario\underpass\pas_b400_vano_about_anomaly_second_2
shuffle = seq
idle = 0,0,100
[pas_b400_vano_about_anomaly_second_3]
type = npc
npc_prefix = false
path = scenario\underpass\pas_b400_vano_about_anomaly_second_3
shuffle = seq
idle = 0,0,100
[pas_b400_vano_about_room_closed]
type = npc
npc_prefix = false
path = scenario\underpass\pas_b400_vano_about_room_closed
shuffle = seq
idle = 0,0,100
[pas_b400_vano_about_room_open]
type = npc
npc_prefix = false
path = scenario\underpass\pas_b400_vano_about_room_open
shuffle = seq
idle = 0,0,100
[pas_b400_zulus_about_cover_1]
type = npc
npc_prefix = false
path = scenario\underpass\pas_b400_zulus_about_cover_1
shuffle = seq
idle = 0,0,100
[pas_b400_vano_about_cover_1]
type = npc
npc_prefix = false
path = scenario\underpass\pas_b400_vano_about_cover_1
shuffle = seq
idle = 0,0,100
[pas_b400_sokolov_about_cover_1]
type = npc
npc_prefix = false
path = scenario\underpass\pas_b400_sokolov_about_cover_1
shuffle = seq
idle = 0,0,100
[pas_b400_wanderer_about_cover_1]
type = npc
npc_prefix = false
path = scenario\underpass\pas_b400_wanderer_about_cover_1
shuffle = seq
idle = 0,0,100
[pas_b400_sokolov_about_sniper_first_1]
type = npc
npc_prefix = false
path = scenario\underpass\pas_b400_sokolov_about_sniper_first_1
shuffle = seq
idle = 0,0,100
[pas_b400_zulus_about_sniper_first_1]
type = npc
npc_prefix = false
path = scenario\underpass\pas_b400_zulus_about_sniper_first_1
shuffle = seq
idle = 0,0,100
[pas_b400_vano_about_sniper_first_1]
type = npc
npc_prefix = false
path = scenario\underpass\pas_b400_vano_about_sniper_first_1
shuffle = seq
idle = 0,0,100
[pas_b400_wanderer_about_sniper_first_1]
type = npc
npc_prefix = false
path = scenario\underpass\pas_b400_wanderer_about_sniper_first_1
shuffle = seq
idle = 0,0,100
[pas_b400_wanderer_about_sniper_first_2]
type = npc
npc_prefix = false
path = scenario\underpass\pas_b400_wanderer_about_sniper_first_2
shuffle = seq
idle = 0,0,100
[pas_b400_zulus_about_door_1]
type = npc
npc_prefix = false
path = scenario\underpass\pas_b400_zulus_about_door_1
shuffle = seq
idle = 0,0,100
[pas_b400_vano_about_door_1]
type = npc
npc_prefix = false
path = scenario\underpass\pas_b400_vano_about_door_1
shuffle = seq
idle = 0,0,100
[pas_b400_wanderer_about_door_1]
type = npc
npc_prefix = false
path = scenario\underpass\pas_b400_wanderer_about_door_1
shuffle = seq
idle = 0,0,100
[pas_b400_sokolov_about_door_1]
type = npc
npc_prefix = false
path = scenario\underpass\pas_b400_sokolov_about_door_1
shuffle = seq
idle = 0,0,100
[pas_b400_vano_about_anomaly_third_1]
type = npc
npc_prefix = false
path = scenario\underpass\pas_b400_vano_about_anomaly_third_1
shuffle = seq
idle = 0,0,100
[pas_b400_sokolov_about_tushkano_1]
type = npc
npc_prefix = false
path = scenario\underpass\pas_b400_sokolov_about_tushkano_1
shuffle = seq
idle = 0,0,100
[pas_b400_zulus_about_exit_1]
type = npc
npc_prefix = false
path = scenario\underpass\pas_b400_zulus_about_exit_1
shuffle = seq
idle = 0,0,100
[pas_b400_sokolov_about_exit_1]
type = npc
npc_prefix = false
path = scenario\underpass\pas_b400_sokolov_about_exit_1
shuffle = seq
idle = 0,0,100
[pas_b400_vano_about_underpass]
type = npc
npc_prefix = false
path = scenario\underpass\pas_b400_vano_about_underpass
shuffle = rnd
idle = 5,5,100
[pas_b400_wanderer_about_underpass]
type = npc
npc_prefix = false
path = scenario\underpass\pas_b400_wanderer_about_underpass
shuffle = rnd
idle = 5,5,100
[pas_b400_zulus_about_underpass]
type = npc
npc_prefix = false
path = scenario\underpass\pas_b400_zulus_about_underpass
shuffle = rnd
idle = 5,5,100
[pas_b400_sokolov_about_gates]
type = npc
npc_prefix = false
path = scenario\underpass\pas_b400_sokolov_about_gates
shuffle = rnd
idle = 5,15,100
[pas_b400_vano_about_gates]
type = npc
npc_prefix = false
path = scenario\underpass\pas_b400_vano_about_gates
shuffle = rnd
idle = 5,15,100
[pas_b400_wanderer_about_gates]
type = npc
npc_prefix = false
path = scenario\underpass\pas_b400_wanderer_about_gates
shuffle = rnd
idle = 5,15,100
[pas_b400_zulus_about_gates]
type = npc
npc_prefix = false
path = scenario\underpass\pas_b400_zulus_about_gates
shuffle = rnd
idle = 5,15,100
[pas_b400_zulus_idle]
type = npc
npc_prefix = false
path = scenario\underpass\pas_b400_zulus_idle_
shuffle = rnd
idle = 0,0,100
[pas_b400_vano_idle]
type = npc
npc_prefix = false
path = scenario\underpass\pas_b400_vano_idle_
shuffle = rnd
idle = 0,0,100
[pas_b400_sokolov_idle]
type = npc
npc_prefix = false
path = scenario\underpass\pas_b400_sokolov_idle_
shuffle = rnd
idle = 0,0,100
[pas_b400_wanderer_idle]
type = npc
npc_prefix = false
path = scenario\underpass\pas_b400_wanderer_idle_
shuffle = rnd
idle = 0,0,100
[pas_b400_elevator_off]
type = 3d
path = ambient\underpass\pas_b400_elevator_off
shuffle = seq
idle = 0,0,100
[pas_b400_gates_wreck]
type = 3d
path = ambient\underpass\pas_b400_gates_wreck
shuffle = seq
idle = 0,0,100
[pas_b400_transformer]
type = looped
path = ambient\underpass\pas_b400_transformer

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[list_jupiter]
jup_b10_secret_01_mapspot
jup_b10_secret_02_mapspot
jup_b10_secret_03_mapspot
jup_hiding_place_1
jup_hiding_place_2
jup_hiding_place_3
jup_hiding_place_4
jup_hiding_place_5
jup_hiding_place_6
jup_hiding_place_7
jup_hiding_place_8
jup_hiding_place_9
jup_hiding_place_10
jup_hiding_place_11
jup_hiding_place_12
jup_hiding_place_13
jup_hiding_place_14
jup_hiding_place_15
jup_hiding_place_16
jup_hiding_place_17
jup_hiding_place_18
jup_hiding_place_19
jup_hiding_place_20
jup_hiding_place_21
jup_hiding_place_22
jup_hiding_place_23
jup_hiding_place_24
jup_hiding_place_25
jup_hiding_place_26
jup_hiding_place_27
jup_hiding_place_28
jup_hiding_place_29
jup_hiding_place_30
jup_hiding_place_31
jup_hiding_place_32
jup_hiding_place_33
jup_hiding_place_33
jup_hiding_place_34
jup_hiding_place_35
jup_hiding_place_36
jup_hiding_place_37
jup_hiding_place_38
jup_hiding_place_39
jup_hiding_place_40
jup_hiding_place_41
jup_hiding_place_42
jup_hiding_place_43
jup_hiding_place_44
jup_hiding_place_45
jup_hiding_place_46
jup_hiding_place_47
jup_hiding_place_48
jup_hiding_place_49
jup_hiding_place_50
[jup_b10_secret_01_mapspot]
empty = {+info_b10_first_zone_visited} true, false
[jup_b10_secret_02_mapspot]
empty = {+info_b10_second_zone_visited} true, false
[jup_b10_secret_03_mapspot]
empty = {+info_b10_third_zone_visited} true, false
[jup_hiding_place_1]
ammo_5.45x39_fmj = 3, 1
wpn_abakan = 1, 1
wpn_addon_scope = 1, 1
[jup_hiding_place_2]
ammo_5.56x45_ss190 = 4, 1
grenade_f1 = 2, 1
[jup_hiding_place_3]
ammo_11.43x23_fmj = 2, 1
ammo_9x39_pab9 = 3, 1
wpn_groza = 1, 1
wpn_addon_silencer = 1, 1
[jup_hiding_place_4]
medkit = 3, 1
conserva = 2, 1
vodka = 2, 1
[jup_hiding_place_5]
wpn_desert_eagle = 1, 1
wpn_mp5 = 1, 1
ammo_9x19_fmj = 4, 1
ammo_11.43x23_fmj = 2, 1
[jup_hiding_place_6]
medkit = 3, 1
drug_antidot = 1, 1
drug_anabiotic = 1, 1
wpn_ak74u = 1, 1
ammo_5.56x45_ss190 = 2, 1
ammo_5.45x39_fmj = 2, 1
[jup_hiding_place_7]
ammo_9x39_pab9 = 3, 1
grenade_rgd5 = 2, 1
[jup_hiding_place_8]
ammo_5.45x39_fmj = 2, 1
wpn_ak74 = 1, 1
energy_drink = 3, 1
[jup_hiding_place_9]
wpn_lr300 = 1, 1
ammo_5.56x45_ss190 = 2, 1
medkit = 1, 1
antirad = 1, 1
[jup_hiding_place_10]
wpn_sig550 = 1, 1
ammo_5.56x45_ss190 = 3, 1
grenade_rgd5 = 2, 1
[jup_hiding_place_11]
ammo_9x19_fmj = 2, 1
wpn_beretta = 1, 1
helm_tactic = 1, 1
medkit = 2,1
antirad = 1,1
[jup_hiding_place_12]
medkit_army = 3, 1
ammo_gauss = 1, 1
[jup_hiding_place_13]
ammo_7.62x54_7h1 = 2, 1
wpn_svd = 1, 1
[jup_hiding_place_14]
medkit = 4, 1
bandage = 2, 1
conserva = 3, 1
drug_radioprotector = 1, 1
[jup_hiding_place_15]
wpn_groza = 1, 1
ammo_vog-25 = 2, 1
ammo_9x39_pab9 = 3, 1
[jup_hiding_place_16]
wpn_ak74u = 1, 1
ammo_5.45x39_fmj = 3, 1
grenade_f1 = 2, 1
medkit = 1, 1
bandage = 1, 1
[jup_hiding_place_17]
medkit_army = 3, 1
ammo_gauss = 1, 1
[jup_hiding_place_18]
wpn_spas12 = 1, 1
ammo_12x76_zhekan = 1, 1
ammo_12x70_buck = 2, 1
grenade_f1 = 1, 1
[jup_hiding_place_19]
wpn_spas12 = 1, 1
ammo_12x70_buck = 2, 1
ammo_12x76_zhekan = 2, 1
[jup_hiding_place_20]
wpn_l85 = 1, 1
ammo_5.56x45_ss190 = 3, 1
medkit = 1, 1
antirad = 1, 1
[jup_hiding_place_21]
ammo_9x19_fmj = 1, 1
ammo_11.43x23_fmj = 2, 1
ammo_5.45x39_fmj = 3, 1
ammo_9x39_pab9 = 3, 1
ammo_5.56x45_ss190 = 3, 1
bandage = 2, 1
medkit = 3, 1
antirad = 2, 1
conserva = 3, 1
vodka = 1, 1
[jup_hiding_place_22]
wpn_abakan = 1, 1
ammo_5.45x39_fmj = 3, 1
wpn_addon_grenade_launcher = 1, 1
ammo_vog-25 = 3, 1
[jup_hiding_place_23]
ammo_12x70_buck = 3, 1
wpn_wincheaster1300 = 1, 1
wpn_colt1911 = 1, 1
ammo_11.43x23_fmj = 1, 1
medkit = 1, 1
[jup_hiding_place_24]
wpn_mp5 = 1, 1
ammo_9x19_fmj = 3, 1
vodka = 3, 1
[jup_hiding_place_25]
vodka = 1, 1
energy_drink = 2, 1
conserva = 2, 1
bandage = 2, 1
medkit = 2, 1
antirad = 2, 1
[jup_hiding_place_26]
wpn_lr300 = 1, 1
ammo_5.56x45_ss190 = 3, 1
grenade_rgd5 = 2, 1
[jup_hiding_place_27]
wpn_groza = 1, 1
ammo_9x39_pab9 = 2, 1
[jup_hiding_place_28]
wpn_svu = 1, 1
ammo_7.62x54_7h1 = 3, 1
[jup_hiding_place_29]
wpn_ak74 = 1, 1
ammo_5.45x39_fmj = 2, 1
[jup_hiding_place_30]
wpn_groza = 1, 1
ammo_9x39_pab9 = 3, 1
ammo_vog-25 = 2, 1
wpn_addon_grenade_launcher = 1, 1
[jup_hiding_place_31]
helm_hardhat = 1, 1
drug_radioprotector = 1, 1
medkit = 1, 1
[jup_hiding_place_32]
wpn_lr300 = 1, 1
ammo_5.56x45_ss190 = 4, 1
[jup_hiding_place_33]
medkit_scientic = 2, 1
antirad = 2, 1
drug_psy_blockade = 1, 1
drug_radioprotector = 1, 1
detector_elite = 1, 1
[jup_hiding_place_34]
ammo_5.45x39_fmj = 1, 1
wpn_ak74 = 1, 1
bandage = 1, 1
conserva = 1, 1
[jup_hiding_place_35]
medkit = 1, 1
wpn_lr300 = 1, 1
wpn_beretta = 1, 1
ammo_9x19_fmj = 2, 1
ammo_5.56x45_ss190 = 2, 1
[jup_hiding_place_36]
ammo_9x19_fmj = 2, 1
wpn_hpsa = 1, 1
grenade_f1 = 3, 1
[jup_hiding_place_37]
ammo_9x19_fmj = 4, 1
grenade_rgd5 = 1, 1
wpn_mp5 = 1, 1
conserva = 1, 1
vodka = 1, 1
[jup_hiding_place_38]
ammo_5.56x45_ss190 = 3, 1
ammo_11.43x23_fmj = 2, 1
wpn_usp = 1, 1
wpn_sig550 = 1, 1
vodka = 1, 1
medkit = 1, 1
antirad = 1, 1
conserva = 1, 1
[jup_hiding_place_39]
wpn_abakan = 1, 1
ammo_5.45x39_fmj = 3, 1
[jup_hiding_place_40]
ammo_5.45x39_fmj = 3, 1
ammo_5.56x45_ss190 = 3, 1
wpn_l85 = 1, 1
wpn_ak74u = 1, 1
medkit = 1, 1
antirad = 1, 1
drug_antidot = 1, 1
[jup_hiding_place_41]
drug_psy_blockade = 1, 1
antirad = 1, 1
wpn_sig220 = 1, 1
ammo_11.43x23_fmj = 2, 1
grenade_rgd5 = 2, 1
[jup_hiding_place_42]
ammo_gauss = 1, 1
medkit_army = 3, 1
[jup_hiding_place_43]
drug_antidot = 1, 1
wpn_spas12 = 1, 1
ammo_12x76_zhekan = 2, 1
[jup_hiding_place_44]
ammo_11.43x23_fmj = 1, 1
ammo_7.62x54_7h1 = 2, 1
wpn_desert_eagle = 1, 1
wpn_svu = 1, 1
bandage = 1, 1
medkit = 1, 1
[jup_hiding_place_45]
bandage = 1, 1
medkit = 1, 1
drug_psy_blockade = 1, 1
drug_radioprotector = 1, 1
vodka = 2, 1
conserva = 2, 1
[jup_hiding_place_46]
wpn_protecta = 1, 1
ammo_12x70_buck = 2, 1
ammo_12x76_zhekan = 3, 1
[jup_hiding_place_47]
ammo_5.45x39_fmj = 3, 1
wpn_ak74 = 1, 1
wpn_addon_silencer = 1, 1
drug_antidot = 1, 1
[jup_hiding_place_48]
bread = 1, 1
kolbasa = 1, 1
conserva = 2, 1
vodka = 3, 1
energy_drink = 2, 1
[jup_hiding_place_49]
ammo_9x39_pab9 = 3, 1
wpn_val = 1, 1
grenade_f1 = 1, 1
[jup_hiding_place_50]
ammo_12x70_buck = 3, 1
ammo_12x76_zhekan = 2, 1
wpn_toz34 = 1, 1
;øìîò
;[secret]
;name = jup_hiding_place_4

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[list_pripyat]
pri_hiding_place_1
pri_hiding_place_2
pri_hiding_place_3
pri_hiding_place_4
pri_hiding_place_5
pri_hiding_place_6
pri_hiding_place_7
pri_hiding_place_8
pri_hiding_place_9
pri_hiding_place_10
pri_hiding_place_11
pri_hiding_place_12
pri_hiding_place_13
pri_hiding_place_14
pri_hiding_place_15
pri_hiding_place_16
pri_hiding_place_17
pri_hiding_place_18
pri_hiding_place_19
pri_hiding_place_20
pri_hiding_place_21
pri_hiding_place_22
pri_hiding_place_23
pri_hiding_place_24
pri_hiding_place_25
pri_hiding_place_26
pri_hiding_place_27
pri_hiding_place_28
pri_hiding_place_29
pri_hiding_place_30
pri_hiding_place_31
[pri_hiding_place_1]
ammo_9x39_pab9 = 2, 1
medkit = 1, 1
bandage = 1, 1
[pri_hiding_place_2]
ammo_7.62x54_7h1 = 1, 1, 1, 1
[pri_hiding_place_3]
ammo_5.45x39_fmj = 3, 1
[pri_hiding_place_4]
ammo_m209 = 5, 1
wpn_addon_grenade_launcher_m203 = 1, 1
[pri_hiding_place_5]
ammo_5.56x45_ss190 = 3, 1
[pri_hiding_place_6]
ammo_og-7b = 1, 0.5, 1, 1
[pri_hiding_place_7]
ammo_vog-25 = 5, 1
[pri_hiding_place_8]
ammo_5.56x45_ss190 = 3, 1
wpn_g36 = 1, 1
[pri_hiding_place_9]
ammo_m209 = 3, 1, 3, 1
[pri_hiding_place_10]
wpn_svu = 1, 1
ammo_7.62x54_7h1 = 1, 1
[pri_hiding_place_11]
wpn_rpg7 = 1, 1
ammo_og-7b = 1, 1
[pri_hiding_place_12]
ammo_9x39_pab9 = 2, 1
medkit = 2, 1
bandage = 1, 1
drug_antidot = 1, 1
antirad = 1, 1
[pri_hiding_place_13]
ammo_5.56x45_ss190 = 2, 1
ammo_11.43x23_fmj = 1, 1
drug_psy_blockade = 1, 1
[pri_hiding_place_14]
medkit = 1, 1
ammo_5.45x39_fmj = 2, 1
ammo_7.62x54_7h1 = 1, 1
[pri_hiding_place_15]
ammo_11.43x23_fmj = 1, 1
wpn_desert_eagle = 1, 1
drug_antidot = 1, 1
grenade_f1 = 1, 1
[pri_hiding_place_16]
ammo_vog-25 = 3, 1
ammo_5.45x39_fmj = 3, 1
wpn_addon_grenade_launcher = 1, 1
[pri_hiding_place_17]
medkit = 2, 1
bandage = 1, 1
vodka = 1, 1
energy_drink = 2, 1
conserva = 2, 1
drug_coagulant = 1, 1
[pri_hiding_place_18]
wpn_val = 1, 1
ammo_9x39_pab9 = 2, 1
[pri_hiding_place_19]
wpn_sig550 = 1, 1
ammo_5.56x45_ss190 = 2, 1
bandage = 2, 1
grenade_rgd5 = 2, 1
[pri_hiding_place_20]
wpn_groza = 1, 1
ammo_9x39_pab9 = 2, 1
[pri_hiding_place_21]
ammo_9x39_pab9 = 2, 1
ammo_5.56x45_ss190 = 2, 1
grenade_f1 = 2, 1
[pri_hiding_place_22]
ammo_5.45x39_fmj = 3, 1
wpn_abakan = 1, 1
bandage = 1, 1
energy_drink = 2, 1
drug_booster = 1, 1
[pri_hiding_place_23]
wpn_vintorez = 1, 1
ammo_9x39_pab9 = 2, 1
grenade_rgd5 = 1, 1
[pri_hiding_place_24]
bandage = 3, 1
medkit = 2, 1
drug_radioprotector = 1, 1
antirad = 1, 1
[pri_hiding_place_25]
ammo_5.45x39_fmj = 2, 1
grenade_f1 = 4, 1
[pri_hiding_place_26]
wpn_spas12 = 1, 1
ammo_12x76_zhekan = 3, 1
[pri_hiding_place_27]
drug_antidot = 1, 1
vodka = 1, 1
energy_drink = 3, 1
conserva = 2, 1
medkit = 1, 1
[pri_hiding_place_28]
detector_elite = 1, 1
drug_coagulant = 1, 1
antirad = 1, 1
scientific_outfit = 1, 1
[pri_hiding_place_29]
wpn_groza = 1, 1
ammo_9x39_pab9 = 4, 1
[pri_hiding_place_30]
ammo_pkm_100 = 3, 1
wpn_pkm = 1, 1
[pri_hiding_place_31]
medkit_army = 3, 1
ammo_gauss = 1, 1
;øìîò
;[secret]
;name = pri_hiding_place_17

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[list_zaton]
zat_hiding_place_1
zat_hiding_place_2
zat_hiding_place_3
zat_hiding_place_4
zat_hiding_place_5
zat_hiding_place_6
zat_hiding_place_7
zat_hiding_place_8
zat_hiding_place_9
zat_hiding_place_10
zat_hiding_place_11
zat_hiding_place_12
zat_hiding_place_13
zat_hiding_place_14
zat_hiding_place_15
zat_hiding_place_16
zat_hiding_place_17
zat_hiding_place_18
zat_hiding_place_19
zat_hiding_place_20
zat_hiding_place_21
zat_hiding_place_22
zat_hiding_place_23
zat_hiding_place_24
zat_hiding_place_25
zat_hiding_place_26
zat_hiding_place_27
zat_hiding_place_28
zat_hiding_place_29
zat_hiding_place_30
zat_hiding_place_31
zat_hiding_place_32
zat_hiding_place_33
zat_hiding_place_34
zat_hiding_place_35
zat_hiding_place_36
zat_hiding_place_37
zat_hiding_place_38
zat_hiding_place_39
zat_hiding_place_40
zat_hiding_place_41
zat_hiding_place_42
zat_hiding_place_43
zat_hiding_place_44
zat_hiding_place_45
zat_hiding_place_46
zat_hiding_place_47
zat_hiding_place_48
zat_hiding_place_49
zat_hiding_place_50
zat_hiding_place_51
zat_hiding_place_52
zat_hiding_place_53
zat_hiding_place_54
zat_hiding_place_55
[zat_hiding_place_1]
wpn_pm = 1, 1
ammo_9x18_fmj = 2, 1
[zat_hiding_place_2]
medkit = 1, 1
drug_radioprotector = 2, 1
[zat_hiding_place_3]
ammo_9x18_fmj = 3, 1
ammo_9x19_fmj = 2, 1
[zat_hiding_place_4]
wpn_ak74 = 1, 1
ammo_5.45x39_fmj = 3, 1
[zat_hiding_place_5]
conserva = 3, 1
[zat_hiding_place_6]
ammo_gauss = 1, 1
medkit_army = 3, 1
[zat_hiding_place_7]
wpn_spas12 = 1, 1
ammo_12x70_buck = 2, 1
[zat_hiding_place_8]
antirad = 2, 1
bandage = 3, 1
[zat_hiding_place_9]
antirad = 1, 1
medkit_scientic = 1, 1
[zat_hiding_place_10]
medkit = 1, 1
bandage = 2, 1
[zat_hiding_place_11]
medkit = 1, 1
bandage = 1, 1
ammo_5.45x39_fmj = 2, 1
[zat_hiding_place_12]
medkit = 2, 1
[zat_hiding_place_13]
ammo_9x19_fmj = 2, 1
ammo_5.56x45_ss190 = 3, 1
[zat_hiding_place_14]
bandage = 3, 1
medkit_army = 2, 1
drug_coagulant = 1, 1
drug_booster = 1, 1
[zat_hiding_place_15]
stalker_outfit = 1, 1
vodka = 1, 1
[zat_hiding_place_16]
wpn_mp5 = 1, 1
ammo_9x19_fmj = 3, 1
grenade_rgd5 = 2, 1
[zat_hiding_place_17]
grenade_rgd5 = 2, 1
medkit = 1, 1
bandage = 1, 1
[zat_hiding_place_18]
wpn_svd = 1, 1
ammo_7.62x54_7h1 = 1, 1
[zat_hiding_place_19]
grenade_f1 = 3, 1
medkit = 2, 1
[zat_hiding_place_20]
ammo_5.45x39_fmj = 2, 1
wpn_ak74 = 1, 1
ammo_vog-25 = 2, 1
wpn_addon_grenade_launcher = 1, 1
[zat_hiding_place_21]
ammo_5.56x45_ss190 = 2, 1
ammo_9x39_pab9 = 3, 1
[zat_hiding_place_22]
wpn_l85 = 1, 1
ammo_5.56x45_ss190 = 2, 15
[zat_hiding_place_23]
bread = 1, 1
kolbasa = 1, 1
conserva = 1, 1
vodka = 2, 1
energy_drink = 2, 1
[zat_hiding_place_24]
energy_drink = 2, 1
ammo_5.56x45_ss190 = 3, 1
ammo_5.45x39_fmj = 3, 1
medkit = 2, 1
[zat_hiding_place_25]
wpn_addon_scope = 1, 1
wpn_addon_grenade_launcher = 1, 1
ammo_vog-25 = 3, 1
[zat_hiding_place_26]
ammo_11.43x23_fmj = 2, 1
wpn_colt1911 = 1, 1
[zat_hiding_place_27]
wpn_toz34 = 1, 1
ammo_12x70_buck = 2, 1
[zat_hiding_place_28]
vodka = 1, 1
wpn_pm = 1, 1
[zat_hiding_place_29]
wpn_lr300 = 1, 1
ammo_5.56x45_ss190 = 2, 1
bandage = 1, 1
[zat_hiding_place_30]
wpn_desert_eagle = 1, 1
ammo_11.43x23_fmj = 2, 1
ammo_11.43x23_fmj = 1, 1
[zat_hiding_place_31]
drug_antidot = 2, 1
drug_radioprotector = 1, 1
drug_coagulant = 1, 1
bandage = 2, 1
[zat_hiding_place_32]
ammo_pkm_100 = 1, 1
ammo_pkm_100 = 1, 1
[zat_hiding_place_33]
bandage = 3, 1
medkit = 2, 1
[zat_hiding_place_34]
wpn_beretta = 1, 1
ammo_9x19_fmj = 3, 1
[zat_hiding_place_35]
grenade_f1 = 3, 1
[zat_hiding_place_36]
ammo_m209 = 3, 1
wpn_addon_grenade_launcher_m203 = 1, 1
[zat_hiding_place_37]
ammo_5.45x39_fmj = 3, 1
[zat_hiding_place_38]
ammo_7.62x54_7h1 = 2, 1
[zat_hiding_place_39]
medkit = 2, 1
drug_anabiotic = 2, 1
drug_antidot = 1, 1
bandage = 2, 1
[zat_hiding_place_40]
ammo_vog-25 = 3, 1
medkit_scientic = 1, 1
energy_drink = 1, 1
energy_drink = 1, 1
[zat_hiding_place_41]
wpn_wincheaster1300 = 1, 1
ammo_12x70_buck = 2, 1
[zat_hiding_place_42]
ammo_5.45x39_fmj = 2, 1
medkit = 1, 1
[zat_hiding_place_43]
ammo_9x39_pab9 = 4, 1
ammo_11.43x23_fmj = 2, 1
[zat_hiding_place_44]
bandage = 3, 1
vodka = 1, 1
energy_drink = 2, 1
[zat_hiding_place_45]
wpn_lr300 = 1, 1
ammo_5.56x45_ss190 = 2, 1
ammo_m209 = 4, 1
[zat_hiding_place_46]
ammo_gauss = 1, 1
medkit_army = 3, 1
[zat_hiding_place_47]
grenade_rgd5 = 3, 1
[zat_hiding_place_48]
conserva = 1, 1
vodka = 1, 1
[zat_hiding_place_49]
wpn_vintorez = 1, 1
[zat_hiding_place_50]
drug_coagulant = 2, 1
medkit = 2, 1
energy_drink = 3, 1
ammo_5.45x39_fmj = 2, 1
[zat_hiding_place_51]
ammo_gauss = 1, 1
medkit_army = 3, 1
[zat_hiding_place_52]
bandage = 2, 1
medkit= 1, 1
[zat_hiding_place_53]
vodka = 3, 1
[zat_hiding_place_54]
;helm_respirator = 1, 1
ammo_11.43x23_fmj = 3, 1
wpn_sig220 = 1, 1
bandage = 3
medkit = 3
antirad = 2
conserva = 2
energy_drink = 3, 1
[zat_hiding_place_55]
wpn_ak74 = 1, 1

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#include "secret_zaton.ltx"
#include "secret_jupiter.ltx"
#include "secret_pripyat.ltx"
[list]:list_zaton, list_pripyat, list_jupiter
;test
pri_b36_tower_treasure
pri_b36_ground_treasure
;[test]
;empty = {+test_info} true, false
;refreshing = true
;antirad = 1, 1, 1, 0.5
;bandage = 1, 0.8
;drug_coagulant = 1, 0.7
;grenade_rgd5 = 2, 0.6
;grenade_f1 = 2, 0.4
;ammo_5.45x39_fmj = 2, 1, 1, 0.5
;ammo_5.45x39_ap = 1, 1, 1, 0.5
;;;;;;;;;;;;;;;;; òàéíèêè ìîíîëèòà íà ïðèïÿòè ;;;;;;;;;;;;;;;;;;;;;;;
[pri_b36_tower_treasure]
medkit_army = 3, 1
ammo_gauss = 1, 1
[pri_b36_ground_treasure]
medkit_army = 3, 1
ammo_gauss = 1, 1
;ðåñòðèêòîð
;[secret]
;cfg = misc\secret_zaton.ltx
;øìîò
;[secret]
;name = zat_hiding_place_4

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[sim_faction]
GroupControlSection =
$spawn = "ai\DO_NOT_USE"
class = SCRIPTZN
;script_binding = bind_faction.bind
shape_transp_color = 0, 0, 255, 60 ;0x1800FF00
shape_edge_color = 32, 32, 32, 255 ;0xFF202020
[smart_terrain]
GroupControlSection =
$spawn = "ai\smart_terrain"
;$prefetch = 4
$def_sphere = 2
class = SMRTTRRN
script_binding = bind_smart_terrain.bind
shape_transp_color = 100, 100, 180, 60 ;0x1800FF00
shape_edge_color = 32, 32, 32, 255 ;0xFF202020
[smart_terrain_stay_time]
quick = 2, 5
medium = 6, 8
long = 12, 14
default = 10000, 10001
;Â simulation.ltx ñîçäàåòå ïîëå [start_position_<èìÿ óðîâíÿ>]
;Â íåì ïèøèòå ñòðîêó <èä ñêâàäà> = <èìÿ ñìàðòà>
;;;;;;;;;;;;;;;;;;;;;; FINAL JUPITER ;;;;;;;;;;;;;;;;;;;;;;;;;
[start_position_jupiter]
jup_b208_burers_squad = jup_b208
jup_b6_scientist_group = jup_b41
jup_b43_stalker_assistant_squad_sq = jup_b41
jup_b218_sokolov = jup_b41
jup_b1_stalker_squad = jup_b41
jup_b47_merc_guard_squad = jup_b41
jup_a12_stalker_squad = jup_a6
jup_a12_prisoner = jup_a12
jup_a12_bandit_cashier_squad = jup_a12
jup_a12_bandit_chief_squad = jup_a12
jup_a12_bandit_guard_squad = jup_a12
jup_a12_bandit_sim_squad = jup_a12
jup_b207_duty_base = jup_a6
jup_b207_freedom_base = jup_a6
jup_a10_bandit_squad = jup_a10_smart_terrain
jup_a10_bandit_squad_1 = jup_a10_smart_terrain
jup_a10_bandit_squad_2 = jup_a10_smart_terrain
jup_a10_bandit_squad_3 = jup_a10_smart_terrain
jup_b25_alex_squad = jup_a6
jup_b8_psy_dog_squad = jup_b8_smart_terrain
;jup_b200_stalker_squad = jup_b200
jup_b200_tushkano_squad = jup_b200_tushkan_smart_terrain
jup_a6_stalker_medik_squad = jup_a6
jup_b15_zulus_squad = jup_a6
jup_a6_stalker_barmen_squad = jup_a6
jup_b6_swamp_hunters = jup_b211
zat_b215_stalker_guide_jupiter_squad = jup_a6
jup_b19_freedom_yar_squad = jup_a6
jup_b19_kopatci_zombied_squad = jup_b19
jup_a6_freedom_leader_squad = jup_a6
jup_a6_duty_leader_squad = jup_a6
jup_b4_squad = jup_b4
jup_b203_zombied_squad = jup_b203
jup_b203_tushkano = jup_b203
jup_b204_squad = jup_b204
jup_b205_zombie_01_squad = jup_b205_smart_terrain
jup_b205_zombie_02_squad = jup_b205_smart_terrain
jup_b205_monster_01_squad = jup_b205_smart_terrain
jup_b205_monster_02_squad = jup_b205_smart_terrain_tushkano
jup_b205_monster_04_squad = jup_b205_smart_terrain
jup_b10_stalker_drunk_squad = jup_a6
jup_a9_dogs_normal = jup_b47
[start_position_jupiter_b4]
jup_b4_squad = jup_b4_smart_terrain
jup_b4_on_b25_level_squad = jup_b25_smart_terrain
jup_a6_freedom_leader_squad = jup_b25_smart_terrain
jup_a6_duty_leader_squad = jup_b25_smart_terrain
;;;;;;;;;;;;;;;;;;;;;; FINAL ZATON ;;;;;;;;;;;;;;;;;;;;;;;;;
[start_position_zaton]
zat_a2_stalker_nimble_squad = zat_stalker_base_smart
zat_b30_owl_stalker_trader_squad = zat_stalker_base_smart
zat_b7_bandit_boss_sultan_squad = zat_stalker_base_smart
zat_a2_stalker_mechanic_squad = zat_stalker_base_smart
;zat_a2_stalkers_guards = zat_stalker_base_smart
stalker_sim_squad_novice = zat_stalker_base_smart
stalker_sim_squad_novice = zat_stalker_base_smart
stalker_sim_squad_advanced = zat_stalker_base_smart
zat_b22_barmen = zat_stalker_base_smart
zat_b22_medic = zat_stalker_base_smart
zat_b7_stalkers_raiders = zat_stalker_base_smart
zat_b104_zombied_1 = zat_b104_zombied
zat_b104_zombied_2 = zat_b104_zombied
zat_b104_zombied_3 = zat_b104_zombied
zat_b103_lost_merc_squad1 = zat_b103_merc_smart
zat_b33_stalker_snag_squad = zat_stalker_base_smart
zat_b33_snork_first_wave = zat_b33
zat_b18_noah_squad = zat_b18
zat_b18_dog_noah_squad = zat_b18
zat_b215_stalker_guide_zaton_squad = zat_stalker_base_smart
zat_b28_snork_squad = zat_b28
zat_b42_controller_squad = zat_b42_smart_terrain
zat_b40_merc_squad = zat_b40_smart_terrain
zat_b106_stalker_gonta_squad = zat_stalker_base_smart
;zat_b106_stalker_garmata_squad = zat_stalker_base_smart
zat_b106_stalker_crab_squad = zat_stalker_base_smart
zat_b38_default_bloodsucker = zat_b38
zat_b7_stalkers_victims_1 = zat_b7
zat_b53_artefact_hunter_1_squad = zat_b53
zat_b100_poltergeist_squad_01 = zat_b100
zat_b39_dogs_squad = zat_b39
zat_b38_stalker_cop_squad = zat_stalker_base_smart
stalker_sim_squad_novice = zat_sim_11
stalker_sim_squad_novice = zat_sim_12
stalker_sim_squad_advanced = zat_sim_13
simulation_snork = zat_sim_14
simulation_stalker_for_a1 = zat_sim_15
simulation_mix_boar_flesh = zat_b42_smart_terrain
simulation_dog = zat_sim_17
;[start_position_bes_smart_test]
;lain_selo_stalker_squad = selo_smart_terrain
;lain_selo_tushkano_squad = selo_smart_terrain
;lain_selo_snork_squad = level_prefix_smart_terrain
;bes_sim_boar = bes_test_smart_terrain
;sim_polter = selo_smart_terrain
;sim_pseudodog = selo_smart_terrain
[start_position_lain_selo]
lain_selo_dog = lain_test_smart_terrain
[start_position_zaton_b52]
zat_a2_general_characters = zat_stalker_base_smart
zat_b22_barmen = zat_stalker_base_smart
zat_b22_medic = zat_medic_home_smart
;zat_b7_stalkers_raiders = zat_b7_stalker_base
zat_b103_mechanic = zat_stalker_base_smart
zat_b103_lost_merc_squad1 = zat_b103_merc_smart
;zat_b103_lost_merc_squad2 = zat_b103_merc_smart
zat_b33_stalker_snag_squad = zat_stalker_base_smart
zat_b33_snork_first_wave = zat_b33
[start_position_zaton_b18]
zat_b18_noah_squad = zat_b18
zat_b18_dog_noah_squad = zat_b18
[start_position_zaton_b28]
zat_b28_snork_squad = zat_b28
[start_position_zaton_b106]
zat_b106_stalker_crab_squad = zat_stalker_base_smart
;zat_b106_chimera_squad = zat_b106_smart_terrain
zat_b106_stalker_gonta_squad = zat_stalker_base_smart
;zat_b106_stalker_garmata_squad = zat_stalker_base_smart
[start_position_tgm_bug_test_2]
simulation_bandit_1 = smart
[start_position_tgm_bug_test_3]
test_tgm_bug_test_3_bandit = smart_terrain_1
test_tgm_bug_test_3_stalker = smart_terrain_2
;;;;;;;;;;;;;;;;;;;;;; FINAL PRIPYAT ;;;;;;;;;;;;;;;;;;;;;;;;;
[start_position_pripyat]
;;;base
pri_a22_military_merkulov_squad = pri_a16
pri_a22_military_skelja_squad = pri_a16
pri_a22_military_yarmoshuk_squad = pri_a16
pri_a25_base_army_medic = pri_a16
pri_a20_missing_military_recon = pri_a16
pri_a21_chasovoi = pri_a16
pri_b35_military_squad = pri_a16
pri_a17_military_colonel_kovalski_squad = pri_a16
pri_a17_recon_squad = pri_a16
;;;
pri_b304_dogs = pri_b304_monsters_smart_terrain
pri_b306_4_floor_monolith = pri_b306
pri_b306_4_floor_monolith_2 = pri_b306
pri_b306_3_floor_monolith = pri_b306
pri_b306_3_floor_zombied = pri_b306
pri_b306_2_floor_monolith = pri_b306
pri_b306_2_floor_zombied = pri_b306
pri_b306_1_floor_zombied = pri_b306
pri_b306_1_floor_zombied_2 = pri_b306
pri_b36_monolith_sniper_squad = pri_b36_smart_terrain
pri_b36_monolith_master_hiding_place_squad = pri_b36_smart_terrain
pri_b36_zombied_squad = pri_b36_smart_terrain
pri_b36_monolith_marine_squad = pri_b36_smart_terrain
pri_b36_monolith_guard_squad = pri_b36_smart_terrain
;pri_a15_squad = pri_a15
;pri_a15_military_squad = pri_a15
pri_b303_burer_squad = pri_b303
pri_a18_monolith_idol_squad = pri_a18_smart_terrain
pri_a18_monolith_post_guard_squad = pri_a18_smart_terrain
pri_a18_monolith_corridor_squad = pri_a18_smart_terrain
pri_a18_monolith_2nd_corridor_squad = pri_a18_smart_terrain
;;;;;;;;;;;;;;;;;;;;;; FINAL JUPITER UNDERGROUND ;;;;;;;;;;;;;;;;;;;;;;;;;
[start_position_jupiter_underground]
pas_b400_elevator_tushkano = pas_b400_elevator
pas_b400_snork_elevator_4 = pas_b400_elevator
pas_b400_snork_track_2 = pas_b400_track
pas_b400_track_tushkano = pas_b400_track
pas_b400_downstairs_tushkano = pas_b400_downstairs
pas_b400_tunnel_tushkano = pas_b400_tunnel
pas_b400_snork_tunnel_2 = pas_b400_tunnel
pas_b400_snork_tunnel_3 = pas_b400_tunnel
pas_b400_snork_tunnel_5 = pas_b400_hall
pas_b400_hall_tushkano = pas_b400_hall
pas_b400_canalisation_tushkano = pas_b400_canalisation
pas_b400_canalisation_snork_2 = pas_b400_canalisation
pas_b400_canalisation_1_zombied = pas_b400_canalisation
pas_b400_canalisation_3_zombied = pas_b400_canalisation
pas_b400_canalisation_5_zombied = pas_b400_canalisation
[start_position_jupiter_B9]
jup_b25_alex_squad = jup_b25_smart_terrain
[start_position_bes_selo_jupiter]
jup_b19_freedom_yar_squad = jup_a6
jup_b19_kopatci_zombied_squad = jup_b19
[start_position_jupiter_b203]
jup_b203_zombied = jup_b203_smart_terrain
jup_b203_tushkano = jup_b203_smart_terrain
[start_position_pripyat_b36]
pri_b36_monolith_sniper_squad = pri_b36_smart_terrain
pri_b36_monolith_master_hiding_place_squad = pri_b36_smart_terrain
pri_b36_zombied_squad = pri_b36_smart_terrain
pri_b36_monolith_marine_squad = pri_b36_smart_terrain
pri_b36_monolith_guard_squad = pri_b36_smart_terrain
[start_position_pripyat_a17]
pri_a17_recon_squad = pri_a16
[start_position_plecha_selo]
sim_stalker_squad_1 = sim_smart_1
sim_stalker_squad_2 = sim_smart_2
;sim_stalker_squad_4 = sim_smart_8
;sim_snork_4 = sim_smart_6
;sim_monolith_squad_3= sim_smart_base
;run_string bind_camfire.campfire_table_by_smart_names["sim_smart_5"][40]:turn_on()
[start_position_stohe_selo]
;test_duty = smart_1
;;;;;;;;;;;;;;;;;;;;;;;; labx8 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[start_position_labx8]
lx8_snork_down_squad = lx8_smart_terrain
lx8_snork_up_squad = lx8_smart_terrain
lx8_burers_squad = lx8_smart_terrain
lx8_toilet_burer_squad = lx8_smart_terrain
lx8_tushkano_1_squad = lx8_smart_terrain
lx8_tushkano_2_squad = lx8_smart_terrain
;;;;;;;;;;;;;;;;;;;;;;;;;;;; hein_selo ;;;;;;;;;;;;;;;;;;;;;
[start_position_hein_selo]
;zat_b33_snork_first_wave = zat_b33
;hein_selo_squad = redstain_selo_smart_terrain
;hein_selo_dog = smart_03
;merc_jupiter = smart_01
;;;;;;;;;;;;;;;;;;;;;;;;;;;; corr ;;;;;;;;;;;;;;;;;;;;;;;;;;
[start_position_corr_selo]
corr_selo_squad = corr_selo_smart
[start_position_corr_selo_02]
corr_selo_02_squad = corr_selo_02_smart
[start_position_corr_snorks]
zat_b12_bridge_snorks = zat_b12
[start_position_corr_bloodsuckers]
zat_b38_default_bloodsucker = zat_b38
zat_b38_stalker_cop_squad = corr_bloodsuckers_smart_terrain
[start_position_corr_snorks2]
zat_b33_snork_first_wave = zat_b33
[start_position_corr_controler]
zat_b42_controller_squad = zat_b42_smart_terrain
[start_position_corr_chimera]
zat_b106_stalker_gonta_squad = zat_stalker_base_smart
;zat_b106_stalker_garmata_squad = zat_stalker_base_smart
zat_b106_stalker_crab_squad = zat_stalker_base_smart
[start_position_corr_tushkano]
pri_b304_dogs = pri_b304_monsters_smart_terrain
[start_position_corr_burer]
jup_b208_burers_squad = jup_b208
[start_position_corr_poltergeist]
zat_b100_poltergeist_squad_01 = zat_b100
;zat_b100_poltergeist_squad_02 = zat_b100
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;[start_position_bes_selo]
;bes_selo_test = bes_selo_smart
[start_position_yojig_selo]
test_yojig_squad = smart_1
[start_position_renderman_selo]
test_squad_snork_for_renderman = alex_selo_smart_terrain
test_squad_zulus_for_renderman = alex_selo_smart_terrain
[start_position_alex_selo]
alex_selo_squad_1 = alex_selo_smart
[start_position_bes_selo_zaton]
zat_b18_noah_squad = zat_b18
zat_b18_dog_noah_squad = zat_b18
[start_position_redstain_selo]
;hein_selo_squad = redstain_selo_smart_terrain
;zat_b38_stalker_cop_squad_temp = redstain_selo_smart_terrain
[start_position_bes_selo_lab]
lx8_snork_down_squad = lx8_smart_terrain
lx8_snork_up_squad = lx8_smart_terrain
[start_position_bes_selo_zat]
test_tushkano = bes_test

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[levels]
zaton
jupiter
pripyat
[zaton]
zat_b55 = st_zat_b55_name
zat_b100 = st_zat_b100_name
zat_b104 = st_zat_b104_name
zat_b38 = st_zat_b38_name
zat_b40 = st_zat_b40_name
zat_b56 = st_zat_b56_name
zat_b5 = st_zat_b5_name
zat_a2 = st_zat_a2_name
zat_b20 = st_zat_b20_name
zat_b53 = st_zat_b53_name
zat_b101 = st_zat_b101_name
zat_b106 = st_zat_b106_name
zat_b7 = st_zat_b7_name
zat_b14 = st_zat_b14_name
zat_b52 = st_zat_b52_name
zat_b39 = st_zat_b39_name
zat_b33 = st_zat_b33_name
zat_b18 = st_zat_b18_name
zat_b54 = st_zat_b54_name
zat_b12 = st_zat_b12_name
zat_b28 = st_zat_b28_name
zat_b103 = st_zat_b103_name
[jupiter]
jup_b1 = st_jup_b1_name
jup_b46 = st_jup_b46_name
jup_b202 = st_jup_b202_name
jup_b211 = st_jup_b211_name
jup_b200 = st_jup_b200_name
jup_b19 = st_jup_b19_name
jup_a6 = st_jup_a6_name
jup_b25 = st_jup_b25_name
jup_b6 = st_jup_b6_name
jup_b205 = st_jup_b205_name
jup_b206 = st_jup_b206_name
jup_b32 = st_jup_b32_name
jup_a10 = st_jup_a10_name
jup_b209 = st_jup_b209_name
jup_b208 = st_jup_b208_name
jup_a12 = st_jup_a12_name
jup_b212 = st_jup_b212_name
jup_b9 = st_jup_b9_name
jup_b201 = st_jup_b201_name
jup_a9 = st_jup_a9_name
[pripyat]
pri_a28 = st_pri_a28_name
pri_b36 = st_pri_b36_name
pri_b303 = st_pri_b303_name
pri_b301 = st_pri_b301_name
pri_a17 = st_pri_a17_name
pri_b306 = st_pri_b306_name
pri_a16 = st_pri_a16_name
pri_a25 = st_pri_a25_name
pri_b35 = st_pri_b35_name
pri_a21 = st_pri_a21_name
pri_b304 = st_pri_b304_name
pri_a18 = st_pri_a18_name

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[sim_smart_1]
002,255,255,255
[sim_smart_2]
003,255,255,255
[sim_smart_3]
004,255,255,255
[sim_smart_4]
005,255,255,255
[sim_smart_5]
006,255,255,255
[sim_smart_6]
007,255,255,255
[sim_smart_7]
008,255,255,255
[sim_smart_8]
009,255,255,255
[sim_smart_base]
010,255,255,255
[stalker_terrain]
255,255,255,000
[squad_terrain]
255,255,255,255
[zat_a1]
255,255,255,001
[zat_a23_smart_terrain]
255,255,255,002
[zat_b100]
255,255,255,003
[zat_b101]
255,255,255,004
[zat_b103_merc_smart]
255,255,255,005
[zat_b104_zombied]
255,255,255,006
[zat_b106_smart_terrain]
255,255,255,007
[zat_b12]
255,255,255,008
[zat_b14_smart_terrain]
255,255,255,009
[zat_b18]
255,255,255,010
[zat_b20_smart_terrain]
255,255,255,011
[zat_b28]
255,255,255,012
[zat_b33]
255,255,255,013
[zat_b38]
255,255,255,014
[zat_b38u]
255,255,255,014
[zat_b39]
255,255,255,015
[zat_b40_smart_terrain]
255,255,255,016
[zat_b42_smart_terrain]
255,255,255,017
[zat_b52]
255,255,255,018
[zat_medic_home_smart]
255,255,255,018
[zat_b53]
255,255,255,019
[zat_b54]
255,255,255,020
[zat_b56]
255,255,255,021
[zat_b5_smart_terrain]
255,255,255,022
[zat_b7]
255,255,255,023
[zat_b7_stalker_raider]
255,255,255,023
[zat_stalker_base_smart]
255,255,255,024
[zat_b55]
255,255,255,025
[zat_sim_1]
255,255,255,026
[zat_sim_2]
255,255,255,027
[zat_sim_3]
255,255,255,028
[zat_sim_4]
255,255,255,029
[zat_sim_5]
255,255,255,030
[zat_sim_6]
255,255,255,031
[zat_sim_7]
255,255,255,032
[zat_sim_8]
255,255,255,033
[zat_sim_9]
255,255,255,034
[zat_sim_10]
255,255,255,035
[zat_sim_11]
255,255,255,036
[zat_sim_12]
255,255,255,037
[zat_sim_13]
255,255,255,038
[zat_sim_14]
255,255,255,039
[zat_sim_15]
255,255,255,040
[zat_sim_16]
255,255,255,041
[zat_sim_17]
255,255,255,042
[zat_sim_18]
255,255,255,043
[zat_sim_19]
255,255,255,044
[zat_sim_20]
255,255,255,045
[zat_sim_21]
255,255,255,046
[zat_sim_22]
255,255,255,047
[zat_sim_23]
255,255,255,048
[zat_sim_24]
255,255,255,049
[zat_sim_25]
255,255,255,050
[zat_sim_26]
255,255,255,051
[zat_sim_27]
255,255,255,052
[zat_sim_28]
255,255,255,053
[zat_sim_29]
255,255,255,054
[zat_sim_30]
255,255,255,055
[jup_a10_smart_terrain]
255,255,255,056
[jup_a12]
255,255,255,057
[jup_a12_merc]
255,255,255,058
[jup_a6]
255,255,255,059
[jup_a9]
255,255,255,060
[jup_b1]
255,255,255,061
[jup_b19]
255,255,255,062
[jup_b200]
255,255,255,063
[jup_b200_tushkan_smart_terrain]
255,255,255,064
[jup_b202]
255,255,255,065
[jup_b203]
255,255,255,066
[jup_b204]
255,255,255,067
[jup_b205_smart_terrain]
255,255,255,068
[jup_b205_smart_terrain_tushkano]
255,255,255,069
[jup_b206]
255,255,255,070
[jup_b207]
255,255,255,071
[jup_b207_depot_attack]
255,255,255,072
[jup_b208]
255,255,255,073
[jup_b209]
255,255,255,074
[jup_b211]
255,255,255,075
[jup_b212]
255,255,255,076
[jup_b219]
255,255,255,077
[jup_b25]
255,255,255,078
[jup_b32]
255,255,255,079
[jup_b4]
255,255,255,080
[jup_b41]
255,255,255,081
[jup_b46]
255,255,255,082
[jup_b47]
255,255,255,083
[jup_b6_anom_2]
255,255,255,084
[jup_b8_smart_terrain]
255,255,255,085
[jup_sim_1]
255,255,255,086
[jup_sim_10]
255,255,255,087
[jup_sim_11]
255,255,255,088
[jup_sim_12]
255,255,255,089
[jup_sim_13]
255,255,255,090
[jup_sim_14]
255,255,255,091
[jup_sim_15]
255,255,255,092
[jup_sim_16]
255,255,255,093
[jup_sim_17]
255,255,255,094
[jup_sim_18]
255,255,255,095
[jup_sim_19]
255,255,255,096
[jup_sim_2]
255,255,255,097
[jup_sim_20]
255,255,255,098
[jup_sim_21]
255,255,255,099
[jup_sim_3]
255,255,255,100
[jup_sim_4]
255,255,255,101
[jup_sim_5]
255,255,255,102
[jup_sim_6]
255,255,255,103
[jup_sim_7]
255,255,255,104
[jup_sim_8]
255,255,255,105
[jup_sim_9]
255,255,255,106
[pri_a15]
255,255,255,107
[pri_a16]
255,255,255,108
[pri_a17]
255,255,255,109
[pri_a18_smart_terrain]
255,255,255,110
[pri_a21_smart_terrain]
255,255,255,111
[pri_a22_smart_terrain]
255,255,255,112
[pri_a25_smart_terrain]
255,255,255,113
[pri_a28_arch]
255,255,255,114
[pri_a28_base]
255,255,255,115
[pri_a28_evac]
255,255,255,116
[pri_a28_heli]
255,255,255,117
[pri_a28_school]
255,255,255,118
[pri_a28_shop]
255,255,255,119
[pri_b301]
255,255,255,120
[pri_b302]
255,255,255,121
[pri_b303]
255,255,255,122
[pri_b304_monsters_smart_terrain]
255,255,255,123
[pri_b305_dogs]
255,255,255,124
[pri_b306]
255,255,255,125
[pri_b307]
255,255,255,126
[pri_b35_mercs]
255,255,255,127
[pri_b35_military]
255,255,255,128
[pri_b36_smart_terrain]
255,255,255,129
[pri_sim_1]
255,255,255,130
[pri_sim_2]
255,255,255,131
[pri_sim_3]
255,255,255,132
[pri_sim_4]
255,255,255,133
[pri_sim_5]
255,255,255,134
[pri_sim_6]
255,255,255,135
[pri_sim_7]
255,255,255,136
[pri_sim_8]
255,255,255,137
[pri_sim_9]
255,255,255,138
[pri_sim_10]
255,255,255,139
[pri_sim_11]
255,255,255,140
[pri_sim_12]
255,255,255,141

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;****************************************************
;** Ôàéë ñ îïèñàíèåì îçâó÷åííûõ èñòîðèé
;****************************************************
[test_story]
;íîìåð, çâóê, ïàóçà(ñåê)
0 = teller, intro_joke, 1
1 = teller, joke, 0.1
2 = reaction_all, reac_laugh, 0.2
;3 = reaction, reac_joke, 0
[test_guitar]
;íîìåð, çâóê, ïàóçà(ñåê)
0 = teller, intro_music, 1
1 = teller, play_guitar, 0.1
2 = reaction_all, reac_music, 0.2
;3 = reaction, reac_music, 0
[test_harmonica]
;íîìåð, çâóê, ïàóçà(ñåê)
0 = teller, intro_music, 1
1 = teller, play_harmonica, 0.1
2 = reaction_all, reac_music, 0.2
;3 = reaction, reac_music, 0

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[default_behaviour]
actor = 1
resource = 2
surge = 1
base = 1
territory = 1
lair = 0
squad = 0
[ecolog]:default_behaviour
[stalker]:default_behaviour
[freedom]:default_behaviour
[dolg]:default_behaviour
[bandit]:default_behaviour
[killer]:default_behaviour
[army]:default_behaviour
[monolith]:default_behaviour
[zombied]:default_behaviour
[zoo_monster]:default_behaviour
resource = 0
surge = 1
lair = 1
[monster]:default_behaviour
resource = 0
surge = 1
lair = 1
[monster_predatory_day]:monster
[monster_predatory_night]:monster
[monster_vegetarian]:monster
[monster_zombied_day]:monster
[monster_zombied_night]:monster
[monster_special]:monster

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; Çäåñü ñîäåðæàòñÿ äåñêðèïøåíû ñêâàäîâ, êîòîðûå ïîòîì ìîæíî ñîçäàâàòü èñïîëüçóÿ ñïåö ôóíêöèè.
#include "squad_descr_pripyat.ltx"
#include "squad_descr_jupiter.ltx"
#include "squad_descr_zaton.ltx"
#include "squad_descr_labx8.ltx"
#include "squad_descr_underpass.ltx"
;------------------------------- Simulation SQUADS -------------------------------
[simulation_stalker]:online_offline_group
faction = stalker
npc_random = sim_default_stalker_0, sim_default_stalker_1, sim_default_stalker_2, sim_default_stalker_3, sim_default_stalker_4
npc_in_squad = 2, 3
[simulation_stalker_1]:online_offline_group
faction = stalker
npc_random = sim_default_stalker_0, sim_default_stalker_0, sim_default_stalker_0, sim_default_stalker_1, sim_default_stalker_1, sim_default_stalker_1, sim_default_stalker_1, sim_default_stalker_2, sim_default_stalker_2, sim_default_stalker_2, sim_default_stalker_3, sim_default_stalker_3, sim_default_stalker_4
npc_in_squad = 2, 3
[simulation_stalker_2]:online_offline_group
faction = stalker
npc_random = sim_default_stalker_0, sim_default_stalker_0, sim_default_stalker_1, sim_default_stalker_1, sim_default_stalker_1, sim_default_stalker_1, sim_default_stalker_2, sim_default_stalker_2, sim_default_stalker_2, sim_default_stalker_3, sim_default_stalker_3, sim_default_stalker_4, sim_default_stalker_4
npc_in_squad = 2, 3
[simulation_stalker_3]:online_offline_group
faction = stalker
npc_random = sim_default_stalker_1, sim_default_stalker_1, sim_default_stalker_1, sim_default_stalker_2, sim_default_stalker_2, sim_default_stalker_2, sim_default_stalker_3, sim_default_stalker_3, sim_default_stalker_4, sim_default_stalker_4
npc_in_squad = 2, 3
;--------------- stalkers simulation squads -----------------------
[stalker_sim_squad_novice]:online_offline_group
faction = stalker
npc_random = sim_default_stalker_0, sim_default_stalker_1, sim_default_stalker_2
npc_in_squad = 2, 3
[stalker_sim_squad_advanced]:online_offline_group
faction = stalker
npc_random = sim_default_stalker_1, sim_default_stalker_1, sim_default_stalker_2, sim_default_stalker_2
npc_in_squad = 2, 3
[stalker_sim_squad_veteran]:online_offline_group
faction = stalker
npc_random = sim_default_stalker_2, sim_default_stalker_2, sim_default_stalker_3, sim_default_stalker_3, sim_default_stalker_4
npc_in_squad = 2, 3
[simulation_stalker_for_a1]:online_offline_group
faction = stalker
target_smart = {+zat_a1_atack_from_zat_sim_15} zat_a1:nil, nil
spawn_point = zat_sim_15_spawn_for_a1
npc = sim_default_stalker_2, sim_default_stalker_0
;--------------- bandits simulation squads -----------------------
[simulation_bandit]:online_offline_group
faction = bandit
npc_random = sim_default_bandit_0, sim_default_bandit_1, sim_default_bandit_2, sim_default_bandit_3, sim_default_bandit_4
npc_in_squad = 2, 3
[simulation_bandit_1]:online_offline_group
faction = bandit
npc_random = sim_default_bandit_0, sim_default_bandit_1, sim_default_bandit_1, sim_default_bandit_1, sim_default_bandit_2, sim_default_bandit_2, sim_default_bandit_3, sim_default_bandit_4
npc_in_squad = 2, 3
[simulation_bandit_2]:online_offline_group
faction = bandit
npc_random = sim_default_bandit_1, sim_default_bandit_2, sim_default_bandit_2, sim_default_bandit_2, sim_default_bandit_3, sim_default_bandit_3, sim_default_bandit_4
npc_in_squad = 2, 3
[simulation_bandit_3]:online_offline_group
faction = bandit
npc_random = sim_default_bandit_1, sim_default_bandit_2, sim_default_bandit_2, sim_default_bandit_3, sim_default_bandit_3, sim_default_bandit_4, sim_default_bandit_4
npc_in_squad = 2, 3
;--------------- bandits simulation squads new -----------------------
[bandit_sim_squad_novice]:online_offline_group
faction = bandit
npc_random = sim_default_bandit_0, sim_default_bandit_1, sim_default_bandit_2
npc_in_squad = 2, 3
[bandit_sim_squad_advanced]:online_offline_group
faction = bandit
npc_random = sim_default_bandit_1, sim_default_bandit_1, sim_default_bandit_2, sim_default_bandit_2, sim_default_bandit_3
npc_in_squad = 2, 3
[bandit_sim_squad_veteran]:online_offline_group
faction = bandit
npc_random = sim_default_bandit_2, sim_default_bandit_2, sim_default_bandit_3, sim_default_bandit_3, sim_default_bandit_4
npc_in_squad = 2, 3
;--------------- merks simulation squads -----------------------
[simulation_killer]:online_offline_group
faction = killer
npc_random = sim_default_killer_0, sim_default_killer_1, sim_default_killer_1, sim_default_killer_2, sim_default_killer_2, sim_default_killer_3, sim_default_killer_4
npc_in_squad = 2, 3
[merc_sim_squad_novice]:online_offline_group
faction = killer
npc_random = sim_default_killer_0, sim_default_killer_1, sim_default_killer_2
npc_in_squad = 2, 3
[merc_sim_squad_advanced]:online_offline_group
faction = killer
npc_random = sim_default_killer_1, sim_default_killer_1, sim_default_killer_2, sim_default_killer_2, sim_default_killer_3
npc_in_squad = 2, 3
[merc_sim_squad_veteran]:online_offline_group
faction = killer
npc_random = sim_default_killer_2, sim_default_killer_2, sim_default_killer_3, sim_default_killer_3, sim_default_killer_4
npc_in_squad = 2, 3
;--------------- duty simulation squads -----------------------
[simulation_duty]:online_offline_group
faction = dolg
npc_random = sim_default_duty_0, sim_default_duty_1, sim_default_duty_1, sim_default_duty_2, sim_default_duty_2, sim_default_duty_3, sim_default_duty_4
npc_in_squad = 2, 3
[simulation_duty_1]:online_offline_group
faction = dolg
npc_random = sim_default_duty_0, sim_default_duty_1, sim_default_duty_1, sim_default_duty_2, sim_default_duty_2, sim_default_duty_3, sim_default_duty_4
npc_in_squad = 2, 3
[simulation_duty_2]:online_offline_group
faction = dolg
npc_random = sim_default_duty_0, sim_default_duty_1, sim_default_duty_1, sim_default_duty_2, sim_default_duty_2, sim_default_duty_3, sim_default_duty_4
npc_in_squad = 2, 3
[simulation_duty_3]:online_offline_group
faction = dolg
npc_random = sim_default_duty_0, sim_default_duty_1, sim_default_duty_1, sim_default_duty_2, sim_default_duty_2, sim_default_duty_3, sim_default_duty_4
npc_in_squad = 2, 3
[duty_sim_squad_novice]:online_offline_group
faction = dolg
npc_random = sim_default_duty_0, sim_default_duty_1, sim_default_duty_2
npc_in_squad = 2, 3
[duty_sim_squad_advanced]:online_offline_group
faction = dolg
npc_random = sim_default_duty_1, sim_default_duty_1, sim_default_duty_2, sim_default_duty_2, sim_default_duty_3
npc_in_squad = 2, 3
[duty_sim_squad_veteran]:online_offline_group
faction = dolg
npc_random = sim_default_duty_2, sim_default_duty_2, sim_default_duty_3, sim_default_duty_3, sim_default_duty_4
npc_in_squad = 2, 3
;--------------- freedom simulation squads -----------------------
[simulation_freedom]:online_offline_group
faction = freedom
npc_random = sim_default_freedom_0, sim_default_freedom_1, sim_default_freedom_1, sim_default_freedom_2, sim_default_freedom_2, sim_default_freedom_3, sim_default_freedom_4
npc_in_squad = 2, 3
[simulation_freedom_1]:online_offline_group
faction = freedom
npc_random = sim_default_freedom_0, sim_default_freedom_1, sim_default_freedom_1, sim_default_freedom_2, sim_default_freedom_2, sim_default_freedom_3, sim_default_freedom_4
npc_in_squad = 2, 3
[simulation_freedom_2]:online_offline_group
faction = freedom
npc_random = sim_default_freedom_0, sim_default_freedom_1, sim_default_freedom_1, sim_default_freedom_2, sim_default_freedom_2, sim_default_freedom_3, sim_default_freedom_4
npc_in_squad = 2, 3
[simulation_freedom_3]:online_offline_group
faction = freedom
npc_random = sim_default_freedom_0, sim_default_freedom_1, sim_default_freedom_1, sim_default_freedom_2, sim_default_freedom_2, sim_default_freedom_3, sim_default_freedom_4
npc_in_squad = 2, 3
[freedom_sim_squad_novice]:online_offline_group
faction = freedom
npc_random = sim_default_freedom_0, sim_default_freedom_1, sim_default_freedom_2
npc_in_squad = 2, 3
[freedom_sim_squad_advanced]:online_offline_group
faction = freedom
npc_random = sim_default_freedom_1, sim_default_freedom_1, sim_default_freedom_2, sim_default_freedom_2, sim_default_freedom_3
npc_in_squad = 2, 3
[freedom_sim_squad_veteran]:online_offline_group
faction = freedom
npc_random = sim_default_freedom_2, sim_default_freedom_2, sim_default_freedom_3, sim_default_freedom_3, sim_default_freedom_4
npc_in_squad = 2, 3
;--------------- monolith simulation squads -----------------------
[simulation_monolith_squad]:online_offline_group
faction = monolith
npc = sim_default_monolith_0, sim_default_monolith_1, sim_default_monolith_1, sim_default_monolith_2, sim_default_monolith_3
npc_in_squad = 2, 3
[monolith_sim_squad_novice]:online_offline_group
faction = monolith
npc = sim_default_monolith_0, sim_default_monolith_1, sim_default_monolith_2
npc_in_squad = 2, 3
[monolith_sim_squad_advanced]:online_offline_group
faction = monolith
npc = sim_default_monolith_2, sim_default_monolith_2, sim_default_monolith_3
npc_in_squad = 2, 3
[monolith_sim_squad_veteran]:online_offline_group
faction = monolith
npc = sim_default_monolith_3, sim_default_monolith_3, sim_default_monolith_4
npc_in_squad = 2, 3
;--------------- zombied simulation squads -----------------------
[simulation_zombied_1]:online_offline_group
faction = zombied
npc_random = sim_default_zombied_1, sim_default_zombied_1, sim_default_zombied_2, sim_default_zombied_2, sim_default_zombied_3
npc_in_squad = 2, 3
[simulation_zombied_2]:online_offline_group
faction = zombied
npc_random = sim_default_zombied_2, sim_default_zombied_2, sim_default_zombied_3, sim_default_zombied_3
npc_in_squad = 2, 3
[simulation_zombied_3]:online_offline_group
faction = zombied
npc_random = sim_default_zombied_3, sim_default_zombied_4
npc_in_squad = 2, 3
[zombied_sim_squad_novice]:online_offline_group
faction = zombied
npc_random = sim_default_zombied_1, sim_default_zombied_2
npc_in_squad = 2, 3
[zombied_sim_squad_advanced]:online_offline_group
faction = zombied
npc_random = sim_default_zombied_2, sim_default_zombied_3
npc_in_squad = 2, 3
[zombied_sim_squad_veteran]:online_offline_group
faction = zombied
npc_random = sim_default_zombied_3, sim_default_zombied_4
npc_in_squad = 2, 3
;--------------- monster simulation squads -----------------------
[simulation_bloodsucker]:online_offline_group
faction = monster_predatory_night
npc_random = bloodsucker_weak, bloodsucker_weak, bloodsucker_weak, bloodsucker_normal, bloodsucker_normal, bloodsucker_strong
npc_in_squad = 1, 1
[simulation_boar]:online_offline_group
faction = monster_vegetarian
npc_random = boar_normal, boar_normal, boar_normal, boar_strong
npc_in_squad = 1, 2
[simulation_burer]:online_offline_group
faction = monster_zombied_night
npc_random = burer_normal
npc_in_squad = 1, 2
[simulation_dog]:online_offline_group
faction = monster_predatory_day
npc_random = dog_weak, dog_normal, dog_strong, dog_cute
npc_in_squad = 2, 4
[simulation_pseudodog]:online_offline_group
faction = monster_predatory_day
npc_random = pseudodog_normal
npc_in_squad = 1, 3
[simulation_flesh]:online_offline_group
faction = monster_vegetarian
npc_random = flesh_normal, flesh_normal, flesh_normal, flesh_strong
npc_in_squad = 2, 4
[simulation_snork]:online_offline_group
faction = monster_zombied_night
npc_random = snork_weak, snork_weak, snork_normal, snork_normal, snork_strong
npc_in_squad = 2, 3
[simulation_controller]:online_offline_group
faction = monster_zombied_day
npc_random = m_controller_normal
npc_in_squad = 1, 1
[simulation_mix_dogs]:online_offline_group
faction = monster_predatory_day
npc_random = pseudodog_normal, pseudodog_normal, dog_weak, dog_normal, dog_strong, dog_cute
npc_in_squad = 2, 3
[simulation_mix_boar_flesh]:online_offline_group
faction = monster_vegetarian
npc_random = flesh_normal, flesh_normal, flesh_normal, flesh_strong, boar_normal, boar_normal, boar_normal, boar_strong
npc_in_squad = 2, 3
[simulation_poltergeist_tele]:online_offline_group
faction = monster
npc = m_poltergeist_normal_tele
npc_in_squad = 1, 2
[simulation_chimera]:online_offline_group
faction = monster_predatory_night
npc_random = chimera_normal
npc_in_squad = 1, 1
[simulation_chimera_zaton]:online_offline_group
faction = monster_predatory_night
npc_random = chimera_normal
npc_in_squad = 1, 1
target_smart = {=is_dark_night} nil, {~50} zat_sim_5, {~50} zat_sim_3, {~50} zat_sim_1, {~50} zat_sim_18, {~50} zat_sim_10, {~50} zat_sim_7, zat_sim_26
[simulation_chimera_pripyat]:online_offline_group
faction = monster_predatory_night
npc_random = chimera_normal
npc_in_squad = 1, 1
target_smart = {=is_dark_night} nil, pri_a17
[simulation_chimera_jupiter]:online_offline_group
faction = monster_predatory_night
npc_random = chimera_normal
npc_in_squad = 1, 1
[simulation_psy_dog]:online_offline_group
faction = monster_predatory_day
npc_random = psy_dog_normal
npc_in_squad = 1, 1
[simulation_tushkano]:online_offline_group
faction = monster_predatory_day
npc_random = tushkano_normal
npc_in_squad = 3, 4
[simulation_gigant]:online_offline_group
faction = monster_predatory_day
npc_random = gigant_normal
npc_in_squad = 1, 1
;--------------- test --------------------------------------------
[simulation_dog_01]:simulation_dog
target_smart = smart_02:smart_01:loop
[merc_jupiter]:jup_b47_merc_guard_squad
target_smart = {-teleported} smart_01, smart_02
spawn_point = spawn_01
story_id = merc_jupiter
[merc_zaton]:zat_b103_lost_merc_squad1
target_smart = smart_03
spawn_point = spawn_01
[corr_selo_squad]:online_offline_group
faction = monster
npc = tushkano_normal
target_smart = corr_selo_smart
spawn_point = corr_selo_smart_tushkano_home
[corr_selo_02_squad]:online_offline_group
faction = monster
npc = tushkano_normal
target_smart = corr_selo_02_smart
spawn_point = corr_selo_02_smart_tushkano_home
[hein_selo_squad]:online_offline_group
faction = stalker
npc = sim_default_stalker_0
target_smart = {-teleported} redstain_selo_smart_terrain, redstain_selo_smart_terrain_0000
[hein_selo_dog]:online_offline_group
faction = monster
npc = dog_normal
target_smart = smart_03
spawn_point = smart_03_way_dog
;Test squads
[test_squad_snork_for_renderman]:online_offline_group
faction = monster_zombied_day
npc = snork_weak, snork_weak, snork_normal, snork_normal, snork_strong
target_smart = alex_selo_smart_terrain
[test_squad_zulus_for_renderman]:online_offline_group
faction = dolg
npc = sim_default_stalker_1
spawn_point = alex_selo_smart_terrain_stalker_walk_1
target_smart = alex_selo_smart_terrain
[test_squad_for_alex_selo]:online_offline_group
faction = dolg
npc = jup_b1_stalker_1, jup_b1_stalker_2, jup_b1_stalker_3, jup_b1_stalker_4
spawn_point = alex_selo_smart_walk_1
target_smart = alex_selo_smart
story_id = test_squad_for_alex_selo
[test_duty]:online_offline_group
faction = dolg
npc = sim_default_duty_4, sim_default_duty_4, sim_default_duty_4, sim_default_duty_4, sim_default_duty_4
target_smart = smart_1
behaviour = dolg
[test_stalker]:online_offline_group
auto_id = true
faction = stalker
npc = sim_default_stalker_1, sim_default_stalker_1
target_smart = smart_1
[test_freedom]:online_offline_group
faction = freedom
npc = sim_default_freedom_1
target_smart = smart_3:smart_1
;[pl]:online_offline_group
;faction = freedom
;npc = sim_default_freedom_2, sim_default_freedom_2, sim_default_freedom_2, sim_default_freedom_2, sim_default_freedom_2
;target_smart = smart_terrain_4
;spawn_point = smart_terrain_4_spawn
[test_freedom2]:online_offline_group
faction = freedom
npc = sim_default_freedom_2, sim_default_freedom_2, sim_default_freedom_2, sim_default_freedom_2, sim_default_freedom_2
;active_task = smart_terrain_3
relationship = friend
;sympathy = 0
[test_duty2]:online_offline_group
faction = dolg
npc = sim_default_duty_4, sim_default_duty_4, sim_default_duty_4, sim_default_duty_4, sim_default_duty_4
relationship = friend
target_smart = smart_terrain_3
spawn_point = path_walk_3
[test_bandit]:online_offline_group
faction = bandit
npc = sim_default_bandit_3,sim_default_bandit_3,sim_default_bandit_3,sim_default_bandit_3,sim_default_bandit_3
;active_task = smart_terrain_3
relationship = friend
;show_spot = {-test_info_1} true, false
;sympathy = 0
[test_yojig_selo_squad]:online_offline_group
;faction = stalker
npc = sim_default_stalker_1
;, sim_default_stalker_1, sim_default_stalker_1
;target_smart = {-suitable} smart_1, {+suitable} smart_2
;story_id = test_yojig_selo_squad
faction = army
;npc = pri_a25_base_medic
spawn_point = pri_a16_medic_walk_spawn_point
target_smart = {+pri_a25_rfi_source_eliminated} pri_a16, {+pri_a25_task_start} pri_a25_smart_terrain, pri_a16
story_id = pri_a25_base_army_medic
[test_yojig_squad]:online_offline_group
faction = stalker
npc_random = sim_default_stalker_0, sim_default_stalker_1, sim_default_stalker_2, sim_default_stalker_3, sim_default_stalker_4
npc_in_squad = 5, 5
;npc = sim_default_stalker_1, sim_default_stalker_1, sim_default_stalker_1, sim_default_stalker_1
target_smart = {+test_info} smart_2, smart_1
story_id = test_yojig_squad
[test_tgm_bug_test_3_bandit]:online_offline_group
faction = bandit
npc = sim_default_bandit_0
target_smart = smart_terrain_1:smart_terrain_2:loop
[test_tgm_bug_test_3_stalker]:online_offline_group
faction = stalker
npc = sim_default_stalker_4
target_smart = smart_terrain_2:smart_terrain_1:loop
; ------------------------------- lain_selo ------------------------
[lain_selo_dog]:online_offline_group
faction = monster_predatory_day
npc = dog_weak, dog_normal, dog_strong
target_smart = lain_test_smart_terrain
spawn_point = lain_test_smart_terrain_home
;[lain_selo_tushkano_squad]:online_offline_group
;faction = monster_predatory_night
;npc = tushkano_normal
;target_smart = selo_smart_terrain
;spawn_point = selo_smart_terrain_mob_home
;[lain_selo_stalker_squad]:online_offline_group
;faction = stalker
;npc = sim_default_stalker_2
;target_smart = selo_smart_terrain
;spawn_point = selo_smart_terrain_walker_walk
[lain_selo_snork_squad]:online_offline_group
faction = monster_zombied_day
npc = snork_weak, snork_weak, snork_weak, snork_weak, snork_weak
target_smart = level_prefix_smart_terrain
spawn_point = snork_spown_point
[renderman_selo_test_snork]:online_offline_group
faction = monster_zombied_day
npc = snork_weak
target_smart = renderman_selo_smart
[renderman_selo_test_stalker_squad]:online_offline_group
faction = stalker
npc = jup_a10_stalker_vano, jup_b220_trapper
target_smart = alex_selo_smart_terrain
[alex_selo_squad_1]:online_offline_group
faction = stalker
npc = sim_default_stalker_1
target_smart = alex_selo_smart: alex_selo_smart_terrain
[plecha_selo_stalker_squad]:online_offline_group
faction = stalker
npc = sim_default_stalker_2
target_smart = pl_selo_smart
spawn_point = way
[sim_stalker_squad_1]:online_offline_group
faction = freedom
npc = sim_default_freedom_2,sim_default_freedom_2,sim_default_freedom_2
;npc_random = sim_default_zombied_1
target_smart = nil
;run_string xr_effects.create_squad_member(nil,nil,{"sim_default_freedom_2", "sim_stalker_squad_1"})
;run_string alife():object(57):remove_squad()
;run_string xr_effects.clear_smart_terrain(nil,nil,{"sim_smart_1"})
;run_string level.object_by_id(42):set_npc_position(patrol("tst"):point(0))
;run_string alife():object(56):set_squad_position(patrol("tst"):point(0))
[sim_stalker_squad_2]:online_offline_group
faction = dolg
npc = sim_default_duty_2,sim_default_duty_2,sim_default_duty_2
[sim_monolith_squad_3]:online_offline_group
faction = monolith
npc = sim_default_monolith_2,sim_default_monolith_2,sim_default_monolith_2
[sim_stalker_squad_4]:online_offline_group
faction = bandit
npc = sim_default_bandit_2,sim_default_bandit_2,sim_default_bandit_2
[sim_snork_4]:online_offline_group
faction = monster_zombied_day
npc = snork_normal,snork_normal,snork_normal
behaviour = monster
arrive_dist = 30
story_id = test_squad
[sim_boar]:online_offline_group
faction = monster_vegetarian
npc = boar_normal
target_smart = selo_smart_terrain
spawn_point = selo_smart_terrain_home
[sim_polter]:online_offline_group
faction = monster
npc = m_poltergeist_normal_tele
target_smart = selo_smart_terrain
spawn_point = selo_smart_terrain_polter_home
[sim_pseudodog]:online_offline_group
faction = monster_predatory_day
npc = psy_dog
target_smart = selo_smart_terrain
spawn_point = selo_smart_terrain_pseudodog_home
[bes_sim_boar]:online_offline_group
faction = monster_vegetarian
npc = boar_normal
target_smart = bes_test_smart_terrain:bes_test_smart_terrain_1:loop
spawn_point = bes_test_smart_terrain_1_home_1
[simulation_boar_test]:online_offline_group
faction = monster_vegetarian
npc_random = boar_strong, boar_normal
npc_in_squad = 1, 3
[conrack_test_squad]:online_offline_group
sympathy = 0
faction = stalker
npc = conrack_selo_stalker, conrack_selo_stalker, conrack_selo_stalker, conrack_selo_stalker
target_smart = conrack_selo_smart
spawn_point = conrack_selo_smart_st_3_stay
story_id = conrack_test_squad

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; Çäåñü ñîäåðæàòñÿ äåñêðèïøåíû ñêâàäîâ, êîòîðûå ïîòîì ìîæíî ñîçäàâàòü èñïîëüçóÿ ñïåö ôóíêöèè.
;----------------------------- B208 ----------------------------------------
[jup_b208_burers_squad]:online_offline_group
faction = monster
npc = burer_normal, burer_normal
target_smart = jup_b208
spawn_point = jup_b208_burer_lair_1_spawn_point
story_id = jup_b208_burers_squad
[jup_b208_simulation_burer]:online_offline_group
faction = monster_zombied_night
npc_random = burer_normal
npc_in_squad = 1, 2
target_smart = jup_b208
;----------------------------- B212 ----------------------------------------
[jup_b212_jupiter_chimera_lair]:online_offline_group
faction = monster
npc = jup_b212_chimera_killer
story_id = jup_b212_jupiter_chimera
target_smart = jup_b212
spawn_point = {=actor_in_zone(jup_b212_chimera_spawn_zone)} jup_b212_chimera_spawn_point_1, jup_b212_chimera_spawn_point_2
;----------------------------- A10 ----------------------------------------
[jup_a10_bandit_squad]:online_offline_group
faction = bandit
npc = sim_default_bandit_3, sim_default_bandit_2, sim_default_bandit_2
story_id = jup_a10_bandit_squad
target_smart = {+jup_a10_vano_give_task_end} nil, {+jup_a10_fals} nil, jup_a10_smart_terrain
spawn_point = jup_a10_spawn_point
sympathy = 0
[jup_a10_bandit_squad_1]:online_offline_group
faction = bandit
npc = sim_default_bandit_3, sim_default_bandit_2, sim_default_bandit_2
story_id = jup_a10_bandit_squad_1
target_smart = {+jup_a10_vano_give_task_end} nil, {+jup_a10_fals} nil, jup_a10_smart_terrain
spawn_point = jup_a10_smart_terrain_jup_a10_bandit_guard_1_walk
sympathy = 0
[jup_a10_bandit_squad_2]:online_offline_group
faction = bandit
npc = sim_default_bandit_3, sim_default_bandit_3, sim_default_bandit_2
story_id = jup_a10_bandit_squad_2
target_smart = {+jup_a10_vano_give_task_end} nil, {+jup_a10_fals} nil, jup_a10_smart_terrain
spawn_point = jup_a10_smart_terrain_jup_a10_bandit_guard_1_walk
sympathy = 0
[jup_a10_bandit_squad_3]:online_offline_group
faction = bandit
npc = jup_a10_bandit_leader, sim_default_bandit_3, sim_default_bandit_3, sim_default_bandit_3
story_id = jup_a10_bandit_squad_3
target_smart = {+jup_a10_vano_give_task_end} nil, {+jup_a10_fals} nil, jup_a10_smart_terrain
spawn_point = jup_a10_smart_terrain_walker_4_walk
sympathy = 0
;----------------------------- B200 ----------------------------------------
[jup_b200_tushkano_squad]:online_offline_group
faction = monster_predatory_night
npc = tushkano_normal, tushkano_normal, tushkano_normal, tushkano_normal, tushkano_normal
target_smart = jup_b200_tushkan_smart_terrain
spawn_point = jup_b200_tushkan_smart_terrain_home_1
story_id = jup_b200_tushkano_squad
[jup_b25_alex_squad]:online_offline_group
faction = stalker
npc = jup_b217_stalker_tech, jup_a10_stalker_vano, jup_b220_trapper
target_smart = jup_a6
spawn_point = jup_a6_spawn_point
story_id = jup_b25_alex_squad
[jup_b200_stalker_squad]:online_offline_group
faction = stalker
npc = sim_default_stalker_2, sim_default_stalker_2, sim_default_stalker_2, sim_default_stalker_2, sim_default_stalker_2
target_smart = {+jup_b200_tech_materials_brought_some} nil, {+jup_b200_tech_materials_brought_all} nil, jup_b200
spawn_point = jup_b200_walker_2_walk
story_id = jup_b200_stalker_squad
;----------------------------- B4 ----------------------------------------
[jup_b4_squad]:online_offline_group
faction = monolith
relationship = neutral
npc = jup_b4_monolith_squad_leader_monolith_skin, jup_b4_monolith_squad_soldier_1_monolith_skin, jup_b4_monolith_squad_soldier_2_monolith_skin, jup_b4_monolith_squad_soldier_3_monolith_skin,jup_b4_monolith_squad_soldier_4_monolith_skin, jup_b4_monolith_squad_soldier_5_monolith_skin
target_smart = jup_b4, {+jup_b4_monolith_squad_out} nil
spawn_point = jup_b4_spawn_point
story_id = jup_b4_squad
[jup_b4_squad_duty]:online_offline_group
faction = dolg
npc = jup_b4_monolith_squad_soldier_1_duty_skin, jup_b4_monolith_squad_soldier_2_duty_skin, jup_b4_monolith_squad_soldier_3_duty_skin,jup_b4_monolith_squad_soldier_4_duty_skin, jup_b4_monolith_squad_soldier_5_duty_skin
;target_smart = {+jup_b4_monolith_squad_on_base} nil , {+jup_b4_duty_go_home} jup_a6, jup_b4
target_smart = {+jup_b4_duty_go_home} jup_a6:nil, {+jup_b4_duty_go_home_alone} jup_a6:nil, jup_b4
spawn_point = jup_b4_spawn_point
story_id = jup_b4_squad_duty
[jup_b4_squad_duty_leader]:online_offline_group
faction = dolg
npc = jup_b4_monolith_squad_leader_duty_skin
target_smart = {+jup_b4_duty_go_home} jup_a6, {+jup_b4_duty_go_home_alone} jup_a6, jup_b4
spawn_point = jup_b4_spawn_point
story_id = jup_b4_squad_duty_leader
[jup_b4_squad_freedom]:online_offline_group
faction = freedom
npc = jup_b4_monolith_squad_soldier_1_freedom_skin, jup_b4_monolith_squad_soldier_2_freedom_skin, jup_b4_monolith_squad_soldier_3_freedom_skin,jup_b4_monolith_squad_soldier_4_freedom_skin, jup_b4_monolith_squad_soldier_5_freedom_skin
;target_smart = {+jup_b4_monolith_squad_on_base} nil , {+jup_b4_freedom_go_home} jup_a6, jup_b4
target_smart = {+jup_b4_freedom_go_home} jup_a6:nil, {+jup_b4_freedom_go_home_alone} jup_a6:nil, jup_b4
spawn_point = jup_b4_spawn_point
story_id = jup_b4_squad_freedom
[jup_b4_squad_freedom_leader]:online_offline_group
faction = freedom
npc = jup_b4_monolith_squad_leader_freedom_skin
target_smart = {+jup_b4_freedom_go_home} jup_a6, {+jup_b4_freedom_go_home_alone} jup_a6, jup_b4
spawn_point = jup_b4_spawn_point
story_id = jup_b4_squad_freedom_leader
[jup_b4_duty_squad]:online_offline_group
faction = dolg
npc = jup_b4_duty_leader,jup_b4_duty_help
;target_smart = {+jup_b4_duty_in_b25} nil ,{+jup_b4_monolith_squad_out} jup_a6, {+jup_b4_duty_go_home} jup_a6, jup_b4
target_smart = {+jup_b4_duty_go_home} jup_a6:nil, {+jup_b4_duty_go_home_alone} jup_a6:nil, jup_b4
spawn_point = jup_b4_duty_fredom_spawn
story_id = jup_b4_duty_squad
[jup_b4_freedom_squad]:online_offline_group
faction = freedom
npc = jup_b4_freedom_leader,jup_b4_freedom_help
;target_smart = {+jup_b4_freedom_in_b25} nil, {+jup_b4_monolith_squad_out}jup_a6, {+jup_b4_freedom_go_home} jup_a6, jup_b4
target_smart = {+jup_b4_freedom_go_home} jup_a6:nil, {+jup_b4_freedom_go_home_alone} jup_a6:nil, jup_b4
spawn_point = jup_b4_duty_fredom_spawn
story_id = jup_b4_freedom_squad
; ---------------------------- B8 --------------------------------------------
[jup_b8_psy_dog_squad]:online_offline_group
faction = monster_predatory_day
npc = psy_dog_normal, psy_dog_normal
target_smart = jup_b8_smart_terrain
spawn_point = jup_b8_psy_dog_spawn
story_id = jup_b8_psy_dog_squad
; ---------------------------- B209 --------------------------------------------
[jup_b209_squad_snork_up]:online_offline_group
faction = monster_zombied_day
npc = snork_normal, snork_normal, snork_normal, snork_normal, snork_normal
target_smart = jup_b209
spawn_point = jup_b209_snork_home_up
story_id = jup_b209_squad_snork
[jup_b209_squad_snork_1]:online_offline_group
faction = monster_zombied_day
npc = snork_normal
target_smart = jup_b209
spawn_point = jup_b209_snork_home_d_1
story_id = jup_b209_squad_snork_1
[jup_b209_squad_snork_2]:online_offline_group
faction = monster_zombied_day
npc = snork_normal
target_smart = jup_b209
spawn_point = jup_b209_snork_home_d_3
story_id = jup_b209_squad_snork_2
; ---------------------------- A12 --------------------------------------------
[jup_a12_bandit_chief_squad]:online_offline_group
faction = bandit
npc = jup_a12_bandit_chief, sim_default_bandit_1, sim_default_bandit_1
target_smart = jup_a12
spawn_point = jup_a12_bandit_chief_squad_spawn_point
sympathy = 0
story_id = jup_a12_bandit_chief_squad
always_arrived = true
[jup_a12_bandit_cashier_squad]:online_offline_group
faction = bandit
npc = jup_a12_bandit_cashier, sim_default_bandit_1, sim_default_bandit_1, sim_default_bandit_0
target_smart = jup_a12
spawn_point = jup_a12_bandit_cashier_squad_spawn_point
sympathy = 0
story_id = jup_a12_bandit_cashier_squad
always_arrived = true
[jup_a12_bandit_guard_squad]:online_offline_group
faction = bandit
npc = jup_a12_bandit_guard, sim_default_bandit_1, sim_default_bandit_1, sim_default_bandit_0
target_smart = jup_a12
spawn_point = jup_a12_bandit_guard_squad_spawn_point
sympathy = 0
story_id = jup_a12_bandit_guard_squad
always_arrived = true
[jup_a12_bandit_sim_squad]:online_offline_group
faction = bandit
npc = sim_default_bandit_0, sim_default_bandit_0, sim_default_bandit_0, sim_default_bandit_0, sim_default_bandit_0, sim_default_bandit_0
target_smart = {-jup_a12_task_done} jup_a12, {+jup_a12_task_done} nil
spawn_point = jup_a12_bandit_cashier_squad_spawn_point
sympathy = 0
story_id = jup_a12_bandit_sim_squad
always_arrived = true
[jup_a12_prisoner]:online_offline_group
faction = stalker
npc = jup_a12_stalker_prisoner
target_smart = {+jup_a12_stalkers_on_base} jup_a6, {+jup_a12_stalker_prisoner_cheats_to_base} jup_a6, {+jup_a12_stalker_prisoner_free_dialog_done} jup_a12_merc, {+jup_a12_stalker_prisoner_out_of_containers} jup_a12_merc, jup_a12
spawn_point = jup_a12_prisoner_spawn_point
story_id = jup_a12_prisoner
always_arrived = true
[jup_a12_stalker_squad]:online_offline_group
faction = stalker
npc = jup_a12_stalker_assaulter, jup_a12_stalker_diplomat
target_smart = jup_a6
spawn_point = jup_a6_spawn_point
story_id = jup_a12_stalker_squad
always_arrived = true
[jup_a12_merc_stalker_squad]:online_offline_group
faction = stalker
npc = jup_a12_merc_cover, sim_default_stalker_3, sim_default_stalker_3
target_smart = {+jup_a12_task_done} nil, {-jup_a12_merc_attack_started} jup_a12_merc, {+jup_a12_merc_attack_started} jup_a12
spawn_point = {-jup_a12_spawn_merc_squad} jup_a12_merc_stalker_squad_spawn_point_2, {+jup_a12_spawn_merc_squad} jup_a12_merc_stalker_squad_spawn_point
story_id = jup_a12_merc_stalker_squad
always_arrived = true
; B25
[jup_b25_freedom_flint_squad]:online_offline_group
faction = freedom
npc = jup_b25_freedom_flint;, sim_default_freedom_2, sim_default_freedom_2
target_smart = jup_a6
spawn_point = jup_a6_spawn_point
story_id = jup_b25_freedom_flint_squad
[jup_b25_stalker_senya_squad]:online_offline_group
faction = stalker
npc = jup_b25_stalker_senya
target_smart = jup_b25
spawn_point = jup_b25_way
story_id = jup_b25_stalker_senya_squad
;----------------------------------- B1
[jup_b1_stalker_squad]:online_offline_group
faction = stalker
npc = jup_b1_stalker_1, jup_b1_stalker_2, jup_b1_stalker_3, jup_b1_stalker_4
target_smart = {+jup_b6_anom_2} jup_b6_anom_2, {+jup_b6_anom_1} jup_b211, {+jup_b1_st_mission} jup_b1, jup_b41
spawn_point = jup_b41_stalker_spawn
story_id = jup_b1_stalker_squad
[jup_b1_zombie]:online_offline_group
faction = zombied
npc = jup_b1_zombie_1, jup_b1_zombie_2, jup_b1_zombie_3
target_smart = {+jup_b1_complete_end} nil, jup_b1
spawn_point = jup_b1_zombie_spawn
story_id = jup_b1_zombie
[jup_b1_tushkano_squad]:online_offline_group
faction = monster_predatory_night
npc = jup_b1_tushkano_target, tushkano_normal, tushkano_normal, tushkano_normal, tushkano_normal
target_smart = {+jup_b1_complete_end} nil, jup_b1
spawn_point = jup_b1_tushkano_spawn
story_id = jup_b1_tushkano_squad
[jup_b1_controller_squad]:online_offline_group
faction = monster_zombied_day
npc = jup_b1_controller
target_smart = {+jup_b1_complete_end} nil, jup_b1
spawn_point = jup_b1_controller_spawn
story_id = jup_b1_controller_squad
[jup_b1_simulation_controller]:online_offline_group
faction = monster_zombied_day
npc_random = m_controller_normal
npc_in_squad = 1, 1
target_smart = jup_b1
[jup_b1_stalker_pro_squad]:jup_b1_stalker_squad
npc = jup_b1_pro_stalker_1, jup_b1_pro_stalker_2, jup_b1_pro_stalker_3, jup_b1_pro_stalker_4
faction = ecolog
target_smart = jup_b41
[jup_b6_scientist_group]:online_offline_group
faction = ecolog
npc = jup_b6_scientist_tech, jup_b6_scientist_nuclear_physicist, jup_b6_scientist_biochemist
target_smart = jup_b41
spawn_point = jup_b41_sci_spawn
story_id = jup_b6_scientist_group
;------------------------------------- B6
[jup_b6_stalker_freedom_squad]:online_offline_group
faction = freedom
npc = jup_b6_freedom_stalker_1, jup_b6_freedom_stalker_2, jup_b6_freedom_stalker_3, jup_b6_freedom_stalker_4
target_smart = {+jup_b6_anom_2} jup_b6_anom_2, {+jup_b6_anom_1} jup_b211, jup_b41
spawn_point = jup_b41_stalker_spawn
story_id = jup_b6_stalker_freedom_squad
[jup_b6_stalker_duty_squad]:online_offline_group
faction = dolg
npc = jup_b6_duty_stalker_1, jup_b6_duty_stalker_2, jup_b6_duty_stalker_3, jup_b6_duty_stalker_4
target_smart = {+jup_b6_anom_2} jup_b6_anom_2, {+jup_b6_anom_1} jup_b211, jup_b41
spawn_point = jup_b41_stalker_spawn
story_id = jup_b6_stalker_duty_squad
[jup_b6_stalker_gonta_squad]:online_offline_group
faction = stalker
npc = jup_b6_stalker_gonta, jup_b6_stalker_garmata, jup_b6_stalker_crab
target_smart = {+jup_b6_anom_2} jup_b6_anom_2, {+jup_b6_anom_1} jup_b211, jup_b41
spawn_point = jup_b41_stalker_spawn
story_id = jup_b6_stalker_gonta_squad
[jup_b6_stalker_exprisoner_squad]:online_offline_group
faction = stalker
npc = jup_b6_stalker_prisoner, jup_b6_stalker_assaulter, jup_b6_stalker_diplomat
target_smart = {+jup_b6_anom_2} jup_b6_anom_2, {+jup_b6_anom_1} jup_b211, jup_b41
spawn_point = jup_b41_stalker_spawn
story_id = jup_b6_stalker_exprisoner_squad
;-------------------------------------
[jup_b6_flesh_horde]:online_offline_group
faction = monster_vegetarian
npc = flesh_strong, flesh_normal, flesh_normal
target_smart = {+jup_b6_complete_end} nil, jup_b211
spawn_point = {-jup_b6_mut_1_false ~33} jup_b211_spawn_1, {-jup_b6_mut_2_false ~66} jup_b211_spawn_2, {-jup_b6_mut_3_false} jup_b211_spawn_3
story_id = jup_b6_flesh_horde
[jup_b6_flesh_horde_2]:online_offline_group
faction = monster_vegetarian
npc = flesh_strong, flesh_strong, flesh_normal, flesh_normal
target_smart = {+jup_b6_complete_end} nil, jup_b211
spawn_point = {-jup_b6_mut_1_false ~33} jup_b211_spawn_1, {-jup_b6_mut_2_false ~66} jup_b211_spawn_2, {-jup_b6_mut_3_false} jup_b211_spawn_3
story_id = jup_b6_flesh_horde_2
[jup_b6_boar_horde]:online_offline_group
faction = monster_vegetarian
npc = boar_normal, boar_normal
target_smart = {+jup_b6_complete_end} nil, jup_b211
spawn_point = {-jup_b6_mut_1_false ~33} jup_b211_spawn_1, {-jup_b6_mut_2_false ~66} jup_b211_spawn_2, {-jup_b6_mut_3_false} jup_b211_spawn_3
story_id = jup_b6_boar_horde
[jup_b6_boar_horde_2]:online_offline_group
faction = monster_vegetarian
npc = boar_strong, boar_normal, boar_normal
target_smart = {+jup_b6_complete_end} nil, jup_b211
spawn_point = {-jup_b6_mut_1_false ~33} jup_b211_spawn_1, {-jup_b6_mut_2_false ~66} jup_b211_spawn_2, {-jup_b6_mut_3_false} jup_b211_spawn_3
story_id = jup_b6_boar_horde_2
[jup_b6_swamp_hunters]:online_offline_group
faction = monster_predatory_night
npc = jup_b6_bloodsucker_1, jup_b6_bloodsucker_2, jup_b6_bloodsucker_3
target_smart = jup_b211
spawn_point = jup_b211_mob_home_hunter_prime
story_id = jup_b6_swamp_hunters
[jup_b6_zombie_squad_1]:online_offline_group
faction = zombied
npc = sim_default_zombied_1, sim_default_zombied_1
target_smart = {+jup_b6_anom_2 -jup_b6_task_fail} jup_b6_anom_2, {+jup_b19_complete} nil, {+jup_b19_yar_enemy_or_dead} nil, jup_b19
spawn_point = {-jup_b6_zom_1_false ~33} jup_b6_anom_2_spawn_1, {-jup_b6_zom_2_false ~66} jup_b6_anom_2_spawn_2, {-jup_b6_zom_3_false} jup_b6_anom_2_spawn_3
story_id = jup_b6_zombie_squad_1
[jup_b6_zombie_squad_2]:online_offline_group
faction = zombied
npc = sim_default_zombied_2, sim_default_zombied_1
target_smart = {+jup_b6_anom_2 -jup_b6_task_fail} jup_b6_anom_2, {+jup_b19_complete} nil, {+jup_b19_yar_enemy_or_dead} nil, jup_b19
spawn_point = {-jup_b6_zom_1_false ~33} jup_b6_anom_2_spawn_1, {-jup_b6_zom_2_false ~66} jup_b6_anom_2_spawn_2, {-jup_b6_zom_3_false} jup_b6_anom_2_spawn_3
story_id = jup_b6_zombie_squad_2
[jup_b6_zombie_squad_3]:online_offline_group
faction = zombied
npc = sim_default_zombied_1, sim_default_zombied_2, sim_default_zombied_2
target_smart = {+jup_b6_anom_2 -jup_b6_task_fail} jup_b6_anom_2, {+jup_b19_complete} nil, {+jup_b19_yar_enemy_or_dead} nil, jup_b19
spawn_point = {-jup_b6_zom_1_false ~33} jup_b6_anom_2_spawn_1, {-jup_b6_zom_2_false ~66} jup_b6_anom_2_spawn_2, {-jup_b6_zom_3_false} jup_b6_anom_2_spawn_3
story_id = jup_b6_zombie_squad_3
[jup_b6_zombie_squad_4]:online_offline_group
faction = zombied
npc = sim_default_zombied_3, sim_default_zombied_3
target_smart = {+jup_b6_anom_2 -jup_b6_task_fail} jup_b6_anom_2, {+jup_b19_complete} nil, {+jup_b19_yar_enemy_or_dead} nil, jup_b19
spawn_point = {-jup_b6_zom_1_false ~33} jup_b6_anom_2_spawn_1, {-jup_b6_zom_2_false ~66} jup_b6_anom_2_spawn_2, {-jup_b6_zom_3_false} jup_b6_anom_2_spawn_3
story_id = jup_b6_zombie_squad_4
[jup_b6_zombie_squad_5]:online_offline_group
faction = zombied
npc = sim_default_zombied_4, sim_default_zombied_2
target_smart = {+jup_b6_anom_2 -jup_b6_task_fail} jup_b6_anom_2, {+jup_b19_complete} nil, {+jup_b19_yar_enemy_or_dead} nil, jup_b19
spawn_point = {-jup_b6_zom_1_false ~33} jup_b6_anom_2_spawn_1, {-jup_b6_zom_2_false ~66} jup_b6_anom_2_spawn_2, {-jup_b6_zom_3_false} jup_b6_anom_2_spawn_3
story_id = jup_b6_zombie_squad_5
;-------------------------------------
;------------------- jup_b43 ------------------
[jup_b43_stalker_assistant_squad_sq]:online_offline_group
faction = stalker
npc = jup_b43_stalker_assistant
target_smart = {+pri_a17_give_task_get_gauss_rifle} jup_a6, jup_b41
spawn_point = {+pri_a17_give_task_get_gauss_rifle} jup_a6_actor_look, jup_b41_jup_b43_stalker_assistant_walk
story_id = jup_b43_stalker_assistant_squad_sq
;-------------------------------------
[jup_b202_stalker_snag_squad]:online_offline_group
faction = stalker
sympathy = 0
npc = jup_b202_stalker_snag
target_smart = {+jup_b202_snag_teleported -jup_b202_stalker_snag_go_base} jup_b202, jup_a6
spawn_point = jup_a6_spawn_point
story_id = jup_b202_stalker_snag_squad
[jup_a6_stalker_medik_squad]:online_offline_group
faction = stalker
npc = jup_a6_stalker_medik
target_smart = jup_a6
spawn_point = jup_a6_spawn_point
story_id = jup_a6_stalker_medik_squad
[jup_b15_zulus_squad]:online_offline_group
faction = stalker
npc = jup_b15_zulus
target_smart = jup_a6
;relation = neutral
story_id = jup_b15_zulus_squad
spawn_point = jup_a6_jup_b218_squad_member_arrive_walk
always_arrived = true
[jup_a6_stalker_barmen_squad]:online_offline_group
faction = stalker
npc = jup_a6_stalker_barmen
target_smart = jup_a6
spawn_point = jup_a6_barmen_spawn
story_id = jup_a6_stalker_barmen_squad
;[jup_b202_snag_wounded]:online_offline_group
;faction = stalker
;sympathy = 0
;npc = jup_b202_stalker_snag
;target_smart = {-jup_b202_stalker_snag_go_base} jup_b202, jup_a6
;spawn_point = jup_b202_snag_wounded_walk
;story_id = jup_b202_snag_wounded
[jup_b202_bandit_squad]:online_offline_group
faction = bandit
sympathy = 0
npc = jup_b202_bandit
target_smart = {-jup_b202_bandit_go_away} jup_b202, jup_b204
spawn_point = jup_b202_snag_wounded_look
story_id = jup_b202_bandit_squad
;----------------------- B19----------------------------------------
[jup_b19_freedom_yar_squad]:online_offline_group
faction = freedom
npc = jup_b19_freedom_yar
target_smart = {+jup_b19_destroy_yar -jup_b19_yar_switch_smart_terrain} jup_b19, jup_a6
spawn_point = {+jup_b19_destroy_yar -jup_b19_yar_switch_smart_terrain} jup_b19_freedom_yar_spawn_point_kopachy, jup_a6_spawn_point
story_id = jup_b19_freedom_yar_squad
always_arrived = true
[jup_b19_kopatci_zombied_squad]:online_offline_group
faction = zombied
npc = jup_b19_zombied_1, jup_b19_zombied_1, jup_b19_zombied_1, jup_b19_zombied_1, jup_b19_zombied_1, jup_b19_zombied_2, jup_b19_zombied_2, jup_b19_zombied_2, jup_b19_zombied_2, jup_b19_zombied_2
target_smart = {+jup_b6_anom_2 -jup_b6_task_fail} jup_b6_anom_2, {+jup_b19_complete} nil, {+jup_b19_yar_enemy_or_dead} nil, jup_b19
spawn_point = jup_b19_zombied_spawn_point
story_id = jup_b19_kopatci_zombied_squad
always_arrived = true
[jup_b19_merc_squad]:online_offline_group
faction = killer
npc = jup_b19_merc_1 , jup_b19_merc_2, jup_b19_merc_3, jup_b19_merc_4, jup_b19_merc_5
target_smart = {+jup_b19_mercs_free} nil, jup_b19
spawn_point = jup_b19_merc_spawn_point
story_id = jup_b19_merc_squad
always_arrived = true
;-------------------Zaton B215 on Jupiter-------------------------
[zat_b215_stalker_guide_jupiter_squad]:online_offline_group
faction = stalker
sympathy = 1
npc = zat_b215_stalker_guide_jupiter
target_smart = jup_a6
spawn_point = jup_a6_spawn_point
story_id = zat_b215_stalker_guide_jupiter_squad
;-------------------Freedom Leader -------------------------------
[jup_a6_freedom_leader_squad]:online_offline_group
faction = freedom
sympathy = 1
npc = jup_a6_freedom_leader
target_smart = jup_a6
spawn_point = jup_a6_spawn_point
story_id = jup_a6_freedom_leader_squad
;------------------Duty Leader -----------------------------------
[jup_a6_duty_leader_squad]:online_offline_group
faction = dolg
sympathy = 1
npc = jup_a6_duty_leader
target_smart = jup_a6
spawn_point = jup_a6_spawn_point
story_id = jup_a6_duty_leader_squad
;------ Jupiter B207 ------------------------------------------
[jup_b207_zat_b7_duty_illicit_dealer]:online_offline_group
faction = dolg
npc = zat_b7_duty_illicit_dealer
target_smart = jup_a6
spawn_point = jup_a6_spawn_point
story_id = jup_b207_zat_b7_duty_illicit_dealer
always_arrived = true
[jup_b207_zat_b7_duty_illicit_dealer_depot]:online_offline_group
faction = killer
npc = jup_b207_merc_leader, sim_default_killer_1, sim_default_killer_1, sim_default_killer_1
target_smart = jup_b207
spawn_point = jup_b207_depot_spawn
story_id = jup_b207_zat_b7_duty_illicit_dealer_depot
always_arrived = true
[jup_b207_depot_mercs]:online_offline_group
faction = killer
npc = sim_default_killer_2
target_smart = jup_b207
spawn_point = jup_b207_depot_mercs_spawn
story_id = jup_b207_depot_mercs
always_arrived = true
[jup_b207_merc_1]:online_offline_group
faction = killer
npc = jup_b207_merc_illicit_dealer, sim_default_killer_1, sim_default_killer_1, sim_default_killer_1, sim_default_killer_2
;start with simulation
target_smart = nil
story_id = jup_b207_merc_1
[jup_b207_merc_2]:online_offline_group
faction = killer
npc = jup_b207_merc_illicit_dealer, sim_default_killer_1, sim_default_killer_1, sim_default_killer_1, sim_default_killer_2
;start with simulation
target_smart = nil
story_id = jup_b207_merc_2
[jup_b207_duty_base]:online_offline_group
faction = dolg
npc = jup_b207_duty_security_squad_leader, sim_default_duty_1, sim_default_duty_2, sim_default_duty_2
target_smart = {+jup_b207_attack_started} jup_b207, {+jup_b207_freedom_in_depot} jup_b207_depot_attack, {+jup_b207_duty_knows_about_depot +jup_b207_ui} jup_b207_depot_attack, jup_a6
spawn_point = jup_a6_spawn_point
story_id = jup_b207_duty_base
always_arrived = true
[jup_b207_freedom_base]:online_offline_group
faction = freedom
npc = jup_b207_freedom_assault_squad_leader, sim_default_freedom_1
target_smart = {+jup_b207_freedom_knows_about_depot} jup_b207, {+jup_b207_attack_started} nil, jup_a6
spawn_point = jup_a6_spawn_point
story_id = jup_b207_freedom_base
always_arrived = true
[jup_b207_freedom_depot]:online_offline_group
faction = freedom
npc = jup_b207_freedom_recon_squad_leader, sim_default_freedom_2, sim_default_freedom_1, sim_default_freedom_1
target_smart = jup_b207
spawn_point = jup_b207_depot_spawn
story_id = jup_b207_freedom_depot
always_arrived = true
;------------------Sokolov B218----------------------------
[jup_b218_sokolov]:online_offline_group
faction = army
sympathy = 1
npc = pri_a15_sokolov
target_smart = jup_b41
spawn_point = jup_b41_pri_a15_sokolov_look
story_id = jup_b218_sokolov
;------------------Sokolov in Suit B218----------------------------
[jup_b218_sokolov_sci]:online_offline_group
faction = army
sympathy = 1
npc = pri_a15_sokolov_sci
target_smart = jup_a6
spawn_point = jup_a6_jup_b218_gather_squad_sokolov_look
story_id = jup_b218_sokolov_sci
;--------------------- b203------------------------
[jup_b203_zombied_squad]:online_offline_group
faction = zombied
npc = sim_default_zombied_1, sim_default_zombied_2, sim_default_zombied_2, sim_default_zombied_3, sim_default_zombied_3, sim_default_zombied_2
;íå îòïóñêàòü â ñèìóëÿöèþ
target_smart = jup_b203
spawn_point = jup_b203_spawn_point
story_id = jup_b203_zombied_squad
[jup_b203_tushkano]:online_offline_group
faction = monster_predatory_night
npc = tushkano_normal, tushkano_normal, tushkano_normal, tushkano_normal, tushkano_normal, tushkano_normal, tushkano_normal, tushkano_normal, tushkano_normal, tushkano_normal, tushkano_normal, tushkano_normal
;íå îòïóñêàòü â ñèìóëÿöèþ
target_smart = jup_b203
spawn_point = jup_b203_tushkano_spawn_point
story_id = jup_b203_tushkano
;--------------------- b204------------------------
[jup_b204_squad]:online_offline_group
faction = bandit
sympathy = 0
relationship = enemy
npc = sim_default_bandit_3, sim_default_bandit_2, sim_default_bandit_2, sim_default_bandit_2, sim_default_bandit_1
target_smart = jup_b204
spawn_point = jup_b204_spawn_point
story_id = jup_b204_squad
[jup_b10_stalker_drunk_squad]:online_offline_group
faction = stalker
sympathy = 0
npc = jup_b10_stalker_drunk
target_smart = jup_a6
spawn_point = jup_a6_spawn_point
story_id = jup_b10_stalker_drunk_squad
;--------------------- b205------------------------
[jup_b205_zombie_01_squad]:online_offline_group
faction = zombied
sympathy = 0
npc = sim_default_zombied_3, sim_default_zombied_2, sim_default_zombied_1, sim_default_zombied_2
target_smart = jup_b205_smart_terrain
spawn_point = jup_b205_zombie_01_spawn_point
story_id = jup_b205_zombie_01_squad
[jup_b205_zombie_02_squad]:online_offline_group
faction = zombied
sympathy = 0
npc = sim_default_zombied_3, sim_default_zombied_2, sim_default_zombied_2, sim_default_zombied_2, sim_default_zombied_1
target_smart = jup_b205_smart_terrain
spawn_point = jup_b205_zombie_02_spawn_point
story_id = jup_b205_zombie_02_squad
[jup_b205_monster_01_squad]:online_offline_group
faction = monster_predatory_night
sympathy = 0
npc = tushkano_normal, tushkano_normal, tushkano_normal, tushkano_normal, tushkano_normal, tushkano_normal, tushkano_normal
target_smart = jup_b205_smart_terrain
spawn_point = jup_b205_smart_terrain_tushkano_home_1
story_id = jup_b205_monster_01_squad
[jup_b205_monster_02_squad]:online_offline_group
faction = monster_predatory_night
sympathy = 0
npc = tushkano_normal, tushkano_normal, tushkano_normal, tushkano_normal;, tushkano_normal, tushkano_normal, tushkano_normal, tushkano_normal
target_smart = jup_b205_smart_terrain_tushkano
spawn_point = jup_b205_smart_terrain_tushkano_evil_tushkano_look
story_id = jup_b205_monster_02_squad
[jup_b205_monster_04_squad]:online_offline_group
faction = monster_predatory_night
sympathy = 0
npc = burer_normal
target_smart = jup_b205_smart_terrain
spawn_point = jup_b205_monster_01_spawn_point
story_id = jup_b205_monster_04_squad
;------------------------- b47 ----------------------
[jup_b47_merc_guard_squad]:online_offline_group
sympathy = 0
relationship = neutral;friend
faction = killer
npc = jup_b47_merc_01, jup_b47_merc_02, jup_b47_merc_03, jup_b47_merc_04, jup_b47_merc_05
;, jup_b47_merc_06, jup_b47_merc_07
target_smart = {-jup_b47_actor_pick_docs} jup_b41, jup_b47
spawn_point = {-jup_b47_actor_pick_docs} jup_b41_merc_guard_spown, jup_b47_merc_guard_attak_spown
story_id = jup_b47_merc_guard_squad
[jup_b47_bunker_guard_freedom]:online_offline_group
faction = freedom
npc = sim_default_freedom_3, sim_default_freedom_2, sim_default_freedom_1, sim_default_freedom_1, sim_default_freedom_1
target_smart = jup_b41
spawn_point = jup_b41_merc_guard_spown
story_id = jup_b47_bunker_guard_freedom
[jup_b47_bunker_guard_duty]:online_offline_group
faction = dolg
npc = sim_default_duty_3, sim_default_duty_2, sim_default_duty_1, sim_default_duty_1, sim_default_duty_1
target_smart = jup_b41
spawn_point = jup_b41_merc_guard_spown
story_id = jup_b47_bunker_guard_duty
[jup_b47_bunker_guard_lost_merc]:online_offline_group
relationship = friend;neutral
faction = killer
npc = zat_b103_lost_merc_leader, zat_b103_lost_merc_1, zat_b103_lost_merc_2, zat_b103_lost_merc_3, zat_b103_lost_merc_4
;, zat_b103_lost_merc_5, zat_b103_lost_merc_6
target_smart = jup_b41
spawn_point = jup_b41_merc_guard_spown
story_id = jup_b47_bunker_guard_lost_merc
[jup_b47_bunker_guard_stalker_leader]:online_offline_group
faction = stalker
npc = zat_b7_stalker_victim_1, sim_default_stalker_2, sim_default_stalker_2, sim_default_stalker_2, sim_default_stalker_2
target_smart = jup_b41
spawn_point = jup_b41_merc_guard_spown
story_id = jup_b47_bunker_guard_stalker_leader
;--------------------------- b219 ---------------------
[jup_b219_squad]:online_offline_group
sympathy = 0
faction = stalker
npc = jup_b219_zulus
target_smart = jup_b219
spawn_point = jup_b219_spawn_spown
story_id = jup_b219_squad
[jup_b219_stalker_tech_squad]:online_offline_group
sympathy = 0
faction = stalker
npc = jup_b219_stalker_tech
target_smart = jup_b219
spawn_point = jup_b219_tech_spawn_spown
story_id = jup_b219_stalker_tech_squad
;---------------------------- b221 ------------------------
[jup_b221_duty_squad]:online_offline_group
sympathy = 0
faction = dolg
npc = sim_default_duty_0;, sim_default_duty_0, sim_default_duty_0, sim_default_duty_0
target_smart = jup_a6
spawn_point = jup_a6_spawn_point
story_id = jup_b221_duty_squad
[jup_b221_freedom_squad]:online_offline_group
sympathy = 0
faction = freedom
npc = sim_default_freedom_0;, sim_default_freedom_0, sim_default_freedom_0, sim_default_freedom_0
target_smart = jup_a6
spawn_point = jup_a6_spawn_point
story_id = jup_b221_freedom_squad
;--------------------------- a9 --------------------------
[jup_a9_dogs_normal]:online_offline_group
faction = monster_predatory_day
npc = dog_weak, dog_strong, dog_normal, dog_normal, dog_normal
target_smart = jup_b47;jup_a9:jup_sim_19:loop;:jup_b47
spawn_point = jup_b47_dogs_spawn
story_id = jup_a9_dogs_normal
on_death = %+jup_a9_dogs_normal_dead%
[test_tushkano]:online_offline_group
faction = monster_predatory_night
npc = tushkano_normal
;íå îòïóñêàòü â ñèìóëÿöèþ
target_smart = bes_test
spawn_point = jup_b203_tushkano_spawn_point
story_id = jup_b203_tushkano

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@ -0,0 +1,85 @@
; Çäåñü ñîäåðæàòñÿ äåñêðèïøåíû ñêâàäîâ, êîòîðûå ïîòîì ìîæíî ñîçäàâàòü èñïîëüçóÿ ñïåö ôóíêöèè.
[lx8_snork_down_squad]:online_offline_group
faction = monster_zombied_day
npc = lx8_snork_2_jump, lx8_snork
target_smart = lx8_smart_terrain
spawn_point = lx8_smart_terrain_snork_down
story_id = lx8_snork_down_squad
[lx8_snork_up_squad]:online_offline_group
faction = monster_zombied_day
npc = lx8_snork_1_jump
target_smart = lx8_smart_terrain
spawn_point = lx8_smart_terrain_snork_up
story_id = lx8_snork_up_squad
[lx8_polter_squad]:online_offline_group
faction = monster
npc = lx8_poltergeist
target_smart = lx8_smart_terrain
spawn_point = lx8_smart_terrain_polter_home
story_id = lx8_polter_squad
[lx8_burers_squad]:online_offline_group
faction = monster_zombied_night
npc = lx8_burer, lx8_burer_2, lx8_burer_3
target_smart = lx8_smart_terrain
spawn_point = lx8_smart_terrain_burer_home
story_id = lx8_burers_squad
[lx8_toilet_burer_squad]:online_offline_group
faction = monster_zombied_night
npc = lx8_toilet_burer
target_smart = lx8_smart_terrain
spawn_point = lx8_smart_terrain_toilet_burer_1_walk
story_id = lx8_toilet_burer_squad
[lx8_tushkano_1_squad]:online_offline_group
faction = monster_predatory_night
npc = lx8_1_tushkano_1, lx8_1_tushkano_2, lx8_1_tushkano_3, lx8_1_tushkano_4
target_smart = lx8_smart_terrain
spawn_point = lx8_smart_terrain_tushkano_1_home
story_id = lx8_tushkano_1_squad
[lx8_tushkano_2_squad]:online_offline_group
faction = monster_predatory_night
npc = lx8_2_tushkano_1, lx8_2_tushkano_2, lx8_2_tushkano_3, lx8_2_tushkano_4
target_smart = lx8_smart_terrain
spawn_point = lx8_smart_terrain_tushkano_2_home
story_id = lx8_tushkano_2_squad
[lx8_tushkano_lab_squad]:online_offline_group
faction = monster_predatory_night
npc = lx8_lab_tushkano_1, lx8_lab_tushkano_2, lx8_lab_tushkano_3, lx8_lab_tushkano_4, lx8_lab_tushkano_5
target_smart = lx8_smart_terrain
spawn_point = lx8_tushkano_lab_spawn
story_id = lx8_tushkano_lab_squad
[lx8_tushkano_upper_squad]:online_offline_group
faction = monster_predatory_night
npc = lx8_upper_tushkano_1, lx8_upper_tushkano_2, lx8_upper_tushkano_3, lx8_upper_tushkano_4, lx8_upper_tushkano_5
target_smart = lx8_smart_terrain
spawn_point = lx8_tushkano_upper_spawn
story_id = lx8_tushkano_upper_squad
[lx8_tushkano_lift_squad]:online_offline_group
faction = monster_predatory_night
npc = lx8_litf_tushkano_1, lx8_litf_tushkano_2, lx8_litf_tushkano_3, lx8_litf_tushkano_4
target_smart = lx8_smart_terrain
spawn_point = lx8_tushkano_lift_spawn
story_id = lx8_tushkano_lift_squad
[lx8_controller_squad]:online_offline_group
faction = monster_zombied_day
npc = lx8_controller
target_smart = lx8_smart_terrain
spawn_point = lx8_smart_terrain_controller_home
story_id = lx8_controller_squad
[test_lain_squad]:online_offline_group
faction = monster_predatory_night
npc = burer_normal
target_smart = lain_test_smart_terrain
story_id = test_lain_squad
spawn_point = lain_test_smart_terrain_home

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;Çäåñü ñîäåðæàòñÿ äåñêðèïøåíû ñêâàäîâ, êîòîðûå ïîòîì ìîæíî ñîçäàâàòü èñïîëüçóÿ ñïåö ôóíêöèè.
[pri_b301_snorks_squad]:online_offline_group
faction = monster_zombied_day
npc = pri_b301_snork_1, pri_b301_snork_2, pri_b301_snork_3, pri_b301_snork_4, pri_b301_snork_5
spawn_point = pri_b301_spawn_point_1a
target_smart = pri_b301
story_id = pri_b301_snorks_squad
[pri_b301_zulus_squad]:online_offline_group
faction = dolg
npc = pri_b301_zulus
spawn_point = pri_b301_spawn_point_2
target_smart = {+pri_b301_zulus_teleport} pri_a16, {+pri_b301_zulus_go_alone} pri_a16, {+pri_b301_zulus_work_end} nil, pri_b301
story_id = pri_b301_zulus_squad
[pri_a17_military_colonel_kovalski_squad]:online_offline_group
faction = army
npc = pri_a17_military_colonel_kovalski
spawn_point = pri_a16_military_colonel_kovalski_walk
target_smart = pri_a16
story_id = pri_a17_military_colonel_kovalski_squad
[pri_a20_missing_military_recon]:online_offline_group
faction = army
npc = pri_a15_military_recon_leader, pri_a15_military_recon_1, pri_a15_military_recon_2, pri_a15_military_recon_3
spawn_point = {+pri_a17_actor_has_gauss_rifle} pri_b35_mercs_deadman_military_4_look, pri_a16_pri_b305_squad_look
target_smart = {+pri_a17_actor_has_gauss_rifle} pri_b35_mercs, pri_a16
story_id = pri_a20_missing_military_recon
sympathy = 0
always_arrived = true
;------------------------------------- A17
[pri_a17_recon_squad]:online_offline_group
faction = army
npc = pri_a17_military_captain_tarasov, pri_a17_military_prapor_valentyr, pri_a17_military_sergeant_morozov, pri_a17_military_lieutenant_podorojniy
target_smart = {-pri_a17_at_home +pri_a17_teleport_military_recon} pri_a17, pri_a16
sympathy = 0
story_id = pri_a17_recon_squad
[pri_a17_mon_patrol]:online_offline_group
faction = monolith
npc = pri_a17_monolith_patrol_1, pri_a17_monolith_patrol_2, pri_a17_monolith_patrol_lead
spawn_point = pri_a17_mon_pat_spawn
target_smart = pri_a17
story_id = pri_a17_mon_patrol
[pri_a17_mon_preacher]:online_offline_group
faction = monolith
npc = pri_a17_monolith_preacher
spawn_point = pri_a17_mon_preacher_spawn
target_smart = pri_a17
story_id = pri_a17_mon_preacher
[pri_a17_mon_ambush_1]:online_offline_group
faction = monolith
npc = pri_a17_monolith_ambusher_1, pri_a17_monolith_sniper_1, pri_a17_monolith_sniper_2
spawn_point = pri_a17_sf_spawn
target_smart = pri_a17
story_id = pri_a17_mon_ambush_1
[pri_a17_mon_ambush_2]:online_offline_group
faction = monolith
npc = pri_a17_monolith_ambusher_2, pri_a17_monolith_ambusher_3, pri_a17_monolith_ambusher_4, pri_a17_monolith_ambusher_5
spawn_point = pri_a17_ff_spawn
target_smart = pri_a17
story_id = pri_a17_mon_ambush_2
[pri_a17_mon_ambush_3]:online_offline_group
faction = monolith
npc = pri_a17_monolith_ambusher_6, pri_a17_monolith_ambusher_8, pri_a17_monolith_ambusher_10
spawn_point = pri_a17_ff_spawn
target_smart = pri_a17
story_id = pri_a17_mon_ambush_3
[pri_a17_mon_ambush_4]:online_offline_group
faction = monolith
npc = pri_a17_monolith_ambusher_7, pri_a17_monolith_sniper_4
spawn_point = pri_a17_sf_spawn
target_smart = pri_a17
story_id = pri_a17_mon_ambush_4
[pri_a17_mon_ambush_5]:online_offline_group
faction = monolith
npc = pri_a17_monolith_ambusher_9, pri_a17_monolith_sniper_3
spawn_point = pri_a17_roof_spawn
target_smart = pri_a17
story_id = pri_a17_mon_ambush_5
;-------------------------------------
[pri_a18_monolith_idol_squad]:online_offline_group
faction = monolith
npc = sim_default_monolith_1, sim_default_monolith_1, sim_default_monolith_0, sim_default_monolith_0, sim_default_monolith_0
spawn_point = pri_a18_terrain_spawn
target_smart = pri_a18_smart_terrain
story_id = pri_a18_monolith_idol_squad
[pri_a18_monolith_post_guard_squad]:online_offline_group
faction = monolith
npc = sim_default_monolith_1, sim_default_monolith_1, sim_default_monolith_0, sim_default_monolith_0, sim_default_monolith_0
spawn_point = pri_a18_post_guard_smart_terrain_spawn_point
target_smart = pri_a18_smart_terrain
story_id = pri_a18_monolith_post_guard_squad
[pri_a18_monolith_corridor_squad]:online_offline_group
faction = monolith
npc = pri_a18_monolith_1st_corridor_npc
spawn_point = pri_a18_smart_terrain_monolith_corridor_walk
target_smart = pri_a18_smart_terrain
story_id = pri_a18_monolith_corridor_squad
[pri_a18_monolith_2nd_corridor_squad]:online_offline_group
faction = monolith
npc = pri_a18_monolith_2nd_corridor_1
spawn_point = pri_a18_terrain_spawn
target_smart = pri_a18_smart_terrain
story_id = pri_a18_monolith_2nd_corridor_squad
;-------------------------------------
[pri_a21_chasovoi]:online_offline_group
faction = army
npc = pri_a21_sentry_lieutenant_stecenko
spawn_point = {+pri_a21_task_start} pri_a21_smart_terrain_chasovoi_mad_walk, pri_a16_pri_b305_kovalskiy_walk
target_smart = {+pri_a21_task_start} pri_a21_smart_terrain, pri_a16
sympathy = 0
story_id = pri_a21_chasovoi
always_arrived = true
[pri_a21_kontroler_squad]:online_offline_group
faction = monster_zombied_day
npc = m_controller_normal
spawn_point = pri_a21_smart_terrain_kontroler_spawn_point
target_smart = pri_a21_smart_terrain
story_id = pri_a21_kontroler_squad
always_arrived = true
;-----------------------------------------------------------------
[pri_a25_base_army_medic]:online_offline_group
faction = army
npc = pri_a25_base_medic
target_smart = {+pri_b305_medic_home} pri_a16, {+pri_a25_task_start} pri_a25_smart_terrain, pri_a16
story_id = pri_a25_base_army_medic
always_arrived = true
invulnerable = {+pri_a28_update_task_cover_strelok} false, true
;---------------------
[pri_a22_military_yarmoshuk_squad]:online_offline_group
faction = army
npc = pri_a22_military_yarmoshuk
spawn_point = {+pri_a25_task_start} pri_a22_smart_terrain_military_dead_walk_1, pri_a16_yarmoshuk_walk
target_smart = {+pri_a25_task_start} pri_a22_smart_terrain, pri_a16
story_id = pri_a22_military_yarmoshuk_squad
sympathy = 0
[pri_a22_military_skelja_squad]:online_offline_group
faction = army
npc = pri_a22_military_skelja
spawn_point = {+pri_a25_task_start} pri_a22_smart_terrain_military_dead_walk_1, {+pri_a20_talk_with_colonel_complete} pri_b35_mercs_pri_a18_reinforcement_1_go_post_walk_1, pri_a16_pri_b305_kovalskiy_walk
target_smart = {+pri_a25_task_start -pri_a18_actor_enemy} pri_a22_smart_terrain, {+pri_a18_scene_end_change_smart -pri_a18_actor_enemy} pri_a16, {+pri_a20_talk_with_colonel_complete +pri_a18_skelja_merkulov_can_work -pri_a18_sokolov_exist -pri_a18_scene_end_change_smart} pri_b35_mercs, pri_a16
story_id = pri_a22_military_skelja_squad
sympathy = 0
always_arrived = true
[pri_a22_military_skelja_squad_strong]:pri_a22_military_skelja_squad
npc = pri_a22_military_skelja_strong
[pri_a22_military_merkulov_squad]:online_offline_group
faction = army
npc = pri_a22_military_merkulov
spawn_point = {+pri_a25_task_start} pri_a22_smart_terrain_military_dead_walk_1, {+pri_a20_talk_with_colonel_complete} pri_b35_mercs_pri_a18_reinforcement_1_go_post_walk_2, pri_a16_merkulov_spawn_point
target_smart = {+pri_a25_task_start -pri_a18_actor_enemy} pri_a22_smart_terrain, {+pri_a18_scene_end_change_smart -pri_a18_actor_enemy} pri_a16, {+pri_a20_talk_with_colonel_complete +pri_a18_skelja_merkulov_can_work -pri_a18_vano_exist -pri_a18_scene_end_change_smart} pri_b35_mercs, pri_a16
story_id = pri_a22_military_merkulov_squad
sympathy = 0
always_arrived = true
[pri_a22_military_merkulov_squad_strong]:pri_a22_military_merkulov_squad
npc = pri_a22_military_merkulov_strong
;---------------------
[pri_a25_poltergeist_1_squad]:online_offline_group
faction = monster
npc = m_poltergeist_normal_tele
spawn_point = pri_a25_smart_terrain_pri_a25_poltergeist_1_spawn_point
target_smart = pri_a25_smart_terrain
story_id = pri_a25_poltergeist_1_squad
[pri_a25_poltergeist_2_squad]:online_offline_group
faction = monster
npc = m_poltergeist_normal_tele
spawn_point = pri_a25_smart_terrain_pri_a25_poltergeist_2_spawn_point
target_smart = pri_a25_smart_terrain
story_id = pri_a25_poltergeist_2_squad
[pri_a25_poltergeist_3_squad]:online_offline_group
faction = monster
npc = m_poltergeist_normal_tele
spawn_point = pri_a25_smart_terrain_pri_a25_poltergeist_2_spawn_point
target_smart = pri_a25_smart_terrain
story_id = pri_a25_poltergeist_3_squad
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; B 304 ;;;;;;;;;;;;;;;;;;;;;
[pri_b304_dogs]:online_offline_group
faction = monster_predatory_day
npc = dog_weak, dog_weak, dog_weak, dog_weak, dog_weak, dog_weak, dog_weak, dog_weak, dog_strong, dog_strong
spawn_point = pri_b304_monsters_smart_terrain_spawn
target_smart = pri_b304_monsters_smart_terrain
story_id = pri_b304_dogs
[pri_b304_tushkano_1]:online_offline_group
faction = monster_predatory_day
npc = pas_b400_tushkano_smart, pas_b400_tushkano_smart
spawn_point = pri_b304_monsters_smart_terrain_spawn_1
target_smart = pri_b304_monsters_smart_terrain
story_id = pri_b304_tushkano_1
[pri_b304_tushkano_2]:online_offline_group
faction = monster_predatory_night
npc = pas_b400_tushkano_smart, pas_b400_tushkano_smart
spawn_point = pri_b304_monsters_smart_terrain_spawn_2
target_smart = pri_b304_monsters_smart_terrain
story_id = pri_b304_tushkano_2
[pri_b304_tushkano_3]:online_offline_group
faction = monster_predatory_night
npc = pas_b400_tushkano_smart, pas_b400_tushkano_smart
spawn_point = pri_b304_monsters_smart_terrain_spawn_3
target_smart = pri_b304_monsters_smart_terrain
story_id = pri_b304_tushkano_3
[pri_b304_tushkano_4]:online_offline_group
faction = monster_predatory_night
npc = pas_b400_tushkano_smart
spawn_point = pri_b304_monsters_smart_terrain_spawn_4
target_smart = pri_b304_monsters_smart_terrain
story_id = pri_b304_tushkano_4
[pri_b304_tushkano_5]:online_offline_group
faction = monster_predatory_night
npc = pas_b400_tushkano_smart
spawn_point = pri_b304_monsters_smart_terrain_spawn_5
target_smart = pri_b304_monsters_smart_terrain
story_id = pri_b304_tushkano_5
[pri_b304_tushkano_6]:online_offline_group
faction = monster_predatory_night
npc = pas_b400_tushkano_smart, pas_b400_tushkano_smart
spawn_point = pri_b304_monsters_smart_terrain_spawn_6
target_smart = pri_b304_monsters_smart_terrain
story_id = pri_b304_tushkano_6
[pri_b304_tushkano_7]:online_offline_group
faction = monster_predatory_night
npc = pas_b400_tushkano_smart
spawn_point = pri_b304_monsters_smart_terrain_spawn_7
target_smart = pri_b304_monsters_smart_terrain
story_id = pri_b304_tushkano_7
[pri_b304_tushkano_8]:online_offline_group
faction = monster_predatory_night
npc = pas_b400_tushkano_smart, pas_b400_tushkano_smart
spawn_point = pri_b304_monsters_smart_terrain_spawn_8
target_smart = pri_b304_monsters_smart_terrain
story_id = pri_b304_tushkano_8
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Pripyat B306
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[pri_b306_4_floor_monolith]:online_offline_group
faction = monolith
npc = sim_default_monolith_3, sim_default_monolith_2
target_smart = pri_b306
spawn_point = pri_b306_4_floor_spawn
story_id = pri_b306_4_floor_monolith
[pri_b306_4_floor_monolith_2]:online_offline_group
faction = monolith
npc = sim_default_monolith_2, sim_default_monolith_1
target_smart = pri_b306
spawn_point = pri_b306_4_floor_spawn_2
story_id = pri_b306_4_floor_monolith_2
[pri_b306_3_floor_monolith]:online_offline_group
faction = monolith
npc = sim_default_monolith_3, sim_default_monolith_2, sim_default_monolith_1, sim_default_monolith_1
target_smart = pri_b306
spawn_point = pri_b306_3_floor_spawn_monolith
story_id = pri_b306_3_floor_monolith
[pri_b306_3_floor_zombied]:online_offline_group
faction = zombied
npc = sim_default_zombied_2
target_smart = pri_b306
spawn_point = pri_b306_3_floor_spawn_zombied
story_id = pri_b306_3_floor_zombied
[pri_b306_2_floor_monolith]:online_offline_group
faction = monolith
npc = sim_default_monolith_2, sim_default_monolith_1, sim_default_monolith_1, sim_default_monolith_1
target_smart = pri_b306
spawn_point = pri_b306_2_floor_spawn_monolith
story_id = pri_b306_2_floor_monolith
[pri_b306_2_floor_zombied]:online_offline_group
faction = zombied
npc = sim_default_zombied_3, sim_default_zombied_2, sim_default_zombied_1, sim_default_zombied_1, sim_default_zombied_1
target_smart = pri_b306
spawn_point = pri_b306_2_floor_spawn_zombied
story_id = pri_b306_2_floor_zombied
[pri_b306_1_floor_zombied]:online_offline_group
faction = zombied
npc = sim_default_zombied_2, sim_default_zombied_2, sim_default_zombied_1, sim_default_zombied_1
target_smart = pri_b306
spawn_point = pri_b306_1_floor_spawn_zombied
story_id = pri_b306_1_floor_zombied
[pri_b306_1_floor_zombied_2]:online_offline_group
faction = zombied
npc = sim_default_zombied_2, sim_default_zombied_1, sim_default_zombied_1, sim_default_zombied_1
target_smart = pri_b306
spawn_point = pri_b306_1_floor_spawn_zombied
story_id = pri_b306_1_floor_zombied_2
[pri_b306_mercs_squad_light]:online_offline_group
faction = killer
npc = sim_default_killer_1, sim_default_killer_2, sim_default_killer_2
target_smart = {-pri_b306_mercs_attacked} pri_b306, nil
spawn_point = pri_b306_mercs_spawn
story_id = pri_b306_mercs_squad
[pri_b306_mercs_squad_strong]:pri_b306_mercs_squad_light
npc = sim_default_killer_1, sim_default_killer_2, sim_default_killer_2, sim_default_killer_3, sim_default_killer_3, sim_default_killer_4
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Pripyat A15
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[pri_a15_squad]:online_offline_group
faction = stalker
npc = pri_a15_actor
target_smart = pri_a15
spawn_point = pri_a15_actor_spawn
story_id = pri_a15_squad
always_arrived = true
[pri_a15_military_squad]:online_offline_group
faction = army
npc = pri_a15_military_tarasov
target_smart = pri_a15
spawn_point = pri_a15_military_tarasov_spawn
story_id = pri_a15_military_squad
always_arrived = true
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Pripyat B35
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[pri_b35_jup_b43_stalker_assistant_squad]:online_offline_group
faction = army
npc = jup_b43_stalker_assistant_pri
target_smart = pri_a16
spawn_point = pri_a16_pri_b305_squad_look
story_id = pri_b35_jup_b43_stalker_assistant_squad
[pri_b35_military_squad]:online_offline_group
faction = army
npc = pri_a22_army_signaller
target_smart = {+pri_b35_actor_is_guided -pri_b305_fifth_cam_end -pri_b35_actor_rest} pri_b35_military, pri_a16
spawn_point = {+pri_b35_actor_is_guided -pri_b35_actor_rest} pri_b35_military_spawn, pri_a16_pri_b305_kovalskiy_walk
story_id = pri_b35_military_squad
always_arrived = true
[pri_b35_mercs_squad]:online_offline_group
faction = killer
npc = pri_b35_merc_leader, sim_default_killer_2, sim_default_killer_2, sim_default_killer_3, sim_default_killer_3, pri_b35_merc_grenade_launcher_1, pri_b35_merc_grenade_launcher_2
target_smart = pri_b35_mercs
spawn_point = pri_b35_mercs_spawn
story_id = pri_b35_mercs_squad
always_arrived = true
[pri_b35_envoy_squad]:online_offline_group
faction = killer
npc = pri_b35_envoy, pri_b35_guard_envoy_1, pri_b35_guard_envoy_2
target_smart = {+pri_b35_rendevous_done} pri_sim_4, pri_b35_mercs
spawn_point = pri_b35_envoy_spawn
story_id = pri_b35_envoy_squad
always_arrived = true
;-------------------- b36 --------------------
[pri_b36_monolith_sniper_squad]:online_offline_group
faction = monolith
npc = pri_b36_monolith_sniper
target_smart = pri_b36_smart_terrain
spawn_point = pri_b36_sniper_spawn
story_id = pri_b36_monolith_sniper_squad
[pri_b36_monolith_master_hiding_place_squad]:online_offline_group
faction = monolith
npc = pri_b36_monolith_master_hiding_place
target_smart = pri_b36_smart_terrain
spawn_point = pri_b36_monolith_master_hiding_place_spawn
story_id = pri_b36_monolith_master_hiding_place_squad
[pri_b36_zombied_squad]:online_offline_group
faction = zombied
npc = sim_default_zombied_3, sim_default_zombied_4, sim_default_zombied_3, sim_default_zombied_3 , sim_default_zombied_4
target_smart = pri_b36_smart_terrain
spawn_point = pri_b36_zombied_spawn_point
story_id = pri_b36_zombied_squad
[pri_b36_monolith_guard_squad]:online_offline_group
faction = monolith
npc = sim_default_monolith_2, sim_default_monolith_2
target_smart = pri_b36_smart_terrain
spawn_point = pri_b36_guard_spawn
story_id = pri_b36_monolith_guard_squad
[pri_b36_monolith_marine_squad]:online_offline_group
faction = monolith
npc = pri_b36_monolith_marine_sniper, sim_default_monolith_2 , sim_default_monolith_2, sim_default_monolith_2, sim_default_monolith_3,sim_default_monolith_3
target_smart = pri_b36_smart_terrain
spawn_point = pri_b36_smart_terrain_spawn_point
story_id = pri_b36_monolith_marine_squad
;-----------------------------------------------------------------
[pri_b305_dogs_squad]:online_offline_group
faction = monster_predatory_day
npc = dog_weak, dog_weak, dog_weak, dog_strong, dog_strong
spawn_point = pri_b305_dogs_spawn
target_smart = pri_b305_dogs
story_id = pri_b305_dogs_squad
;---------------------------- b303 ------------------------------------------------
[pri_b303_burer_squad]:online_offline_group
faction = monster_zombied_night
npc = burer_normal
target_smart = pri_b303
spawn_point = pri_b303_save_home
story_id = pri_b303_burer_squad
;----------- rimaxch_selo_test ---------------
[rimaxch_selo_test_squad]:online_offline_group
faction = army
npc = pri_a22_military_yarmoshuk, pri_a22_military_skelja
target_smart = rm_smart_terrain
spawn_point = rm_smart_terrain_way
story_id = rimaxch_selo_test_squad
;--------------redstain------------------
[test_sokolov]:online_offline_group
faction = army
npc = pri_a15_sokolov_sci
spawn_point = {+3} redstain_selo_smart_terrain_walk_3, {+2} redstain_selo_smart_terrain_walk_2, redstain_selo_smart_terrain_walk_1
target_smart = redstain_selo_smart_terrain
story_id = test_sokolov
;---------------------------------------------
[pri_a16_wanderer_freedom_squad]:online_offline_group
faction = freedom
relationship = friend
npc = pri_a16_wanderer_freedom_npc
target_smart = pri_a16
story_id = pri_a16_wanderer_squad
[pri_a16_wanderer_dolg_squad]:online_offline_group
faction = dolg
relationship = friend
npc = pri_a16_wanderer_dolg_npc
target_smart = pri_a16
story_id = pri_a16_wanderer_squad
;---------------------------------------------
[pri_a16_sokolov_squad]:online_offline_group
faction = army
relationship = friend
npc = pri_a15_sokolov_sci_head
spawn_point = {+pri_a20_talk_with_colonel_complete} pri_b35_mercs_pri_a18_reinforcement_1_go_post_walk_1, pri_a16_pri_a20_sokolov_walk
target_smart = {+pri_a18_scene_end_change_smart -pri_a18_actor_enemy} pri_a16, {+pri_a20_talk_with_colonel_complete -pri_a18_scene_end_change_smart} pri_b35_mercs, pri_a16
story_id = pri_a16_sokolov_squad
sympathy = 0
always_arrived = true
[pri_a16_sokolov_squad_strong]:pri_a16_sokolov_squad
npc = pri_a15_sokolov_sci_head_strong
[pri_a16_vano_squad]:online_offline_group
faction = stalker
relationship = friend
npc = jup_b218_vano_in_suit
spawn_point = {+pri_a20_talk_with_colonel_complete} pri_b35_mercs_pri_a18_reinforcement_1_go_post_walk_2, pri_a16_pri_a20_sokolov_walk
target_smart = {+pri_a18_scene_end_change_smart -pri_a18_actor_enemy} pri_a16, {+pri_a20_talk_with_colonel_complete -pri_a18_scene_end_change_smart} pri_b35_mercs, pri_a16
story_id = pri_a16_vano_squad
sympathy = 0
always_arrived = true
[pri_a16_vano_squad_strong]:pri_a16_vano_squad
npc = jup_b218_vano_in_suit_strong
;---------------------
[pri_a16_stalkers_squad]:online_offline_group
faction = stalker
npc = sim_default_stalker_pri_a16, sim_default_stalker_3, sim_default_stalker_2
target_smart = pri_a16
[pri_a16_freedom_yar_squad]:online_offline_group
faction = freedom
npc = jup_b19_freedom_yar
target_smart = pri_a16
;--------------------- A28
[pri_a16_military_squad]:online_offline_group
faction = army
npc = pri_a17_military_colonel_kovalski, pri_a25_base_medic, pri_a22_army_signaller
target_smart = {+pri_a28_evac_done} pri_a28_heli, {+pri_a28_school_done} pri_a28_evac, {+pri_a28_arch_done} pri_a28_school, {+pri_a28_shop_done} pri_a28_arch, {+pri_a28_base_done} pri_a28_shop, {+pri_a28_update_task_cover_strelok} pri_a28_base, pri_a16
story_id = pri_a16_military_squad
relationship = friend
[pri_a16_military_squad_strong]:pri_a16_military_squad
npc = pri_a17_military_colonel_kovalski_strong, pri_a25_base_medic_strong, pri_a22_army_signaller_strong
[pri_a28_base_zombied]:online_offline_group
faction = zombied
npc = sim_default_zombied_3, sim_default_zombied_3, sim_default_zombied_2, sim_default_zombied_2, sim_default_zombied_2, sim_default_zombied_1
target_smart = {+pri_a28_base_zombied_done} nil, pri_a28_base
spawn_point = pri_a28_base_zombied_4_walk
story_id = pri_a28_base_zombied
[pri_a28_base_zombied_2]:online_offline_group
faction = zombied
npc = sim_default_zombied_4, sim_default_zombied_3, sim_default_zombied_2, sim_default_zombied_2, sim_default_zombied_2, sim_default_zombied_1
target_smart = {+pri_a28_base_zombied_done} nil, pri_a28_base
spawn_point = pri_a28_base_zombied_10_walk
story_id = pri_a28_base_zombied_2
[pri_a28_shop_zombied]:online_offline_group
faction = zombied
npc = sim_default_zombied_3, sim_default_zombied_2, sim_default_zombied_2, sim_default_zombied_1, sim_default_zombied_1
target_smart = {+pri_a28_shop_zombied_done} nil, pri_a28_shop
spawn_point = pri_a28_shop_zombied_4_walk
story_id = pri_a28_shop_zombied
[pri_a28_shop_zombied_2]:online_offline_group
faction = zombied
npc = sim_default_zombied_2, sim_default_zombied_2, sim_default_zombied_1, sim_default_zombied_1
target_smart = {+pri_a28_shop_zombied_done} nil, pri_a28_shop
spawn_point = pri_a28_shop_zombied_8_walk
story_id = pri_a28_shop_zombied_2
[pri_a28_shop_zombied_3]:online_offline_group
faction = zombied
npc = sim_default_zombied_2, sim_default_zombied_1, sim_default_zombied_1
target_smart = {+pri_a28_shop_zombied_done} nil, pri_a28_shop
spawn_point = pri_a28_shop_zombied_11_walk
story_id = pri_a28_shop_zombied_3
[pri_a28_arch_zombied]:online_offline_group
faction = zombied
npc = sim_default_zombied_3, sim_default_zombied_2, sim_default_zombied_2, sim_default_zombied_2, sim_default_zombied_1, sim_default_zombied_1
target_smart = {+pri_a28_shop_zombied_done} nil, pri_a28_arch
spawn_point = pri_a28_arch_zombied_4_walk
story_id = pri_a28_arch_zombied
[pri_a28_school_snorks_1]:online_offline_group
faction = monster_zombied_day
npc = snork_strong, snork_strong
target_smart = pri_a28_school
spawn_point = pri_a28_school_snork_1_home
story_id = pri_a28_school_snorks_1
[pri_a28_school_snorks_1_strong]:pri_a28_school_snorks_1
npc = snork_strong, snork_strong, snork_strong, snork_strong
[pri_a28_school_snorks_2]:online_offline_group
faction = monster_zombied_day
npc = snork_strong, snork_strong, snork_strong
target_smart = pri_a28_school
spawn_point = pri_a28_school_snork_2_home
story_id = pri_a28_school_snorks_2
[pri_a28_school_snorks_2_strong]:pri_a28_school_snorks_2
npc = snork_strong, snork_strong, snork_strong, snork_strong, snork_strong
[pri_a28_evac_squad]:online_offline_group
faction = army
npc = pri_a28_evac_com, sim_default_military_4, sim_default_military_4, sim_default_military_3_sniper
target_smart = pri_a28_heli
spawn_point = pri_a28_heli_evac_military_1_walk
story_id = pri_a28_evac_squad
relationship = friend
[pri_a28_heli_mono_default]:online_offline_group
faction = monolith
npc = sim_default_monolith_4, sim_default_monolith_3, sim_default_monolith_3, sim_default_monolith_3, sim_default_monolith_2, sim_default_monolith_2, sim_default_monolith_2, sim_default_monolith_2, sim_default_monolith_1, sim_default_monolith_1, sim_default_monolith_1, sim_default_monolith_1
target_smart = {+pri_a28_cutscenes_end} nil, pri_a28_heli
spawn_point = pri_a28_heli_mono_spawn
;story_id = pri_a28_heli_mono_default
[pri_a28_heli_mono_snipers]:online_offline_group
faction = monolith
npc = pas_b400_monolith_sniper, pas_b400_monolith_sniper, pas_b400_monolith_sniper, pas_b400_monolith_sniper
target_smart = pri_a28_heli
spawn_point = pri_a28_heli_mono_sniper_4_wait
;story_id = pri_a28_heli_mono_snipers
[pri_a28_heli_mono_add_1]:online_offline_group
faction = monolith
npc = sim_default_monolith_3, sim_default_monolith_2, sim_default_monolith_2, sim_default_monolith_1
target_smart = {+pri_a28_cutscenes_end} nil, pri_a28_heli
spawn_point = pri_a28_heli_mono_add_1_spawn
;story_id = pri_a28_heli_mono_add_1
[pri_a28_heli_mono_add_2]:online_offline_group
faction = monolith
npc = sim_default_monolith_4, sim_default_monolith_2, sim_default_monolith_2, sim_default_monolith_1
target_smart = {+pri_a28_cutscenes_end} nil, pri_a28_heli
spawn_point = pri_a28_heli_mono_add_2_spawn
;story_id = pri_a28_heli_mono_add_2
[pri_a28_heli_mono_add_3]:online_offline_group
faction = monolith
npc = sim_default_monolith_4, sim_default_monolith_3, sim_default_monolith_2, sim_default_monolith_1
target_smart = {+pri_a28_cutscenes_end} nil, pri_a28_heli
spawn_point = pri_a28_heli_mono_add_3_spawn
;story_id = pri_a28_heli_mono_add_3
[pri_a28_heli_mono_add_2_final]:online_offline_group
faction = monolith
npc = sim_default_monolith_3, sim_default_monolith_2, sim_default_monolith_2
target_smart = {+pri_a28_cutscenes_end} nil, pri_a28_heli
spawn_point = pri_a28_heli_mono_add_2_spawn
;story_id = pri_a28_heli_mono_add_2_final

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[pas_b400_stalkers_squad]:online_offline_group
relationship = friend
faction = stalker
npc = pas_b400_zulus
spawn_point = pas_b400_elevator_zulus_1_walk
target_smart = {+pas_b400_actor_enemy_to_squad} pas_b400_fake, {+pas_b400_way_done} pas_b400_canalisation, {+pas_b400_hall_done} pas_b400_way, {+pas_b400_tunnel_done} pas_b400_hall, {+pas_b400_downstairs_done} pas_b400_tunnel, {+pas_b400_track_done} pas_b400_downstairs, {+pas_b400_elevator_done} pas_b400_track, pas_b400_elevator
story_id = pas_b400_stalkers_squad
[pas_b400_stalkers_squad_strong]:pas_b400_stalkers_squad
npc = pas_b400_zulus_strong
[pas_b400_elevator_tushkano]:online_offline_group
faction = monster_predatory_night
;npc = pas_b400_tushkano_smart, pas_b400_tushkano_smart, pas_b400_tushkano_smart, pas_b400_tushkano_smart, pas_b400_tushkano_smart
npc = pas_b400_tushkano_smart, pas_b400_tushkano_smart, tushkano_normal, tushkano_normal
target_smart = pas_b400_elevator
story_id = pas_b400_elevator_tushkano
[pas_b400_snork_elevator_4]:online_offline_group
faction = monster_zombied_day
npc = snork_normal
target_smart = pas_b400_elevator
spawn_point = pas_b400_elevator_4_snork_spawn
story_id = pas_b400_snork_elevator_4
[pas_b400_snork_track_2]:online_offline_group
faction = monster_zombied_day
npc = snork_normal, snork_normal
target_smart = pas_b400_track
spawn_point = pas_b400_track_2_snork_spawn
story_id = pas_b400_snork_track_2
[pas_b400_track_tushkano]:online_offline_group
faction = monster_predatory_night
npc = tushkano_normal, tushkano_normal, tushkano_normal
target_smart = pas_b400_track
story_id = pas_b400_track_tushkano
[pas_b400_downstairs_tushkano]:online_offline_group
faction = monster_predatory_night
npc = pas_b400_tushkano_smart, pas_b400_tushkano_smart
target_smart = pas_b400_downstairs
story_id = pas_b400_downstairs_tushkano
[pas_b400_tunnel_tushkano]:online_offline_group
faction = monster_predatory_night
npc = pas_b400_tushkano_smart, pas_b400_tushkano_smart
target_smart = pas_b400_tunnel
story_id = pas_b400_tunnel_tushkano
[pas_b400_snork_tunnel_2]:online_offline_group
faction = monster_zombied_day
npc = snork_normal
target_smart = pas_b400_tunnel
spawn_point = pas_b400_tunnel_snork_tunnel_2_spawn
story_id = pas_b400_snork_tunnel_2
[pas_b400_snork_tunnel_3]:online_offline_group
faction = monster_zombied_day
npc = snork_normal, snork_normal, snork_normal
target_smart = pas_b400_tunnel
spawn_point = pas_b400_tunnel_snork_tunnel_3_spawn
story_id = pas_b400_snork_tunnel_3
[pas_b400_snork_tunnel_4]:online_offline_group
faction = monster_zombied_day
npc = snork_normal
target_smart = pas_b400_tunnel
spawn_point = pas_b400_tunnel_snork_tunnel_4_spawn
story_id = pas_b400_snork_tunnel_4
[pas_b400_snork_tunnel_5]:online_offline_group
faction = monster_zombied_day
npc = snork_weak_special, snork_weak_special, snork_weak_special, snork_weak_special, snork_weak_special, snork_weak_special, snork_weak_special
target_smart = pas_b400_tunnel
spawn_point = pas_b400_tunnel_snork_tunnel_5_spawn
story_id = pas_b400_snork_tunnel_5
[pas_b400_hall_tushkano]:online_offline_group
faction = monster_predatory_night
npc = tushkano_normal, tushkano_normal, tushkano_normal, tushkano_normal, tushkano_normal, tushkano_normal
target_smart = pas_b400_hall
story_id = pas_b400_hall_tushkano
[pas_b400_hall_monolith_squad]:online_offline_group
faction = monolith
npc = sim_default_monolith_4, sim_default_monolith_3, sim_default_monolith_2, sim_default_monolith_2, sim_default_monolith_2, sim_default_monolith_2
spawn_point = pas_b400_hall_monolith_squad_spawn
target_smart = pas_b400_hall
story_id = pas_b400_hall_monolith_squad
;not used
[pas_b400_hall_monolith_2_squad]:online_offline_group
faction = monolith
npc = sim_default_monolith_3, sim_default_monolith_2
spawn_point = pas_b400_hall_monolith_squad_2_spawn
target_smart = pas_b400_hall
story_id = pas_b400_hall_monolith_2_squad
[pas_b400_hall_monolith_sniper_1]:online_offline_group
faction = monolith
npc = pas_b400_monolith_sniper
spawn_point = pas_b400_hall_monolith_sniper_1_spawn
target_smart = pas_b400_hall
story_id = pas_b400_hall_monolith_sniper_1
[pas_b400_hall_monolith_sniper_2]:online_offline_group
faction = monolith
npc = pas_b400_monolith_sniper
spawn_point = pas_b400_hall_monolith_sniper_2_spawn
target_smart = pas_b400_hall
story_id = pas_b400_hall_monolith_sniper_2
[pas_b400_hall_monolith_sniper_3]:online_offline_group
faction = monolith
npc = pas_b400_monolith_sniper
spawn_point = pas_b400_hall_monolith_sniper_3_spawn
target_smart = pas_b400_hall
story_id = pas_b400_hall_monolith_sniper_3
;not used
[pas_b400_hall_monolith_sniper_4]:online_offline_group
faction = monolith
npc = pas_b400_monolith_sniper
spawn_point = pas_b400_hall_monolith_sniper_4_spawn
target_smart = pas_b400_hall
story_id = pas_b400_hall_monolith_sniper_4
[pas_b400_hall_monolith_after_fwd_squad]:online_offline_group
faction = monolith
npc = sim_default_monolith_2, sim_default_monolith_1
spawn_point = pas_b400_hall_monolith_after_fwd_squad_spawn
target_smart = pas_b400_hall
story_id = pas_b400_hall_monolith_after_fwd_squad
[pas_b400_hall_monolith_after_bwd_squad]:online_offline_group
faction = monolith
npc = sim_default_monolith_2, sim_default_monolith_1
spawn_point = pas_b400_hall_monolith_after_bwd_squad_spawn
target_smart = pas_b400_hall
story_id = pas_b400_hall_monolith_after_bwd_squad
[pas_b400_canalisation_tushkano]:online_offline_group
faction = monster_predatory_night
npc = pas_b400_tushkano_smart, pas_b400_tushkano_smart, pas_b400_tushkano_smart
spawn_point = pas_b400_canalisation_tushkano_spawn
target_smart = pas_b400_canalisation
story_id = pas_b400_canalisation_tushkano
[pas_b400_canalisation_snork_2]:online_offline_group
faction = monster_zombied_day
npc = snork_normal
target_smart = pas_b400_canalisation
spawn_point = pas_b400_canalisation_snork_2_spawn
story_id = pas_b400_canalisation_snork_2
[pas_b400_canalisation_snork_2_r]:online_offline_group
faction = monster_zombied_day
npc = snork_weak
target_smart = pas_b400_canalisation
spawn_point = pas_b400_canalisation_snork_2_r_spawn
story_id = pas_b400_canalisation_snork_2_r
[pas_b400_canalisation_snork_2_l]:online_offline_group
faction = monster_zombied_day
npc = snork_weak
target_smart = pas_b400_canalisation
spawn_point = pas_b400_canalisation_snork_2_l_spawn
story_id = pas_b400_canalisation_snork_2_l
[pas_b400_canalisation_1_zombied]:online_offline_group
faction = zombied
npc = sim_default_zombied_1, sim_default_zombied_1
target_smart = pas_b400_canalisation
spawn_point = pas_b400_canalisation_1_zombied_spawn
story_id = pas_b400_canalisation_1_zombied
[pas_b400_canalisation_3_zombied]:online_offline_group
faction = zombied
npc = sim_default_zombied_3, sim_default_zombied_2, sim_default_zombied_2, sim_default_zombied_1, sim_default_zombied_1, sim_default_zombied_1
target_smart = pas_b400_canalisation
spawn_point = pas_b400_canalisation_3_zombied_spawn
story_id = pas_b400_canalisation_3_zombied
[pas_b400_canalisation_5_zombied]:online_offline_group
faction = zombied
npc = sim_default_zombied_4, sim_default_zombied_3, sim_default_zombied_2, sim_default_zombied_2, sim_default_zombied_1, sim_default_zombied_1
target_smart = pas_b400_canalisation
spawn_point = pas_b400_canalisation_5_zombied_spawn
story_id = pas_b400_canalisation_5_zombied

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; Çäåñü ñîäåðæàòñÿ äåñêðèïøåíû ñêâàäîâ, êîòîðûå ïîòîì ìîæíî ñîçäàâàòü èñïîëüçóÿ ñïåö ôóíêöèè.
[zat_b38_bloodsucker_1_lair]:online_offline_group
faction = monster_predatory_night
npc = zat_b38_bloodsucker_1
target_smart = zat_b38
spawn_point = zat_b38_bloodsucker_1_wait_walk
story_id = zat_b38_bloodsucker_1_lair
[zat_b38_bloodsucker_2_lair]:online_offline_group
faction = monster_predatory_night
npc = zat_b38_bloodsucker_2
target_smart = zat_b38
spawn_point = zat_b38_bloodsucker_2_wait_walk
story_id = zat_b38_bloodsucker_2_lair
[zat_b38_bloodsuckers_sleepers]:online_offline_group
faction = monster_predatory_night
npc = bloodsucker_strong, bloodsucker_strong, bloodsucker_weak, bloodsucker_weak, bloodsucker_weak, bloodsucker_strong, bloodsucker_weak, bloodsucker_weak, bloodsucker_weak
target_smart = zat_b38u
spawn_point = zat_b38u_sleeper_bloodsuckers_spawn
story_id = zat_b38_bloodsuckers_sleepers
[zat_b38_default_bloodsucker]:online_offline_group
faction = monster_predatory_night
npc = bloodsucker_weak
target_smart = zat_b38
on_death = %+zat_b38_default_bloodsucker_death%
story_id = zat_b38_default_bloodsucker
[zat_b38_stalker_cop_squad]:online_offline_group
faction = stalker
npc = zat_b38_stalker_cop
target_smart = {+zat_b38_failed_getaway -zat_b38_stalker_cop_death -zat_b38_cop_passed_away} zat_stalker_base_smart, {+zat_b38_lair_started} zat_b38, zat_stalker_base_smart
story_id = zat_b38_stalker_cop_squad
[zat_b14_stalkers]:online_offline_group
sympathy = 0
relationship = neutral
faction = stalker
npc = zat_b14_stalker_1, zat_b14_stalker_2, zat_b14_stalker_3
target_smart = {+zat_b14_stalkers_go_sim} nil, {+zat_b14_stalker_change_smart} zat_stalker_base_smart, zat_b14_smart_terrain
spawn_point = zat_b14_smart_terrain_zat_b14_stalker_1_walk_1
story_id = zat_b14_stalkers
[zat_b57_bloodsuckers]:online_offline_group
faction = monster_predatory_night
npc = bloodsucker_weak, bloodsucker_weak
target_smart = zat_b38
spawn_point = zat_b57_bloodsucker_spawn_point
story_id = zat_b57_bloodsuckers
[zat_b52_port_bandits]:online_offline_group ;Áàíäèòû ó ïîðòîâûõ êðàíîâ
relationship = neutral
faction = bandit
npc = zat_b52_port_bandit_1, sim_default_bandit_1, sim_default_bandit_1, sim_default_bandit_1, sim_default_bandit_1
target_smart = {-zat_b52_actor_go_offline} zat_b52, nil
spawn_point = zat_b52_smart_terrain_spawn_point
on_death = %+zat_b52_actor_go_offline%
story_id = zat_b52_port_bandits
[zat_a2_stalker_nimble_squad]:online_offline_group
faction = stalker
npc = zat_a2_stalker_nimble
target_smart = zat_stalker_base_smart
story_id = zat_a2_stalker_nimble_squad
spawn_point = zat_stalker_base_smart_nimble_spawn_point
[zat_b30_owl_stalker_trader_squad]:online_offline_group
faction = stalker
npc = zat_b30_owl_stalker_trader
target_smart = zat_stalker_base_smart
story_id = zat_b30_owl_stalker_trader_squad
[zat_b7_bandit_boss_sultan_squad]:online_offline_group
faction = bandit
npc = zat_b7_bandit_boss_sultan
target_smart = zat_stalker_base_smart
story_id = zat_b7_bandit_boss_sultan_squad
[zat_a2_stalker_mechanic_squad]:online_offline_group
faction = stalker
npc = zat_a2_stalker_mechanic
target_smart = zat_stalker_base_smart
spawn_point = zat_stalker_base_smart_zat_a2_stalker_mechanic_walk
story_id = zat_a2_stalker_mechanic_squad
;-----------------------B 22---------------------------------
[zat_b22_barmen]:online_offline_group
faction = stalker
sympathy = 1
npc = zat_a2_stalker_barmen
target_smart = zat_stalker_base_smart
spawn_point = zat_stalker_base_smart_spawn_barmen
story_id = zat_b22_barmen
[zat_b22_medic]:online_offline_group
faction = stalker
sympathy = 0
npc = zat_b22_stalker_medic
target_smart = {+zat_b22_medic_respawn} zat_medic_home_smart, zat_stalker_base_smart
spawn_point = {+zat_b22_medic_respawn} zat_medic_home_smart_zat_b22_stalker_medic_walk
story_id = zat_b22_medic
;-----------------------B 103----------------------------------
[zat_b103_lost_merc_squad1]:online_offline_group
faction = killer
relationship = neutral;friend
sympathy = 0
npc = zat_b103_lost_merc_leader, zat_b103_lost_merc_1, zat_b103_lost_merc_2, zat_b103_lost_merc_3, zat_b103_lost_merc_4, zat_b103_lost_merc_5, zat_b103_lost_merc_6, zat_b103_lost_merc_7
target_smart = zat_b103_merc_smart
spawn_point = zat_b103_merc_smart_lost_merc_leader_walk
story_id = zat_b103_lost_merc_squad1
[zat_b7_stalkers_raiders]:online_offline_group
sympathy = 0
faction = stalker
npc = zat_b7_stalker_raider_leader, zat_b7_stalker_raider_1, zat_b7_stalker_raider_2, zat_b7_stalker_raider_3
target_smart = {-zat_b7_stalkers_raiders_attack_started +zat_b7_task_fail} zat_stalker_base_smart, {-zat_b7_task_end -zat_b7_actor_help_bandits -zat_b7_stalkers_raiders_attack} zat_stalker_base_smart, {-actor_is_sleeping +zat_b7_stalkers_raiders_attack -zat_b7_task_end -zat_b7_actor_help_bandits} zat_b7_stalker_raider, {+actor_is_sleeping +zat_b7_stalker_teleported} zat_b7_stalker_raider, {+zat_b7_task_end -zat_b7_actor_killed_victims_self =squad_exist(zat_b7_stalkers_victims_1)} zat_b7_stalker_raider, {+zat_b7_task_end -zat_b7_actor_killed_victims_self !squad_exist(zat_b7_stalkers_victims_1)} zat_b7, {+zat_b7_task_end +zat_b7_actor_killed_victims_self} zat_stalker_base_smart, {+zat_b7_actor_help_bandits} zat_b7
spawn_point = zat_b7_stalkers_raiders_spawn
story_id = zat_b7_stalkers_raiders
always_arrived = true
[zat_b7_stalkers_victims_1]:online_offline_group
sympathy = 0
faction = stalker
npc = zat_b7_stalker_victim_1, sim_default_stalker_0, sim_default_stalker_0, sim_default_stalker_0, sim_default_stalker_0, sim_default_stalker_0, sim_default_stalker_0
target_smart = zat_b7
spawn_point = zat_b7_stalkers_victims_spawn_1
story_id = zat_b7_stalkers_victims_1
;-----------------------zaton B104 -------------------
[zat_b104_zombied_1]:online_offline_group
faction = zombied
npc = sim_default_zombied_1, sim_default_zombied_1, sim_default_zombied_1, sim_default_zombied_1, sim_default_zombied_2, sim_default_zombied_2, sim_default_zombied_3
target_smart = {-zat_b104_task_end} zat_b104_zombied, nil
spawn_point = zat_b104_zombied_1_spawn
story_id = zat_b104_zombied_1
[zat_b104_zombied_2]:online_offline_group
faction = zombied
npc = sim_default_zombied_1, sim_default_zombied_1, sim_default_zombied_1, sim_default_zombied_1, sim_default_zombied_2, sim_default_zombied_2, sim_default_zombied_3
target_smart = {-zat_b104_task_end} zat_b104_zombied, nil
spawn_point = zat_b104_zombied_2_spawn
story_id = zat_b104_zombied_2
[zat_b104_zombied_3]:online_offline_group
faction = zombied
npc = sim_default_zombied_1, sim_default_zombied_1, sim_default_zombied_1, sim_default_zombied_1, sim_default_zombied_2, sim_default_zombied_2, sim_default_zombied_3
target_smart = {-zat_b104_task_end} zat_b104_zombied, nil
spawn_point = zat_b104_zombied_3_spawn
story_id = zat_b104_zombied_3
;-----------------------zaton B5-------------------
[zat_b5_stalkers_squad]:online_offline_group
faction = stalker
npc = zat_b5_stalker_1, zat_b5_stalker_2, zat_b5_stalker_3, zat_b5_stalker_4
;relationship = friend
sympathy = 0
target_smart = zat_b5_smart_terrain
spawn_point = {+zat_b5_actor_with_stalkers} zat_b5_stalkers_spawn_point, {-zat_b5_actor_with_stalkers} zat_b5_stalkers_b_spawn_point
story_id = zat_b5_stalkers_squad
[zat_b7_stalkers_base_squad]:online_offline_group
faction = stalker
npc = zat_b7_stalker_victim_1, sim_default_stalker_2, sim_default_stalker_2
sympathy = 0
target_smart = zat_stalker_base_smart
spawn_point = zat_b5_dolg_spawn_point
story_id = zat_b7_stalkers_base_squad
[zat_b5_dolg_squad]:online_offline_group
faction = dolg
npc = zat_b7_duty_illicit_dealer
;active_task = smart_terrain_3
relationship = neutral
sympathy = 0
target_smart = zat_b5_smart_terrain
spawn_point = {+zat_b5_actor_with_stalkers} zat_b5_dolg_spawn_point, {+zat_b5_actor_with_bandits} zat_b5_dolg_spawn_point, {+zat_b5_actor_with_dealer} zat_b5_dolg_d_spawn_point
story_id = zat_b5_dolg_squad
[zat_b5_dolg_assist_squad]:online_offline_group
faction = killer
npc = zat_b5_dealer_assistant_1, zat_b5_dealer_assistant_2
;active_task = smart_terrain_3
relationship = neutral
sympathy = 0
target_smart = zat_b5_smart_terrain
spawn_point = {+zat_b5_actor_with_stalkers} zat_b5_dolg_spawn_point, {+zat_b5_actor_with_bandits} zat_b5_dolg_spawn_point, {+zat_b5_actor_with_dealer} zat_b5_dolg_d_spawn_point
story_id = zat_b5_dolg_assist_squad
[zat_b5_bandit_squad]:online_offline_group
faction = bandit
npc = zat_b5_stalker_raider_1, zat_b5_stalker_raider_2, zat_b5_stalker_raider_3, zat_b5_stalker_raider_4
;relationship = friend
sympathy = 0
target_smart = zat_b5_smart_terrain
spawn_point = {+zat_b5_actor_with_stalkers} zat_b5_bandit_spawn_point, {+zat_b5_actor_with_dealer} zat_b5_bandit_b_spawn_point, {+zat_b5_actor_with_bandits} zat_b5_bandit_b_spawn_point
story_id = zat_b5_bandit_squad
;----------------------- zaton B56 -------------------
[zat_b56_polter_squad]:online_offline_group
faction = monster
npc = m_poltergeist_normal_flame
target_smart = zat_b56
spawn_point = zat_b56_poltergeist_home
story_id = zat_b56_polter_squad
always_arrived = true
;-----------------------zaton B33-------------------
[zat_b33_snork_first_wave]:online_offline_group
faction = monster_zombied_day
npc = snork_indoor, snork_indoor, snork_indoor, snork_indoor
target_smart = zat_b33
spawn_point = zat_b33_snork_first_wave_spown
story_id = zat_b33_snork_first_wave
[zat_b33_snork_second_wave]:online_offline_group
faction = monster_zombied_day
npc = snork_outdoor
target_smart = zat_b33
spawn_point = zat_b33_snork_jump_05_walk
story_id = zat_b33_snork_second_wave
[zat_b33_stalker_snag_squad]:online_offline_group
faction = stalker
npc = zat_b33_stalker_snag
target_smart = zat_stalker_base_smart
story_id = zat_b33_stalker_snag_squad
;------------------------ Zaton B29 -------------------
[zat_b29_stalker_rival_1_squad]:online_offline_group
faction = stalker
npc = zat_b29_stalker_rival_1, sim_default_stalker_2, sim_default_stalker_2
target_smart = {+zat_b30_task_end} nil,{+zat_b29_rival_1_1} zat_b55, {+zat_b29_rival_1_2} zat_b54, {+zat_b29_rival_1_3} zat_b53, {+zat_b29_rival_1_4} zat_b39, {+zat_b29_rival_1_5} zat_b56, {+zat_b29_rival_1_base} zat_stalker_base_smart, zat_b55
spawn_point = zat_b29_rival_1_spawn
story_id = zat_b29_stalker_rival_1_squad
[zat_b29_stalker_rival_2_squad]:online_offline_group
faction = stalker
npc = zat_b29_stalker_rival_2, sim_default_stalker_2, sim_default_stalker_2
target_smart = {+zat_b30_task_end} nil, {+zat_b29_rival_2_1} zat_b55, {+zat_b29_rival_2_2} zat_b54, {+zat_b29_rival_2_3} zat_b53, {+zat_b29_rival_2_4} zat_b39, {+zat_b29_rival_2_5} zat_b56, {+zat_b29_rival_2_base} zat_stalker_base_smart, zat_b54
spawn_point = zat_b29_rival_2_spawn
story_id = zat_b29_stalker_rival_2_squad
[zat_b29_stalker_rival_default_1_squad]:online_offline_group
faction = stalker
npc = zat_b29_stalker_rival_default_1, sim_default_stalker_1, sim_default_stalker_1
target_smart = {+zat_b30_task_end} nil, {+zat_b29_rival_1_1} zat_b55, {+zat_b29_rival_1_2} zat_b54, {+zat_b29_rival_1_3} zat_b53, {+zat_b29_rival_1_4} zat_b39, {+zat_b29_rival_1_5} zat_b56, {+zat_b29_rival_1_base} zat_stalker_base_smart, zat_b55
spawn_point = zat_b29_rival_1_spawn
story_id = zat_b29_stalker_rival_default_1_squad
[zat_b29_stalker_rival_default_2_squad]:online_offline_group
faction = stalker
npc = zat_b29_stalker_rival_default_2, sim_default_stalker_1, sim_default_stalker_1
target_smart = {+zat_b30_task_end} nil, {+zat_b29_rival_2_1} zat_b55, {+zat_b29_rival_2_2} zat_b54, {+zat_b29_rival_2_3} zat_b53, {+zat_b29_rival_2_4} zat_b39, {+zat_b29_rival_2_5} zat_b56, {+zat_b29_rival_2_base} zat_stalker_base_smart, zat_b54
spawn_point = zat_b29_rival_2_spawn
story_id = zat_b29_stalker_rival_default_2_squad
;-----------------------zaton B18-------------------
[zat_b18_noah_squad]:online_offline_group
faction = stalker
npc = zat_b18_noah
target_smart = zat_b18
sympathy = 0
spawn_point = zat_b18_noah_spawn_point
story_id = zat_b18_noah_squad
[zat_b18_dog_noah_squad]:online_offline_group
faction = monster
npc = zat_b18_dog_noah
sympathy = 0
target_smart = {-zat_b18_dog_noah_free} zat_b18, nil
spawn_point = zat_b18_noah_spawn_point
story_id = zat_b18_dog_noah_squad
;-----------------------B 215-----------------------
[zat_b215_stalker_guide_zaton_squad]:online_offline_group
faction = stalker
sympathy = 1
npc = zat_b215_stalker_guide_zaton
target_smart = zat_stalker_base_smart
story_id = zat_b215_stalker_guide_zaton_squad
;-------------------------b28---------------------------------------
[zat_b28_snork_squad]:online_offline_group
faction = monster_zombied_day
npc = snork_weak, snork_weak, snork_weak, snork_weak
target_smart = {-zat_b28_heli_3_searched} zat_b28, nil
spawn_point = zat_b28_smart_terrain_spawn_point
story_id = zat_b28_snork_squad
;-------------------------b42---------------------------------------
[zat_b42_controller_squad]:online_offline_group
faction = monster_zombied_day
npc = m_controller_normal
target_smart = zat_b42_smart_terrain
spawn_point = zat_b42_smart_terrain_mob_home
story_id = zat_b42_controller_squad
[renderman_selo_test_controller_squad]:online_offline_group
faction = monster_zombied_day
npc = m_controller_normal
target_smart = alex_selo_smart_terrain
spawn_point = alex_selo_smart_terrain_mob_home
;story_id = zat_b42_controller_squad
;------------------------b40-------------------------------
[zat_b40_merc_squad]:online_offline_group
faction = killer
sympathy = 0
npc = zat_b40_merc_squad_leader_1, zat_b40_merc_squad_leader_2, sim_default_killer_1, sim_default_killer_1, sim_default_killer_1, sim_default_killer_1, sim_default_killer_0, sim_default_killer_0, sim_default_killer_0, sim_default_killer_0
target_smart = zat_b40_smart_terrain
spawn_point = zat_b40_smart_terrain_spown_point
story_id = zat_b40_merc_squad
;-----------------------zaton B20-------------------
[zat_b20_noah_teleport_squad]:online_offline_group
faction = stalker
npc = zat_b20_noah_teleport
target_smart = zat_b20_smart_terrain
sympathy = 0
spawn_point = zat_b20_smart_terrain_zat_b20_noah_1_walk
story_id = zat_b20_noah_teleport_squad
;-----------------------zaton B39-------------------
[zat_b39_dogs_squad]:online_offline_group
faction = monster_predatory_day
npc = dog_normal, dog_normal, dog_normal
target_smart = zat_b39
spawn_point = zat_b39_dogs_spawn_point
story_id = zat_b39_dogs_squad
;-----------------------zaton B53-------------------
[zat_b53_artefact_hunter_1_squad]:online_offline_group
faction = stalker
npc = zat_b53_artefact_hunter_1, zat_b53_artefact_hunter_2
target_smart = {-zat_b53_go_nil} zat_b53, nil
spawn_point = zat_b53_artefact_hunter_2_walk
story_id = zat_b53_artefact_hunter_1_squad
;----------------------zaton a23----------------------
[zat_a23_zombie_squad]:online_offline_group
faction = zombied
npc = sim_default_zombied_4, sim_default_zombied_4, sim_default_zombied_3, sim_default_zombied_3, sim_default_zombied_2, sim_default_zombied_2
target_smart = zat_a23_smart_terrain
spawn_point = zat_a23_smart_terrain_zat_a23_zombie_spawn
story_id = zat_a23_zombie_squad
[zat_a23_giant_squad]:online_offline_group
faction = monster_special
npc = gigant_normal
target_smart = zat_a23_smart_terrain
spawn_point = zat_a23_smart_terrain_zat_a23_giant_walk
story_id = zat_a23_giant_squad
;----------------------zaton B106----------------------
[zat_b106_stalker_gonta_squad]:online_offline_group
sympathy = 0
faction = stalker
npc = zat_b106_stalker_gonta, zat_b106_stalker_garmata
target_smart = {+zat_b106_destroy_gonta -zat_b106_hunt_finish} zat_b106_smart_terrain, zat_stalker_base_smart
spawn_point = {+zat_b106_destroy_gonta -zat_b106_hunt_finish} zat_b106_quest_spawn_point, zat_b106_infirmary_spawn_point
story_id = zat_b106_stalker_gonta_squad
always_arrived = true
[zat_b106_stalker_crab_squad]:online_offline_group
sympathy = 0
faction = stalker
npc = zat_b106_stalker_crab
target_smart = {-zat_b106_free_stalker_crab} zat_stalker_base_smart, nil
spawn_point = zat_b106_infirmary_spawn_point
story_id = zat_b106_stalker_crab_squad
always_arrived = true
[zat_b106_chimera_squad]:online_offline_group
faction = monster_predatory_night
npc = zat_b106_chimera
target_smart = zat_b106_smart_terrain
spawn_point = zat_b106_smart_terrain_zat_b106_sleeper_chimera_walk
story_id = zat_b106_chimera_squad
;-------------------------------b100-------------------------------
[zat_b100_poltergeist_squad_01]:online_offline_group
faction = monster
npc = m_poltergeist_normal_tele
target_smart = {-zat_b100_heli_2_searched} zat_b100, nil
spawn_point = zat_b100_poltergeist_01_walk
story_id = zat_b100_poltergeist_squad_01
;[zat_b100_poltergeist_squad_02]:online_offline_group
;faction = monster
;npc = m_poltergeist_normal_tele
;target_smart = {-zat_b100_heli_2_searched} zat_b100, nil
;spawn_point = zat_b100_poltergeist_02_walk
;story_id = zat_b100_poltergeist_squad_02
;------------------------------- Simulation TEST -------------------------------
[zat_simulation_test]:online_offline_group
faction = freedom
npc = sim_default_stalker_1, sim_default_stalker_1, sim_default_stalker_1
target_smart = {-test_simulation_start} zat_b28, nil
spawn_point = test_simulation_spawn
story_id = zat_simulation_test

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[settings]
condlist = {-pri_a16_kovalski_start =actor_on_level(pripyat)} false, {+pri_a25_rfi_source_eliminated -pri_a28_actor_in_zone_stay} false, true
survive = {+actor_marked_by_zone_3_times} true, {+anabiotic_in_process} true, false
[list]
;zaton
zat_surge_hide_a2
zat_surge_hide_b42
zat_surge_hide_b44
zat_surge_hide_b7
zat_surge_hide_b18
zat_surge_hide_b101
zat_surge_hide_b38
zat_surge_hide_b33
zat_b33_surge_hide_2
zat_surge_hide_b40
zat_surge_hide_a23
zat_surge_hide_b100
zat_surge_hide_b28
zat_surge_hide_b5
zat_surge_hide_b400
zat_b22_stalker_medic_identified
zat_surge_hide_b103
zat_b103_surge_hide_2
zat_surge_hide_b38_down
zat_surge_hide_b38_side
zat_b14_surge_hide_1
zat_b14_surge_hide_2
zat_b14_surge_hide_3
;jupiter
jup_surge_hide_a10
jup_surge_hide_a12
jup_surge_hide_a6
jup_b15_sr_light
jup_surge_hide_b1
jup_surge_hide_b1_2
jup_surge_hide_b16
jup_surge_hide_b200
jup_b200_surge_hide_2
jup_b200_surge_hide_3
jup_b200_surge_hide_4
jup_b200_surge_hide_5
jup_surge_hide_b202
jup_surge_hide_b203
jup_surge_hide_b205
jup_surge_hide_b207
jup_surge_hide_b208
jup_surge_hide_b208_2
jup_surge_hide_b214
jup_surge_hide_b219
jup_surge_hide_b41
jup_surge_hide_b47
jup_a9_surge_hide
jup_surge_hide_b8
jup_surge_hide_a9
;pripyat
pri_surge_hide_a15
pri_surge_hide_a16
pri_surge_hide_b304
pri_surge_hide_b304_2
pri_surge_hide_b35
pri_b35_mercs_surge_hide_1
pri_b35_mercs_surge_hide_2
pri_b35_mercs_surge_hide_3
pri_b35_mercs_surge_hide_4
pri_b35_military_surge_hide_1
pri_surge_hide_a18
pri_surge_hide_a18_2
pri_surge_hide_a21
pri_surge_hide_b306
pri_surge_hide_b301
pri_surge_hide_b303
pri_surge_hide_a28
pri_surge_hide_a28_2
pri_surge_hide_a17
pri_surge_hide_b36
;test
;sr_out_1
;sr_out_2
[zat_surge_hide_a2]
condlist = {=check_smart_alarm_status(zat_stalker_base_smart:normal)} true, false
[zat_surge_hide_b40]
condlist = {=squad_exist(zat_b40_merc_squad)} false, true
[zat_surge_hide_b100]
condlist = true;{-zat_a23_actor_used_access_card} false, true
[zat_surge_hide_b28]
condlist = {=actor_in_zone(zat_sr_plateu)} true, false
[zat_surge_hide_b103]
condlist = {+zat_b103_merc_task_done} true, false
[zat_b103_surge_hide_2]
condlist = false
[zat_surge_hide_a23]
condlist = {+zat_a23_actor_used_access_card} true, false
[zat_b22_stalker_medic_identified]
condlist = {+zat_b22_can_go_in} true, false
;[zat_surge_hide_b38_side]
;condlist = {-zat_b38_lift_opened} true, false
[zat_surge_hide_b38_down]
condlist = {+zat_b38_lift_opened} true, false
[jup_surge_hide_a6]
condlist = {=check_smart_alarm_status(jup_a6:normal)} true, false
[jup_surge_hide_b41]
condlist = {=check_smart_alarm_status(jup_b41:normal)} true, false
[jup_surge_hide_b207]
condlist = {-jup_b207_morgan_gived_depot -jup_b207_freedom_knows_about_depot -jup_b207_duty_knows_about_depot} false, true
[jup_surge_hide_a10]
condlist = {+jup_a10_fals} true, {+jup_a10_vano_give_task_end} true, {-jup_a10_vano_give_task} false, true
[jup_surge_hide_b205]
condlist = {+jup_b205_pass_code_valide} true, false
[jup_surge_hide_a12]
condlist = {+jup_a12_task_done} true, {+jup_a12_actor_has_pass_to_containers -jup_a12_actor_enemy_to_bandits} true, false
[jup_surge_hide_b202]
condlist = {+jup_b202_actor_items_stolen} true, false
[pri_surge_hide_a16]
condlist = {=check_smart_alarm_status(pri_a16:normal)} true, false
[pri_surge_hide_b303]
condlist = {+pri_b303_door_closed} true, false

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; Âûäà÷à çàäàíèé: =give_task(òèï_çàäàíèÿ:èä_çàäàíèÿ:ãðóïïèðîâêà)
#include "tm_zaton.ltx"
#include "tm_jupiter.ltx"
#include "tm_pripyat.ltx"
[test_storyline_task]
icon = ui_mt_image_attack_tower
prior = 5
title = {-a} test_storyline_task_name, nil
;title_functor = condlist
descr = {+a} test_storyline_task_text, nil
;descr_functor = condlist
target = {-a} test
;target_functor = target_condlist
reward_money = 10000
condlist_0 = {+test_info_1} complete
storyline = true
[test_storyline_task2]
icon = ui_mt_image_attack_tower
prior = 2
title = {-a} test_storyline_task_name2, nil
;title_functor = condlist
descr = {+a} test_storyline_task_text2, nil
;descr_functor = condlist
;target = {-a} test2
;target_functor = target_condlist
reward_money = 10000
condlist_0 = {+test_info_1} complete
storyline = false
[tbt_task_1]
icon = ui_mt_image_attack_tower
prior = 4
title = tbt_task_1_name
descr = tbt_task_1_text
target = tbt_snork
reward_money = 10000
condlist_0 = {+tbt_task_1_complete} complete
[tbt_task_2]
icon = ui_mt_image_attack_tower
prior = 3
title = tbt_task_2_name
descr = tbt_task_2_text
target = tbt_move_1
reward_money = 10000
condlist_0 = {+tbt_task_2_complete} complete
[tbt_task_3]
icon = ui_mt_image_attack_tower
prior = 2
title = tbt_task_3_name
descr = tbt_task_3_text
target = tbt_move_2
reward_money = 10000
condlist_0 = {+tbt_task_3_complete} complete
[tbt_task_4]
icon = ui_mt_image_attack_tower
prior = 1
title = tbt_task_4_name
descr = tbt_task_4_text
target = tbt_move_3
reward_money = 10000
condlist_0 = {+tbt_task_4_complete} complete
[hide_from_surge]
icon = ui_inGame2_Vibros
prior = 200
title_functor = surge_task_title
descr_functor = surge_task_descr
target_functor = surge_task_target
;dont_send_update_news = true
condlist_0 = {=surge_complete()} complete
condlist_1 = {!actor_alive()} fail
[test_storyline_task3]
icon = ui_mt_image_attack_tower
prior = 2
title = {-a} test_storyline_task_name2, nil
;title_functor = condlist
descr = {+a} test_storyline_task_text2, nil
;descr_functor = condlist
;target = {-a} test2
;target_functor = target_condlist
reward_money = 10000
condlist_0 = {+test_info_1} complete
storyline = false
[test_storyline_task4]
icon = ui_mt_image_attack_tower
prior = 2
title = {-a} test_storyline_task_name2, nil
;title_functor = condlist
descr = {+a} test_storyline_task_text2, nil
;descr_functor = condlist
;target = {-a} test2
;target_functor = target_condlist
reward_money = 10000
condlist_0 = {+test_info_1} complete
storyline = false
[test_storyline_task5]
icon = ui_mt_image_attack_tower
prior = 2
title = {-a} test_storyline_task_name2, nil
;title_functor = condlist
descr = {+a} test_storyline_task_text2, nil
;descr_functor = condlist
;target = {-a} test2
;target_functor = target_condlist
reward_money = 10000
condlist_0 = {+test_info_1} complete
storyline = false
[test_storyline_task6]
icon = ui_mt_image_attack_tower
prior = 2
title = {-a} test_storyline_task_name2, nil
;title_functor = condlist
descr = {+a} test_storyline_task_text2, nil
;descr_functor = condlist
;target = {-a} test2
;target_functor = target_condlist
reward_money = 10000
condlist_0 = {+test_info_1} complete
storyline = false
[test_storyline_task7]
icon = ui_mt_image_attack_tower
prior = 2
title = {-a} test_storyline_task_name2, nil
;title_functor = condlist
descr = {+a} test_storyline_task_text2, nil
;descr_functor = condlist
;target = {-a} test2
;target_functor = target_condlist
reward_money = 10000
condlist_0 = {+test_info_1} complete
storyline = false
[test_storyline_task8]
icon = ui_mt_image_attack_tower
prior = 2
title = {-a} test_storyline_task_name2, nil
;title_functor = condlist
descr = {+a} test_storyline_task_text2, nil
;descr_functor = condlist
;target = {-a} test2
;target_functor = target_condlist
reward_money = 10000
condlist_0 = {+test_info_1} complete
storyline = false
[test_storyline_task9]
icon = ui_mt_image_attack_tower
prior = 2
title = {-a} test_storyline_task_name2, nil
;title_functor = condlist
descr = {+a} test_storyline_task_text2, nil
;descr_functor = condlist
;target = {-a} test2
;target_functor = target_condlist
reward_money = 10000
condlist_0 = {+test_info_1} complete
storyline = false
[test_storyline_task10]
icon = ui_mt_image_attack_tower
prior = 2
title = {-a} test_storyline_task_name2, nil
;title_functor = condlist
descr = {+a} test_storyline_task_text2, nil
;descr_functor = condlist
;target = {-a} test2
;target_functor = target_condlist
reward_money = 10000
condlist_0 = {+test_info_1} complete
storyline = false
[test_storyline_task11]
icon = ui_mt_image_attack_tower
prior = 2
title = {-a} test_storyline_task_name2, nil
;title_functor = condlist
descr = {+a} test_storyline_task_text2, nil
;descr_functor = condlist
;target = {-a} test2
;target_functor = target_condlist
reward_money = 10000
condlist_0 = {+test_info_1} complete
storyline = false
[test_storyline_task12]
icon = ui_mt_image_attack_tower
prior = 2
title = {-a} test_storyline_task_name2, nil
;title_functor = condlist
descr = {+a} test_storyline_task_text2, nil
;descr_functor = condlist
;target = {-a} test2
;target_functor = target_condlist
reward_money = 10000
condlist_0 = {+test_info_1} complete
storyline = false
[test_storyline_task13]
icon = ui_mt_image_attack_tower
prior = 2
title = {-a} test_storyline_task_name2, nil
;title_functor = condlist
descr = {+a} test_storyline_task_text2, nil
;descr_functor = condlist
;target = {-a} test2
;target_functor = target_condlist
reward_money = 10000
condlist_0 = {+test_info_1} complete
storyline = false
[test_storyline_task14]
icon = ui_mt_image_attack_tower
prior = 2
title = {-a} test_storyline_task_name2, nil
;title_functor = condlist
descr = {+a} test_storyline_task_text2, nil
;descr_functor = condlist
;target = {-a} test2
;target_functor = target_condlist
reward_money = 10000
condlist_0 = {+test_info_1} complete
storyline = false
[test_storyline_task15]
icon = ui_mt_image_attack_tower
prior = 2
title = {-a} test_storyline_task_name2, nil
;title_functor = condlist
descr = {+a} test_storyline_task_text2, nil
;descr_functor = condlist
;target = {-a} test2
;target_functor = target_condlist
reward_money = 10000
condlist_0 = {+test_info_1} complete
storyline = false

View file

@ -0,0 +1,487 @@
;ñþæåòíûå çàäàíèÿ
[jup_a9_way_to_pripyat_power_info]
icon = ui_inGame2_Put_v_pripyat
prior = 112
storyline = true
title = zat_a9_way_gates_check_transport_workshop_name
descr = zat_a9_way_gates_check_transport_workshop_text
target = jup_a9_power_info
on_init = %+jup_a9_way_to_pripyat_power_info_started%
condlist_0 = {+jup_a9_power_info} complete
[jup_a9_way_to_pripyat_search]
icon = ui_inGame2_Put_v_pripyat
prior = 109
storyline = true
title = {+jup_a9_delivery_info_taked} zat_a9_way_to_pripyat_check_archives_name, {+jup_a9_losses_info_taked} zat_a9_way_to_pripyat_check_repair_workshop_name, {+jup_a9_meeting_info_taked} zat_a9_way_to_pripyat_check_delivery_department_name, {+jup_a9_evacuation_info_taked} zat_a9_way_gates_check_electrical_workshop_name, {+zat_b215_guide_to_pripyat_no_way_told} zat_a9_way_gates_check_corps_name, zat_a9_way_to_pripyat_tell_stalker_guide_name
descr = {+jup_a9_delivery_info_taked} zat_a9_way_to_pripyat_check_archives_text, {+jup_a9_losses_info_taked} zat_a9_way_to_pripyat_check_repair_workshop_text, {+jup_a9_meeting_info_taked} zat_a9_way_to_pripyat_check_delivery_department_text, {+jup_a9_evacuation_info_taked} zat_a9_way_gates_check_electrical_workshop_text, {+zat_b215_guide_to_pripyat_no_way_told} zat_a9_way_gates_check_corps_text, zat_a9_way_to_pripyat_tell_stalker_guide_text
target = {+jup_a9_delivery_info_taked} jup_a9_way_info, {+jup_a9_losses_info_taked} jup_a9_delivery_info, {+jup_a9_meeting_info_taked} jup_a9_losses_info, {+jup_a9_evacuation_info_taked} jup_a9_meeting_info, {+zat_b215_guide_to_pripyat_no_way_told} jup_a9_evacuation_info, {=actor_on_level(jupiter)} zat_b215_stalker_guide_jupiter, {=actor_on_level(zaton)} zat_b215_stalker_guide_zaton;, zat_b215_stalker_guide
on_init = %+jup_a9_way_to_pripyat_search_started%
condlist_0 = {+jup_a9_way_info} complete
condlist_1 = {+jup_a9_way_to_pripyat_way_info_started} reversed
[jup_a9_way_to_pripyat_gas_info]
icon = ui_inGame2_Put_v_pripyat
prior = 111
storyline = true
title = zat_a9_way_gases_check_chemistry_workshop_name
descr = zat_a9_way_gases_check_chemistry_workshop_text
target = jup_a9_conservation_info
on_init = %+jup_a9_way_to_pripyat_gas_info_started%
condlist_0 = {+jup_a9_conservation_info} complete
[jup_a9_way_to_pripyat_way_info]
icon = ui_inGame2_Put_v_pripyat
prior = 110
storyline = true
title = zat_a9_way_to_pripyat_check_archives_name
descr = zat_a9_way_to_pripyat_check_archives_text
target = jup_a9_way_info
on_init = %+jup_a9_way_to_pripyat_way_info_started%
condlist_0 = {+jup_a9_way_info} complete
[jup_a9_way_to_pripyat_tech]
icon = ui_inGame2_Put_v_pripyat
prior = 113
storyline = true
title = jup_a9_way_to_pripyat_tech_name
descr = jup_a9_way_to_pripyat_tech_text
target = jup_b217_stalker_tech
on_init = %+jup_a9_way_to_pripyat_tech_started%
condlist_0 = {+jup_a9_tech_way_info} complete
[jup_b8_heli_4_crash]
icon = ui_inGame2_Skat_4
prior = 102
storyline = true
title = {+zat_b101_one_heli_info -zat_b101_heli_5_searching} jup_b8_heli_4_crash_name_2, jup_b8_heli_4_crash_name
descr = {+zat_b101_one_heli_info -zat_b101_heli_5_searching} jup_b8_heli_4_crash_text_2, jup_b8_heli_4_crash_text
target = {+jup_b8_heli_4_searched} nil, jup_b8_heli_4
condlist_0 = {+jup_b8_heli_4_searched +zat_b101_both_heli_info} complete
condlist_1 = {+pri_b305_actor_wondered_done} complete
[jup_b9_heli_1_crash]
icon = ui_inGame2_Skat_1
prior = 105
storyline = true
title = {+jup_b9_blackbox_decrypted_time}jup_b9_go_for_blackbox_descryption_name,{+jup_b9_blackbox_decrypting}jup_b9_blackbox_descrypted_after_3_name,{+jup_b9_heli_1_searched}jup_b9_blackbox_decrypting_name,jup_b9_heli_1_crash_name
descr = {+jup_b9_blackbox_decrypted_time}jup_b9_go_for_blackbox_descryption_text,{+jup_b9_blackbox_decrypting}jup_b9_blackbox_descrypted_after_3_text,{+jup_b9_heli_1_searched}jup_b9_blackbox_decrypting_text,jup_b9_heli_1_crash_text
;target = {+jup_b9_heli_1_searched}jup_b217_stalker_tech_ZATICHKA, jup_b9_heli_1
target = {+jup_b9_heli_1_searched}jup_b217_stalker_tech, jup_b9_heli_1
condlist_0 = {+jup_b9_blackbox_decrypted} complete
[jup_b218_pripyat_group]
icon = ui_inGame2_Pripyat_1
prior = 114
storyline = true
title = {+jup_b218_pripyat_group_gathering} jup_b218_pripyat_group_gathering_name, jup_b218_pripyat_group_zulus_talk_name
descr = {+jup_b218_pripyat_group_gathering} jup_b218_pripyat_group_gathering_text, jup_b218_pripyat_group_zulus_talk_text
target = {+jup_b218_pripyat_group_gathering} nil, jup_b15_zulus
condlist_0 = {+jup_b218_gather_squad_complete} complete
[jup_b218_stalker]
icon = ui_inGame2_Pripyat_1
prior = 116
storyline = true
title = {+jup_a10_stalker_vano_outfit_money_yes_told} jup_b218_stalker_guide_to_zulus_name, {+jup_a10_stalker_vano_need_outfit_told} jup_b218_stalker_bring_money_name, jup_b218_stalker_name
descr = {+jup_a10_stalker_vano_outfit_money_yes_told} jup_b218_stalker_guide_to_zulus_text, {+jup_a10_stalker_vano_need_outfit_told} jup_b218_stalker_bring_money_text, jup_b218_stalker_text
target = {+jup_a10_stalker_vano_outfit_money_yes_told} nil, {+jup_a10_stalker_vano_need_outfit_told} nil, jup_a10_stalker_vano
condlist_0 = {+jup_b218_gather_squad_complete} reversed
condlist_1 = {+jup_a10_vano_agree_go_und_done} complete
[jup_b218_soldier]
icon = ui_inGame2_Pripyat_1
prior = 115
storyline = true
title = {+pri_a15_sokolov_arranged_outfit_told} jup_b218_soldier_guide_to_zulus_name, {+jup_b206_anomalous_grove_done} jup_b218_soldier_tell_outfit_name, {+jup_b206_anomalous_grove_started} jup_b218_soldier_do_scientist_quest_name, {+jup_b218_soldier_need_outfit} jup_b218_soldier_talk_to_scientist_name, jup_b218_soldier_name
descr = {+pri_a15_sokolov_arranged_outfit_told} jup_b218_soldier_guide_to_zulus_text, {+jup_b206_anomalous_grove_done} jup_b218_soldier_tell_outfit_text, {+jup_b206_anomalous_grove_started} jup_b218_soldier_do_scientist_quest_text, {+jup_b218_soldier_need_outfit} jup_b218_soldier_talk_to_scientist_text, jup_b218_soldier_text
target = {+jup_b206_anomalous_grove_done} pri_a15_sokolov, {+jup_b218_soldier_need_outfit} jup_b6_scientist_biochemist, pri_a15_sokolov
condlist_0 = {+jup_b218_gather_squad_complete} reversed
condlist_1 = {+jup_b15_zulus_group_soldier_start_told} complete
[jup_b218_monolith]
icon = ui_inGame2_Pripyat_1
prior = 117
storyline = true
title = {+jup_b4_monolith_squad_leader_need_outfit_told} jup_b218_monolith_guide_to_zulus_name, jup_b218_monolith_name
descr = {+jup_b4_monolith_squad_leader_need_outfit_told} jup_b218_monolith_guide_to_zulus_text, jup_b218_monolith_text
target = {+jup_b4_monolith_squad_leader_need_outfit_told} jup_b15_logic, {+jup_b4_monolith_squad_in_freedom} jup_b4_monolith_squad_leader_freedom_skin, {+jup_b4_monolith_squad_in_duty} jup_b4_monolith_squad_leader_duty_skin
condlist_0 = {+jup_b218_gather_squad_complete} reversed
condlist_1 = {+jup_b15_zulus_group_monolith_start_told} complete
[jup_b218_actor_outfit]
icon = ui_inGame2_Pripyat_1
prior = 118
storyline = true
title = jup_b218_actor_outfit_name
descr = jup_b218_actor_outfit_text
condlist_0 = {=actor_has_item(scientific_outfit)} complete
on_complete = %-jup_b218_actor_outfit_task +jup_b218_actor_can_go_pass%
[pas_b400_pripyat]
icon = ui_inGame2_Pripyat_1
prior = 119
storyline = true
title = pas_b400_pripyat_name
descr = {+pas_b400_way_button_pressed} pas_b400_pripyat_text, {-pas_b400_way_button_pressed +pas_b400_sr_way_2} pas_b400_pripyat_door_text, {+pas_b400_hall_door_opened} pas_b400_pripyat_text, {-pas_b400_hall_door_opened !squad_exist(pas_b400_stalkers_squad) +pas_b400_sr_hall_12_in_2} pas_b400_pripyat_control_text, {-pas_b400_hall_door_opened +pas_b400_about_control_gates +pas_b400_sr_hall_12_in_2} pas_b400_pripyat_control_text, {+pas_b400_control_down_door_opened} pas_b400_pripyat_text, {-pas_b400_control_down_door_opened !squad_exist(pas_b400_stalkers_squad) +pas_b400_sr_hall_12_in} pas_b400_pripyat_hall_door_text, {-pas_b400_control_down_door_opened +pas_b400_about_railway +pas_b400_sr_hall_12_in} pas_b400_pripyat_hall_door_text, {+pas_b400_tunnel_button_pressed} pas_b400_pripyat_text, {-pas_b400_tunnel_button_pressed +pas_b400_sr_tunnel_5_in +pas_b400_zulus_about_train_gates_1} pas_b400_pripyat_gate_text, {-pas_b400_tunnel_button_pressed +pas_b400_sr_tunnel_5_in !is_alive(pas_b400_zulus)} pas_b400_pripyat_gate_text, {+pas_b400_downstairs_button_pressed} pas_b400_pripyat_text, {-pas_b400_downstairs_button_pressed +pas_b400_sr_downstairs_2} pas_b400_pripyat_door_text, {+pas_b400_track_button_pressed} pas_b400_pripyat_text, {-pas_b400_track_button_pressed +pas_b400_sr_track_4 !is_alive(pas_b400_zulus)} pas_b400_pripyat_door_text, {-pas_b400_track_button_pressed +pas_b400_sr_track_4 =is_alive(pas_b400_zulus) +pas_b400_zulus_about_obstacle_2} pas_b400_pripyat_door_text, {+pas_b400_elevator_button_pressed} pas_b400_pripyat_text, {-pas_b400_elevator_button_pressed +pas_b400_sr_elevator_5} pas_b400_pripyat_gate_text, pas_b400_pripyat_text
target = {+pas_b400_way_button_pressed} pas_b400_fwd, {-pas_b400_way_button_pressed +pas_b400_sr_way_2} pas_b400_ph_button_way, {+pas_b400_hall_done} pas_b400_door_way, {+pas_b400_hall_door_opened} pas_b400_door_hall, {-pas_b400_hall_door_opened !squad_exist(pas_b400_stalkers_squad) +pas_b400_sr_hall_12_in_2} pas_b400_ph_button_hall, {-pas_b400_hall_door_opened +pas_b400_about_control_gates +pas_b400_sr_hall_12_in_2} pas_b400_ph_button_hall, {+pas_b400_control_down_door_opened} pas_b400_door_hall, {-pas_b400_control_down_door_opened !squad_exist(pas_b400_stalkers_squad) +pas_b400_sr_hall_11_in} pas_b400_ph_button_control_down, {-pas_b400_control_down_door_opened +pas_b400_about_transformer +pas_b400_sr_hall_11_in} pas_b400_ph_button_control_down, {-pas_b400_control_down_door_opened !squad_exist(pas_b400_stalkers_squad) +pas_b400_sr_hall_12_in} nil, {-pas_b400_control_down_door_opened +pas_b400_about_railway +pas_b400_sr_hall_12_in} nil, {+pas_b400_tunnel_button_pressed} pas_b400_door_hall, {-pas_b400_tunnel_button_pressed +pas_b400_sr_tunnel_5_in +pas_b400_zulus_about_train_gates_1} pas_b400_ph_button_tunnel, {-pas_b400_tunnel_button_pressed +pas_b400_sr_tunnel_5_in !is_alive(pas_b400_zulus)} pas_b400_ph_button_tunnel, {+pas_b400_downstairs_button_pressed} pas_b400_door_tunnel, {-pas_b400_downstairs_button_pressed +pas_b400_sr_downstairs_2} pas_b400_ph_button_downstairs, {+pas_b400_track_button_pressed} pas_b400_door_downstairs, {-pas_b400_track_button_pressed +pas_b400_sr_track_4 !is_alive(pas_b400_zulus)} pas_b400_ph_button_track, {-pas_b400_track_button_pressed +pas_b400_sr_track_4 =is_alive(pas_b400_zulus) +pas_b400_zulus_about_obstacle_2} pas_b400_ph_button_track, {+pas_b400_elevator_button_pressed} pas_b400_door_track, {-pas_b400_elevator_button_pressed +pas_b400_sr_elevator_5} pas_b400_ph_button_elevator, pas_b400_door_elevator
condlist_0 = {=actor_on_level(pripyat)} complete
;âòîðîñòåïåííûå çàäàíèÿ
[jup_b208_burers_hunt]
icon = ui_inGame2_Ohota_na_Burerov
prior = 1
storyline = false
title = {+jup_b208_burers_dead} jup_b208_burers_hunt_take_reward_name, jup_b208_burers_hunt_kill_burers_name
descr = {+jup_b208_burers_dead} jup_b208_burers_hunt_take_reward_text, jup_b208_burers_hunt_kill_burers_text
target = {+jup_b208_burers_dead} jup_b220_trapper, jup_b208_burers_lair
condlist_0 = {+jup_b208_burers_hunt_done} complete
on_complete = %=inc_faction_goodwill_to_actor(stalker:200) =inc_faction_goodwill_to_actor(dolg:250) =inc_faction_goodwill_to_actor(freedom:250)%
[jup_b206_anomalous_grove]
icon = ui_inGame2_Anomalnoe_rastenie
prior = 1
storyline = false
title = {+jup_b206_anomalous_grove_has_plant} jup_b206_anomalous_grove_have_plant_name, jup_b206_anomalous_grove_get_plant_name
descr = {+jup_b206_anomalous_grove_has_plant} jup_b206_anomalous_grove_have_plant_text, jup_b206_anomalous_grove_get_plant_text
target = {+jup_b206_anomalous_grove_has_plant} jup_b6_scientist_biochemist, jup_b206_plant
condlist_0 = {+jup_b206_anomalous_grove_done} complete
on_complete = %+jup_b206_task_done =inc_counter(jup_b1_sci_task_controller_count) =inc_faction_goodwill_to_actor(ecolog:250)%
[jup_b212_jupiter_chimera_hunt]
icon = ui_inGame2_Nochnaya_ohota
prior = 1
storyline = false
title = {+jup_b212_jupiter_chimera_dead} jup_b212_jupiter_tell_animalboy_about_chimera_name, jup_b212_jupiter_kill_chimera_name
descr = {+jup_b212_jupiter_chimera_dead} jup_b212_jupiter_tell_animalboy_about_chimera_text, jup_b212_jupiter_kill_chimera_text
target = {+jup_b212_jupiter_chimera_dead} jup_b220_trapper, jup_b212_id
condlist_0 = {+jup_b212_jupiter_chimera_hunt_done} complete
on_complete = %=inc_faction_goodwill_to_actor(stalker:200) =inc_faction_goodwill_to_actor(dolg:250) =inc_faction_goodwill_to_actor(freedom:250)%
reward_money = 10000
[jup_a10_actor_agree_back_vano_duties]
icon = ui_inGame2_Dolgi
prior = 1
storyline = false
title = {+jup_a10_back_vano} jup_a10_actor_back_vano_duties_name, {+jup_a10_kill_all_bandit} jup_a10_kill_all_bandit_name, jup_a10_actor_agree_back_vano_duties_name
descr = {+jup_a10_back_vano} jup_a10_actor_back_vano_duties_text, {+jup_a10_kill_all_bandit} jup_a10_kill_all_bandit_text, jup_a10_actor_agree_back_vano_duties_text
target = {+jup_a10_back_vano} jup_a10_stalker_vano, {+jup_a10_death_0 =squad_exist(jup_a10_bandit_squad_3)} jup_a10_bandit_squad_3, {+jup_a10_kill_all_bandit =squad_exist(jup_a10_bandit_squad_3)} jup_a10_bandit_leader, {=squad_exist(jup_a10_bandit_squad_3)} jup_a10_bandit_leader
;target = {+jup_a10_back_vano} jup_a10_stalker_vano, {+jup_a10_kill_all_bandit}jup_a10_bandit_leader
condlist_0 = {+jup_a10_vano_give_task_end} complete
;condlist_1 = {+jup_a10_fals} fail
[jup_b16_oasis]
icon = ui_inGame2_Oazis
prior = 1
storyline = false
title = {+jup_b16_oasis_art +actor_has_af_oasis_heart} jup_b16_oasis_artifact_back_name, {+jup_b16_oasis_art} jup_b16_oasis_art_name, jup_b16_oasis_name
descr = {+jup_b16_oasis_art +actor_has_af_oasis_heart} jup_b16_oasis_artifact_back_text, {+jup_b16_oasis_art} jup_b16_oasis_art_text, jup_b16_oasis_text
target = {+jup_b16_oasis_art +actor_has_af_oasis_heart} jup_b6_scientist_biochemist, {+jup_b16_oasis_art}jup_b16_oasis_artifact
condlist_0 = {+jup_b16_oasis_artefact_to_scientist} complete
on_complete = %+jup_b16_task_done =inc_counter(jup_b1_sci_task_controller_count) =inc_faction_goodwill_to_actor(ecolog:250)%
[jup_b200_tech_materials]
icon = ui_inGame2_Radiotechnika
prior = 1
storyline = false
title = jup_b200_tech_materials_name
descr = {+jup_b200_counter_found_all}jup_b200_tech_materials_brought_all_text,{+jup_b200_counter_found_some}jup_b200_tech_materials_brought_some_text,{+jup_b200_actor_begin_search_matirial} jup_b200_tech_materials_inside_text ,{-jup_b200_actor_begin_search_matirial} jup_b200_tech_materials_text
target = {+jup_b200_counter_found_all} jup_b217_stalker_tech, {-jup_b200_counter_found_all +jup_b200_counter_found_some} jup_b217_stalker_tech, {-jup_b200_actor_begin_search_matirial -jup_b200_counter_found_some} jup_b200_cement_mill
condlist_0 = {+jup_b200_tech_materials_brought_all} complete, {+jup_b200_tech_materials_brought_some} complete
[jup_b10_ufo]
icon = ui_inGame2_Bespilotniy_razvedchik
prior = 1
storyline = false
title = jup_b10_ufo_memory_name
descr = {-jup_b10_ufo_memory_repairing +jup_b10_ufo_memory_at_nitros} jup_b10_ufo_memory_repaired_by_nitro_text, {-jup_b10_ufo_memory_repairing +jup_b10_ufo_memory_at_novikovs} jup_b10_ufo_memory_repaired_by_novikov_text, {+jup_b10_ufo_memory_repairing} jup_b10_ufo_memory_at_text, jup_b10_ufo_memory_started_text
target = {-jup_b10_ufo_memory_repairing +jup_b10_ufo_memory_at_nitros} jup_b217_stalker_tech, {-jup_b10_ufo_memory_repairing +jup_b10_ufo_memory_at_novikovs} jup_b6_scientist_tech, nil
condlist_0 = {+jup_b10_ufo_memory_repaired} complete
[jup_b4_monolith_squad_help]
icon = ui_inGame2_Vizhivshiy_monolit
prior = 2
storyline = false
title = {+jup_b4_duty_redy_go_to_monolit_squad} jup_b4_stalkers_come_name, {+jup_b4_freedom_redy_go_to_monolit_squad} jup_b4_stalkers_come_name, jup_b4_monolith_squad_help_name
descr = {+jup_b4_duty_redy_go_to_monolit_squad} jup_b4_stalkers_come_duty_text, {+jup_b4_freedom_redy_go_to_monolit_squad} jup_b4_stalkers_come_freedom_text, jup_b4_monolith_squad_help_text
target = {+jup_b4_duty_redy_go_to_monolit_squad} jup_a6_duty_leader, {+jup_b4_freedom_redy_go_to_monolit_squad} jup_a6_freedom_leader, jup_a6_smart_id
condlist_0 = {+jup_b4_monolith_squad_in_duty} complete %+jup_b4_monolith_squad_redy_go_yanov%
condlist_1 = {+jup_b4_monolith_squad_in_freedom} complete %+jup_b4_monolith_squad_redy_go_yanov%
condlist_2 = {+jup_b4_monolith_squad_out} fail %+jup_b4_task_end%
on_complete = %+jup_b4_task_end%
[jup_b209_hypotheses]
icon = ui_inGame2_Gipoteza
prior = 2
storyline = false
title = {+jup_b209_scanner_remove} jup_b209_hypotheses_4_name,{+jup_b209_scanner_placed +jup_b209_scanner_time_to_remove}jup_b209_hypotheses_3_name,{+jup_b209_scanner_placed -jup_b209_scanner_time_to_remove} jup_b209_hypotheses_2_name,jup_b209_hypotheses_1_name
descr = {+jup_b209_scanner_remove} jup_b209_hypotheses_4_text,{+jup_b209_scanner_placed +jup_b209_scanner_time_to_remove}jup_b209_hypotheses_3_text,{+jup_b209_scanner_placed -jup_b209_scanner_time_to_remove} jup_b209_hypotheses_2_text,jup_b209_hypotheses_1_text
target = {+jup_b209_scanner_remove} jup_b6_scientist_biochemist, jup_b209_hypotheses
condlist_0 = {+jup_b209_hypotheses_end} complete
reward_money = 3000
on_complete = %+jup_b209_task_done =inc_counter(jup_b1_sci_task_controller_count) =inc_faction_goodwill_to_actor(ecolog:250)%
[jup_b1_task]
icon = ui_inGame2_Peremennoe_psi_izluchenie
prior = 2
storyline = false
title = {+jup_b1_actor_has_half_artifact} jup_b1_bring_art_back_name, {+jup_b1_start} jup_b1_get_art_name, {+jup_b1_actor_atk_squad} jup_b1_get_art_name, {+jup_b1_go_on_task} jup_b1_join_squad_name, jup_b1_meet_squad_name
descr = {+jup_b1_actor_has_half_artifact} jup_b1_bring_art_back_text, {+jup_b1_start} jup_b1_get_art_text, {+jup_b1_actor_atk_squad} jup_b1_get_art_text, {+jup_b1_go_on_task} jup_b1_join_squad_text, jup_b1_meet_squad_text
target = {+jup_b1_actor_has_half_artifact} jup_b6_scientist_nuclear_physicist, {+jup_b1_start} jup_b1_half_artifact, {+jup_b1_actor_atk_squad} jup_b1_half_artifact, {+jup_b1_go_on_task} jup_b1_task_beacon, jup_b1_stalker_1
condlist_0 = {+jup_b1_complete_end} complete
condlist_1 = {-jup_b1_give_task} reversed
on_complete = %+jup_b1_task_done =inc_counter(jup_b1_sci_task_controller_count) =inc_faction_goodwill_to_actor(ecolog:250)%
[jup_b6_task]
icon = ui_inGame2_Issledovanie_anomaliy
prior = 2
storyline = false
title = {-jup_b6_two_anomaly_learned +jup_b6_travel} jup_b6_travel_name, {+jup_b6_two_anomaly_learned +jup_b6_st_mission} jup_b6_travel_home_name, {+jup_b6_two_anomaly_learned} jup_b6_get_reward_name, {+jup_b6_anom_1_guard} jup_b6_anom_1_guard_name, {+jup_b6_anom_2_guard} jup_b6_anom_2_guard_name, {+jup_b6_st_mission} jup_b6_watch_topol_squad_six_name, jup_b6_get_to_anomal_place_name
descr = {-jup_b6_two_anomaly_learned +jup_b6_travel} jup_b6_travel_text, {+jup_b6_two_anomaly_learned +jup_b6_st_mission} jup_b6_travel_home_text, {+jup_b6_two_anomaly_learned} jup_b6_get_reward_text, {+jup_b6_anom_1_guard} jup_b6_anom_1_guard_text, {+jup_b6_anom_2_guard} jup_b6_anom_2_guard_text, {+jup_b6_st_mission} jup_b6_watch_topol_squad_six_text, jup_b6_get_to_anomal_place_text
target = {+jup_b6_two_anomaly_learned +jup_b6_st_mission =squad_exist(jup_b6_stalker_freedom_squad) +jup_b6_give_task +jup_b6_freedom_employed} jup_b6_stalker_freedom_squad, {+jup_b6_two_anomaly_learned +jup_b6_st_mission =squad_exist(jup_b6_stalker_duty_squad) +jup_b6_give_task +jup_b6_duty_employed} jup_b6_stalker_duty_squad, {+jup_b6_two_anomaly_learned +jup_b6_st_mission =squad_exist(jup_b6_stalker_gonta_squad) +jup_b6_give_task +jup_b6_gonta_employed} jup_b6_stalker_gonta_squad, {+jup_b6_two_anomaly_learned +jup_b6_st_mission =squad_exist(jup_b6_stalker_exprisoner_squad) +jup_b6_give_task +jup_b6_exprisoner_work_on_sci} jup_b6_stalker_exprisoner_squad, {+jup_b6_two_anomaly_learned +jup_b6_st_mission =squad_exist(jup_b1_stalker_squad) +jup_b6_give_task -jup_b6_freedom_employed -jup_b6_duty_employed -jup_b6_gonta_employed -jup_b6_exprisoner_work_on_sci -jup_b1_squad_is_dead} jup_b1_stalker_squad, {+jup_b6_two_anomaly_learned} jup_b6_scientist_nuclear_physicist, {=squad_exist(jup_b6_stalker_freedom_squad) +jup_b6_give_task +jup_b6_freedom_employed} jup_b6_stalker_freedom_squad, {=squad_exist(jup_b6_stalker_duty_squad) +jup_b6_give_task +jup_b6_duty_employed} jup_b6_stalker_duty_squad, {=squad_exist(jup_b6_stalker_gonta_squad) +jup_b6_give_task +jup_b6_gonta_employed} jup_b6_stalker_gonta_squad, {=squad_exist(jup_b6_stalker_exprisoner_squad) +jup_b6_give_task +jup_b6_exprisoner_work_on_sci} jup_b6_stalker_exprisoner_squad, {=squad_exist(jup_b1_stalker_squad) +jup_b6_give_task -jup_b6_freedom_employed -jup_b6_duty_employed -jup_b6_gonta_employed -jup_b6_exprisoner_work_on_sci -jup_b1_squad_is_dead} jup_b1_stalker_squad
condlist_0 = {+jup_b6_complete_end} complete
condlist_1 = {!squad_exist(jup_b1_stalker_squad) +jup_b6_give_task -jup_b6_freedom_employed -jup_b6_duty_employed -jup_b6_gonta_employed -jup_b6_exprisoner_work_on_sci +jup_b1_squad_is_dead} fail %+jup_b6_task_fail%, {!squad_exist(jup_b6_stalker_freedom_squad) +jup_b6_give_task +jup_b6_freedom_employed} fail %+jup_b6_task_fail%, {!squad_exist(jup_b6_stalker_duty_squad) +jup_b6_give_task +jup_b6_duty_employed} fail %+jup_b6_task_fail%, {!squad_exist(jup_b6_stalker_gonta_squad) +jup_b6_give_task +jup_b6_gonta_employed} fail %+jup_b6_task_fail%, {!squad_exist(jup_b6_stalker_exprisoner_squad) +jup_b6_give_task +jup_b6_exprisoner_work_on_sci} fail %+jup_b6_task_fail%
condlist_2 = {=is_squad_enemy_to_actor(jup_b1_stalker_squad) +jup_b6_give_task -jup_b6_freedom_employed -jup_b6_duty_employed -jup_b6_gonta_employed -jup_b6_exprisoner_work_on_sci -jup_b1_squad_is_dead} fail %+jup_b6_task_fail%, {=is_squad_enemy_to_actor(jup_b6_stalker_freedom_squad) +jup_b6_give_task +jup_b6_freedom_employed} fail %+jup_b6_task_fail%, {=is_squad_enemy_to_actor(jup_b6_stalker_duty_squad) +jup_b6_give_task +jup_b6_duty_employed} fail %+jup_b6_task_fail%, {=is_squad_enemy_to_actor(jup_b6_stalker_gonta_squad) +jup_b6_give_task +jup_b6_gonta_employed} fail %+jup_b6_task_fail%, {=is_squad_enemy_to_actor(jup_b6_stalker_exprisoner_squad) +jup_b6_give_task +jup_b6_exprisoner_work_on_sci} fail %+jup_b6_task_fail%
on_complete = %+jup_b6_task_done =inc_counter(jup_b1_sci_task_controller_count) =inc_faction_goodwill_to_actor(ecolog:250)%
[jup_b6_employ_stalkers]
icon = ui_inGame2_Issledovatelskaya_gruppa
prior = 2
storyline = false
title = {+jup_b6_employed_stalker} jup_b6_employ_stalkers_reward_name, jup_b6_employ_stalkers_name
descr = {+jup_b6_employed_stalker} jup_b6_employ_stalkers_reward_text, jup_b6_employ_stalkers_text
target = {+jup_b6_employed_stalker} jup_b6_scientist_nuclear_physicist, nil
condlist_0 = {+jup_b6_employed_stalker_reward_taken} complete
condlist_1 = {=is_squad_enemy_to_actor(jup_b6_stalker_freedom_squad) +jup_b6_freedom_employed} fail %+jup_b6_task_fail%, {=is_squad_enemy_to_actor(jup_b6_stalker_duty_squad) +jup_b6_duty_employed} fail %+jup_b6_task_fail%, {=is_squad_enemy_to_actor(jup_b6_stalker_gonta_squad) +jup_b6_gonta_employed} fail %+jup_b6_task_fail%, {=is_squad_enemy_to_actor(jup_b6_stalker_exprisoner_squad) +jup_b6_exprisoner_work_on_sci} fail %+jup_b6_task_fail%
reward_money = 3000
[jup_b25_revenge_senya]
icon = ui_inGame2_Vozmezdie
prior = 1
storyline = false
title = jup_b25_revenge_senya_name
descr = {-jup_b25_story_artefact_played -jup_b25_story_zaton_played}jup_b25_revenge_senya_text, {+jup_b25_story_artefact_played -jup_b25_story_zaton_played}jup_b25_flint_and_senya_text, {+jup_b25_story_artefact_played +jup_b25_story_zaton_played}jup_b25_senya_accuse_flint_text
target = {+jup_b25_story_artefact_played -jup_b25_story_zaton_played}jup_b25_freedom_flint
condlist_0 = {+jup_b25_flint_blame_done_to_freedom} complete, {+jup_b25_flint_blame_done_to_duty} complete, {+zat_b106_found_soroka_done} complete
[jup_b25_accuse_flint]
icon = ui_inGame2_Chuzhie_zaslugi
prior = 1
storyline = false
title = jup_b25_accuse_flint_name
descr = {+jup_b25_blame_story_end +jup_b25_story_zaton_played} jup_b25_accuse_flint_end_text, {+jup_b25_story_artefact_played +jup_b25_story_zaton_played} jup_b25_accuse_flint_end_text, {+jup_b25_third_story} jup_b25_accuse_flint_third_text, {+jup_b25_second_story} jup_b25_accuse_flint_second_text, jup_b25_accuse_flint_first_text
target = {+jup_b25_second_story -jup_b25_second_blame -jup_b25_story_artefact_played -jup_b25_story_zaton_played} jup_b25_freedom_flint, {+jup_b25_third_story -jup_b25_third_blame -jup_b25_story_artefact_played -jup_b25_story_zaton_played} jup_b25_freedom_flint;{-jup_b25_story_artefact_played -jup_b25_story_zaton_played} jup_b25_freedom_flint
condlist_0 = {+jup_b25_flint_blame_done_to_freedom} complete, {+jup_b25_flint_blame_done_to_duty} complete, {+zat_b106_found_soroka_done} complete
[jup_a12_free_prisoner]
icon = ui_inGame2_Zalozhnik
prior = 1
storyline = false
title = {+pri_a12_stalker_prisoner_free +jup_a12_stalker_prisoner_free_dialog_done} jup_a12_free_prisoner_get_reward_name, {+pri_a12_stalker_prisoner_free +jup_a12_stalker_prisoner_out_of_containers} jup_a12_talk_with_prisoner_name, {+pri_a12_stalker_prisoner_free} jup_a12_guide_prisoner_name, {+jup_a12_actor_switched_from_ransom_to_power} jup_a12_free_prisoner_power_name, {+jup_a12_actor_choose_power +jup_a12_actor_is_ready +jup_a12_mercs_go_to_positions} jup_a12_free_prisoner_power_name, {+jup_a12_actor_choose_power +jup_a12_actor_is_ready} jup_a12_free_prisoner_power_wait_name, {+jup_a12_actor_choose_ransom +jup_a12_actor_is_ready} jup_a12_free_prisoner_ransom_name, {+jup_a12_actor_choose_ransom -jup_a12_actor_is_ready} jup_a12_free_prisoner_not_ready_name, {+jup_a12_actor_choose_power -jup_a12_actor_is_ready} jup_a12_free_prisoner_not_ready_name, {+jup_a12_actor_choose_self} jup_a12_free_prisoner_name
descr = {+pri_a12_stalker_prisoner_free +jup_a12_stalker_prisoner_free_dialog_done} jup_a12_free_prisoner_get_reward_text, {+pri_a12_stalker_prisoner_free +jup_a12_stalker_prisoner_out_of_containers} jup_a12_talk_with_prisoner_text, {+pri_a12_stalker_prisoner_free} jup_a12_guide_prisoner_text, {+jup_a12_actor_switched_from_ransom_to_power} jup_a12_free_prisoner_power_text, {+jup_a12_actor_choose_power +jup_a12_actor_is_ready +jup_a12_mercs_go_to_positions} jup_a12_free_prisoner_power_text, {+jup_a12_actor_choose_power +jup_a12_actor_is_ready} jup_a12_free_prisoner_power_wait_text, {+jup_a12_actor_choose_ransom +jup_a12_actor_is_ready} jup_a12_free_prisoner_ransom_text, {+jup_a12_actor_choose_ransom -jup_a12_actor_is_ready} jup_a12_free_prisoner_not_ready_text, {+jup_a12_actor_choose_power -jup_a12_actor_is_ready} jup_a12_free_prisoner_not_ready_text, {+jup_a12_actor_choose_self} jup_a12_free_prisoner_text
target = {+pri_a12_stalker_prisoner_free +jup_a12_stalker_prisoner_free_dialog_done} jup_a12_stalker_assaulter, {+pri_a12_stalker_prisoner_free} jup_a12_stalker_prisoner, {+jup_a12_actor_switched_from_ransom_to_power} jup_a12_stalker_prisoner, {+jup_a12_mercs_go_to_positions} jup_a12_stalker_prisoner, {+jup_a12_actor_choose_power +jup_a12_actor_is_ready +jup_a12_merc_cover_in_merc_camp} jup_a12_merc_cover, {+jup_a12_actor_choose_power +jup_a12_actor_is_ready} jup_a12_sr_merc_kamp, {+jup_a12_actor_choose_ransom +jup_a12_actor_is_ready} jup_a12_bandit_chief, {+jup_a12_actor_choose_ransom -jup_a12_actor_is_ready} jup_a12_stalker_assaulter, {+jup_a12_actor_choose_power -jup_a12_actor_is_ready} jup_a12_stalker_assaulter, {+jup_a12_actor_choose_self +jup_a12_actor_enemy_to_bandits} jup_a12_bandit_chief, {+jup_a12_actor_choose_self -jup_a12_actor_enemy_to_bandits} jup_a12_stalker_prisoner
condlist_0 = {+pri_a12_stalker_prisoner_free +jup_a12_stalker_prisoner_friends_talked +jup_a12_stalker_prisoner_free_dialog_done} complete %=inc_faction_goodwill_to_actor(stalker:200) =set_squad_goodwill(jup_a12_stalker_squad:friend)%
condlist_1 = {+jup_a12_stalker_prisoner_dead} fail %+jup_a12_task_done%, {=quest_npc_enemy_actor(jup_a12_stalker_prisoner)} fail %+jup_a12_task_done%
on_complete = {-jup_a12_actor_enemy_to_bandits} %+jup_a12_wo_shooting +jup_a12_task_done +jup_a12_stalker_prisoner_helped%, %+jup_a12_task_done +jup_a12_stalker_prisoner_helped%
[jup_b202_actor_items_stolen]
icon = ui_inGame2_Krazha
prior = 1
storyline = false
title = {+jup_b202_actor_items_stolen -jup_b202_polustanok -jup_b202_talked_about_treasure} jup_b202_actor_items_stolen_01_name, {+jup_b202_actor_items_stolen +jup_b202_polustanok -jup_b202_talked_about_treasure} jup_b202_actor_items_stolen_02_name, {+jup_b202_actor_items_stolen +jup_b202_talked_about_treasure} jup_b202_actor_items_stolen_03_name
descr = {+jup_b202_actor_items_stolen -jup_b202_polustanok -jup_b202_talked_about_treasure} jup_b202_actor_items_stolen_01_text, {+jup_b202_actor_items_stolen +jup_b202_polustanok -jup_b202_talked_about_treasure} jup_b202_actor_items_stolen_02_text, {+jup_b202_actor_items_stolen +jup_b202_talked_about_treasure} jup_b202_actor_items_stolen_03_text
target = {+jup_b202_actor_items_stolen +jup_b52_medic_testimony -jup_b202_talked_about_treasure -jup_b202_polustanok} jup_b15_zulus, {+jup_b202_actor_items_stolen +jup_b202_polustanok +jup_b52_medic_testimony -jup_b202_talked_about_treasure} jup_b202_stalker_snag, {+jup_b202_actor_items_stolen +jup_b202_talked_about_treasure} jup_b202_snag_treasure
condlist_0 = {+jup_b202_actor_items_stolen +jup_b202_actor_items_returned} complete
[jup_b19_airing_to_kopatci]
icon = ui_inGame2_Kopachi
prior = 1
storyline = false
title = {+jup_b19_agreed_to_go -jup_b19_following_yar -jup_b19_fight_begun -jup_b19_mercs_dead} jup_b19_agreed_to_go_name, {+jup_b19_following_yar -jup_b19_fight_begun -jup_b19_mercs_dead} jup_b19_following_yar_name, {+jup_b19_fight_begun -jup_b19_mercs_dead} jup_b19_destroy_mercs_name, {+jup_b19_mercs_dead} jup_b19_talk_to_yar_name
descr = {+jup_b19_agreed_to_go -jup_b19_following_yar -jup_b19_fight_begun -jup_b19_mercs_dead} jup_b19_agreed_to_go_text, {+jup_b19_following_yar -jup_b19_fight_begun -jup_b19_mercs_dead} jup_b19_following_yar_text, {+jup_b19_fight_begun -jup_b19_mercs_dead} jup_b19_destroy_mercs_text, {+jup_b19_mercs_dead} jup_b19_talk_to_yar_text
target = {+jup_b19_agreed_to_go -jup_b19_following_yar -jup_b19_fight_begun -jup_b19_mercs_dead} jup_b19_freedom_yar, {+jup_b19_following_yar -jup_b19_fight_begun -jup_b19_mercs_dead} jup_b19_freedom_yar, {+jup_b19_fight_begun -jup_b19_mercs_dead} jup_b19_merc_squad, {+jup_b19_mercs_dead} jup_b19_freedom_yar
reward_money = 6000
condlist_0 = {+jup_b19_complete} complete %=set_squad_goodwill(jup_b19_freedom_yar_squad:friend)%
condlist_1 = {+jup_b19_yar_enemy_or_dead} fail %+jup_b19_fail%
condlist_2 = {=is_squad_enemy_to_actor(jup_b19_freedom_yar_squad)} fail %+jup_b19_fail +jup_b19_yar_enemy_or_dead%
[jup_b43_stalker_assistant_contract]
icon = ui_inGame2_Kontrakt_s_uchenimi
prior = 1
storyline = false
title = {+jup_b43_contract_brought_second_artefact -jup_b43_contract_brought_first_artefact} jup_b43_bring_mincer_meat_name, {+jup_b43_contract_brought_first_artefact -jup_b43_contract_brought_second_artefact} jup_b43_bring_fuzz_kolobok_name, {+jup_b43_contract_brought_first_artefact +jup_b43_contract_brought_second_artefact} jup_b43_thanks_for_2_artifacts_name, {-jup_b43_contract_brought_first_artefact -jup_b43_contract_brought_second_artefact} jup_b43_contract_started_name
descr = {+jup_b43_contract_brought_second_artefact -jup_b43_contract_brought_first_artefact} jup_b43_bring_mincer_meat_text, {+jup_b43_contract_brought_first_artefact -jup_b43_contract_brought_second_artefact} jup_b43_bring_fuzz_kolobok_text, {+jup_b43_contract_brought_first_artefact +jup_b43_contract_brought_second_artefact} jup_b43_thanks_for_2_artifacts_text, {-jup_b43_contract_brought_first_artefact -jup_b43_contract_brought_second_artefact} jup_b43_contract_started_text
target = jup_b43_stalker_assistant
condlist_0 = {+jup_b43_contract_brought_first_artefact +jup_b43_contract_brought_second_artefact} complete
condlist_1 = {+pri_a16_stalker_guide_met} reversed
[jup_b46_spatial_bubble]
icon = ui_inGame2_Anomalnaya_aktivnost
prior = 1
storyline = false
title = jup_b46_spatial_bubble_name
descr = jup_b46_spatial_bubble_text
target = jup_b46_spatial_bubble_zone
condlist_0 = {+jup_b46_spatial_bubble_ruptured} complete
;condlist_1 = {+pri_a16_stalker_guide_met} reversed
on_complete = %+jup_b46_task_done%
[jup_b32_get_scanners_task]
icon = ui_inGame2_Gipoteza
prior = 2
storyline = false
title = jup_b32_get_scanners_task_name
descr = jup_b32_get_scanners_task_text
target = jup_b6_scientist_tech
condlist_0 = {+jup_b32_scanners_tranferred} complete
condlist_1 = {=is_squad_enemy_to_actor(jup_b6_scientist_group)} fail
[jup_b32_task_1]
icon = ui_inGame2_Gipoteza
prior = 2
storyline = false
title = jup_b32_task_name
descr = jup_b32_task_text
target = jup_b32_scanner_place_1
condlist_0 = {+jup_b32_scanner_1_placed} complete
condlist_1 = {=is_squad_enemy_to_actor(jup_b6_scientist_group)} fail
on_complete = {-jup_b32_scanner_2_placed} %=set_active_task(jup_b32_task_2)%, {-jup_b32_scanner_3_placed} %=set_active_task(jup_b32_task_3)%
[jup_b32_task_2]
icon = ui_inGame2_Gipoteza
prior = 2
storyline = false
title = jup_b32_task_name
descr = jup_b32_task_text
target = jup_b32_scanner_place_2
condlist_0 = {+jup_b32_scanner_2_placed} complete
condlist_1 = {=is_squad_enemy_to_actor(jup_b6_scientist_group)} fail
on_complete = {-jup_b32_scanner_1_placed} %=set_active_task(jup_b32_task_1)%, {-jup_b32_scanner_3_placed} %=set_active_task(jup_b32_task_3)%
[jup_b32_task_3]
icon = ui_inGame2_Gipoteza
prior = 2
storyline = false
title = jup_b32_task_name
descr = jup_b32_task_text
target = jup_b32_scanner_place_3
condlist_0 = {+jup_b32_scanner_3_placed} complete
condlist_1 = {=is_squad_enemy_to_actor(jup_b6_scientist_group)} fail
on_complete = {-jup_b32_scanner_1_placed} %=set_active_task(jup_b32_task_1)%, {-jup_b32_scanner_2_placed} %=set_active_task(jup_b32_task_2)%
[jup_b32_task_reward]
icon = ui_inGame2_Gipoteza
prior = 2
storyline = false
title = jup_b32_task_reward_name
descr = jup_b32_task_reward_text
target = jup_b6_scientist_nuclear_physicist
condlist_0 = {+jup_b32_scanner_reward} complete
condlist_1 = {=is_squad_enemy_to_actor(jup_b6_scientist_group)} fail
on_complete = %+jup_b32_task_done =inc_counter(jup_b1_sci_task_controller_count) =inc_faction_goodwill_to_actor(ecolog:250) =jup_b32_pda_check%
[jup_b32_get_scanners_addon_task]
icon = ui_inGame2_Gipoteza
prior = 2
storyline = false
title = jup_b32_get_scanners_task_name
descr = jup_b32_get_scanners_task_text
target = jup_b6_scientist_tech
condlist_0 = {+jup_b32_scanners_tranferred} complete
condlist_1 = {=is_squad_enemy_to_actor(jup_b6_scientist_group)} fail
[jup_b32_addon_task_1]
icon = ui_inGame2_Gipoteza
prior = 2
storyline = false
title = jup_b32_task_name
descr = jup_b32_task_text
target = jup_b32_scanner_place_4
condlist_0 = {+jup_b32_scanner_4_placed} complete
condlist_1 = {=is_squad_enemy_to_actor(jup_b6_scientist_group)} fail
on_complete = {-jup_b32_scanner_5_placed} %=set_active_task(jup_b32_addon_task_2) =jup_b32_pda_check%, %=jup_b32_pda_check%
[jup_b32_addon_task_2]
icon = ui_inGame2_Gipoteza
prior = 2
storyline = false
title = jup_b32_task_name
descr = jup_b32_task_text
target = jup_b32_scanner_place_5
condlist_0 = {+jup_b32_scanner_5_placed} complete
condlist_1 = {=is_squad_enemy_to_actor(jup_b6_scientist_group)} fail
on_complete = {-jup_b32_scanner_4_placed} %=set_active_task(jup_b32_addon_task_1) =jup_b32_pda_check%, %=jup_b32_pda_check%
[zat_b207_morgan_depot_task]
icon = ui_inGame2_Sklad_dolga
prior = 1
storyline = false
title = zat_b207_morgan_depot_task_name
descr = zat_b207_morgan_depot_task_text
target = jup_b207_sr_depot
condlist_0 = {+jup_b207_morgan_ambush} reversed
[zat_b207_depot_reward_task]
icon = ui_inGame2_Sklad_dolga
prior = 1
storyline = false
title = zat_b207_depot_reward_task_name
descr = {+jup_b207_duty_knows_about_depot} zat_b207_depot_reward_task_duty_text, {+jup_b207_freedom_knows_about_depot} zat_b207_depot_reward_task_freedom_text
target = jup_b207_sr_depot
condlist_0 = {=actor_in_zone(jup_surge_hide_b207)} complete
condlist_1 = {+jup_b207_duty_knows_about_depot =is_squad_enemy_to_actor(jup_b207_duty_base)} fail %+jup_b207_task_end%, {+jup_b207_freedom_knows_about_depot =is_squad_enemy_to_actor(jup_b207_freedom_base)} fail %+jup_b207_task_end%, {+jup_b207_freedom_knows_about_depot =is_squad_enemy_to_actor(jup_b207_freedom_depot)} fail %+jup_b207_task_end%, {+jup_b207_freedom_knows_about_depot +jup_b207_duty_wins} reversed %+jup_b207_task_end%
on_complete = %+jup_b207_task_end%
[jup_b46_duty_founder_pda]
icon = ui_inGame2_Istoriya_dolga
prior = 1
storyline = false
title = jup_b46_duty_founder_pda_name
descr = jup_b46_duty_founder_pda_text
target = nil
condlist_0 = {+jup_b46_duty_founder_pda_complete} complete
;reward_money = 10000
;reward_item = {+jup_b46_duty_founder_pda_to_freedom} wpn_sig550:ammo_5.56x45_ss190:ammo_5.56x45_ss190:ammo_5.56x45_ss190:ammo_5.56x45_ss190, {+jup_b46_duty_founder_pda_to_duty} exo_outfit:wpn_groza:ammo_9x39_pab9:ammo_9x39_pab9:ammo_9x39_pab9:ammo_9x39_pab9:ammo_vog-25:ammo_vog-25
[jup_b217_tech_instruments]
icon = ui_inGame2_Instrumenti
prior = 1
storyline = false
title = {+jup_b217_tech_instrument_1_brought +jup_b217_tech_instrument_2_brought} jup_b217_get_tools_3_name, {+jup_b217_tech_instrument_1_brought +jup_b217_tech_instrument_3_brought} jup_b217_get_tools_2_name, {+jup_b217_tech_instrument_2_brought +jup_b217_tech_instrument_3_brought} jup_b217_get_tools_1_name, {+jup_b217_tech_instrument_3_brought} jup_b217_get_tools_1_2_name, {+jup_b217_tech_instrument_2_brought} jup_b217_get_tools_1_3_name, {+jup_b217_tech_instrument_1_brought} jup_b217_get_tools_2_3_name, jup_b217_mechanic_toolkit_search_name
descr = {+jup_b217_tech_instrument_1_brought +jup_b217_tech_instrument_2_brought} jup_b217_get_tools_3_text, {+jup_b217_tech_instrument_1_brought +jup_b217_tech_instrument_3_brought} jup_b217_get_tools_2_text, {+jup_b217_tech_instrument_2_brought +jup_b217_tech_instrument_3_brought} jup_b217_get_tools_1_text, {+jup_b217_tech_instrument_3_brought} jup_b217_get_tools_1_2_text, {+jup_b217_tech_instrument_2_brought} jup_b217_get_tools_1_3_text, {+jup_b217_tech_instrument_1_brought} jup_b217_get_tools_2_3_text, jup_b217_mechanic_toolkit_search_text
condlist_0 = {+jup_b217_tech_instrument_1_brought +jup_b217_tech_instrument_2_brought +jup_b217_tech_instrument_3_brought} complete
on_complete = %+jup_b217_task_end%
[jup_b47_jupiter_products];+jup_b47_jupiter_products_start
icon = ui_inGame2_Poslednie_razrabotki
prior = 1
storyline = false
title = {-jup_b47_actor_pick_docs -jup_b47_actor_pick_pda} jup_b47_jupiter_products_01_name, {+jup_b47_actor_pick_docs -jup_b47_actor_pick_pda} jup_b47_jupiter_products_02_name, {+jup_b47_actor_pick_docs +jup_b47_actor_pick_pda} jup_b47_jupiter_products_03_name
descr = {-jup_b47_actor_pick_docs -jup_b47_actor_pick_pda} jup_b47_jupiter_products_01_text, {+jup_b47_actor_pick_docs -jup_b47_actor_pick_pda} jup_b47_jupiter_products_02_text, {+jup_b47_actor_pick_docs +jup_b47_actor_pick_pda} jup_b47_jupiter_products_03_text
target = {-jup_b47_actor_pick_docs} jup_b47_jupiter_products_info, {+jup_b47_actor_pick_docs} jup_b6_scientist_nuclear_physicist
condlist_0 = {+jup_b47_products_info_complite} complete
on_complete = %+jup_b47_task_end =inc_counter(jup_b1_sci_task_controller_count) =inc_faction_goodwill_to_actor(ecolog:250)%
[jup_b47_bunker_guards];+jup_b47_bunker_guards_started
icon = ui_inGame2_Ohrana_uchenih
prior = 2
storyline = false
title = {-jup_b47_bunker_guards_done} jup_b47_bunker_guards_01_name, {+jup_b47_bunker_guards_done} jup_b47_bunker_guards_02_name
descr = {-jup_b47_bunker_guards_done} jup_b47_bunker_guards_01_text, {+jup_b47_bunker_guards_done} jup_b47_bunker_guards_02_text
target = {+jup_b47_bunker_guards_done} jup_b6_scientist_nuclear_physicist
condlist_0 = {+jup_b47_bunker_guards_complite} complete
condlist_1 = {+jup_b41_bunker_guards_dead} fail
[jup_b211_swamp_bloodsuckers_hunt]
icon = ui_inGame2_Ohota_na_Krovososov
prior = 1
storyline = false
title = {+jup_b6_all_hunters_are_dead} jup_b211_take_reward_name, {+jup_b211_swamp_bloodsuckers_hunt_started} jup_b211_kill_bloodsuckers_name
descr = {+jup_b6_all_hunters_are_dead} jup_b211_take_reward_text, {+jup_b211_swamp_bloodsuckers_hunt_started} jup_b211_kill_bloodsuckers_text
target = {+jup_b6_all_hunters_are_dead} jup_b220_trapper, {+jup_b211_swamp_bloodsuckers_hunt_started} jup_b6_swamp_hunters
condlist_0 = {+jup_b211_scene_done} complete
on_complete = %=give_treasure(jup_hiding_place_9:jup_hiding_place_41:jup_hiding_place_47) =inc_faction_goodwill_to_actor(freedom:250) =inc_faction_goodwill_to_actor(stalker:200) =inc_faction_goodwill_to_actor(dolg:250)%

View file

@ -0,0 +1,139 @@
;ńţćĺňíűĺ çŕäŕíč˙
[pri_a17_task_find_gauss_rifle]
icon = ui_inGame2_Neizvestnoe_oruzhie
on_init = %=send_tip(st_resupply_ready:can_resupply) +pri_a22_actor_needs_ammo_supply -pri_a22_actor_needs_ammo_supply_one_done +pri_a22_actor_needs_grenade_supply +pri_a25_actor_needs_medikit_supply +pri_a25_actor_needs_medikit_basic_supply +pri_a25_free_repair%
prior = 120
storyline = true
title = {+zat_a23_actor_has_gauss_rifle_documentation} pri_a17_talk_with_kovalski_about_gauss_rifle_information_name, {+zat_a23_actor_has_access_card_to_testing_workshop} pri_a17_get_gauss_rifle_documentation_name, {+zat_b3_stalker_tech_produce_62_show +zat_b3_tech_has_awaken} pri_a17_stalker_tech_produce_62_get_info_name, {+zat_b3_tech_see_produce_62_quest} pri_a17_stalker_tech_produce_62_show_name, {+pri_a17_actor_bring_gauss_rifle} pri_a17_get_info_name, {=actor_has_item(pri_a17_gauss_rifle)} pri_a17_task_give_gauss_rifle_to_kovalski_name, {+pri_a17_gauss_falled} pri_a17_task_get_gauss_rifle_from_preacher_name, {+pri_a17_actor_attack_military_antibug -pri_a17_mon_preacher_dead} pri_a17_kill_preacher_name, {+pri_a17_in_cover -pri_a17_mon_preacher_dead} pri_a17_kill_preacher_name, {+pri_a17_ice_dead -pri_a17_actor_attack_military} pri_a17_get_in_cover_name, {+pri_a17_patrol_dead} pri_a17_maraud_name, {+pri_a17_military_recon_squad_ambush_dialog_end} pri_a17_watch_recons_six_name, pri_a17_task_find_gauss_rifle_name
descr = {+zat_a23_actor_has_gauss_rifle_documentation} pri_a17_talk_with_kovalski_about_gauss_rifle_information_text, {+zat_a23_actor_has_access_card_to_testing_workshop} pri_a17_get_gauss_rifle_documentation_text, {+zat_b3_stalker_tech_produce_62_show +zat_b3_tech_has_awaken} pri_a17_stalker_tech_produce_62_get_info_text, {+zat_b3_tech_see_produce_62_quest} pri_a17_stalker_tech_produce_62_show_text, {+pri_a17_actor_bring_gauss_rifle} pri_a17_get_info_text, {=actor_has_item(pri_a17_gauss_rifle)} pri_a17_task_give_gauss_rifle_to_kovalski_text, {+pri_a17_gauss_falled} pri_a17_task_get_gauss_rifle_from_preacher_text, {+pri_a17_actor_attack_military_antibug -pri_a17_mon_preacher_dead} pri_a17_kill_preacher_text, {+pri_a17_in_cover -pri_a17_mon_preacher_dead} pri_a17_kill_preacher_text, {+pri_a17_ice_dead -pri_a17_actor_attack_military} pri_a17_get_in_cover_text, {+pri_a17_patrol_dead} pri_a17_maraud_text, {+pri_a17_military_recon_squad_ambush_dialog_end} pri_a17_watch_recons_six_text, pri_a17_task_find_gauss_rifle_text
target = {+zat_a23_actor_has_gauss_rifle_documentation} pri_a17_military_colonel_kovalski, {+zat_a23_actor_has_access_card_to_testing_workshop} zat_a23_gauss_rifle_docs, {+zat_b3_tech_see_produce_62_quest} zat_a2_stalker_mechanic, {+pri_a17_actor_bring_gauss_rifle} nil, {=actor_has_item(pri_a17_gauss_rifle)} pri_a17_military_colonel_kovalski, {+pri_a17_gauss_falled} pri_a17_gauss_rifle, {+pri_a17_actor_attack_military_antibug -pri_a17_mon_preacher_dead} pri_a17_monolith_preacher, {+pri_a17_in_cover -pri_a17_mon_preacher_dead} pri_a17_monolith_preacher, {+pri_a17_ice_dead -pri_a17_actor_attack_military} pri_a17_cover_zone, {+pri_a17_patrol_dead} pri_a17_monolith_patrol_lead, pri_a17_recon_squad
condlist_0 = {+pri_a23_dialog_about_gauss_labx8_end} complete %=inc_faction_goodwill_to_actor(army:250)%
condlist_1 = {=is_dead(pri_a17_military_colonel_kovalski) =story_object_exist(pri_a17_military_colonel_kovalski)} fail, {+pri_a28_actor_enemy} fail
condlist_2 = {+pri_a28_update_task_cover_strelok} reversed
[pri_a20_check_recon_squad_task]
icon = ui_inGame2_Propavshaya_razvedgruppa
on_init = %=send_tip(st_resupply_ready:can_resupply) +pri_a22_actor_needs_ammo_supply -pri_a22_actor_needs_ammo_supply_one_done +pri_a22_actor_needs_grenade_supply +pri_a25_actor_needs_medikit_supply +pri_a25_actor_needs_medikit_advanced_supply%
prior = 121
storyline = true
title = pri_a20_check_recon_squad_task_name
descr = pri_a20_check_recon_squad_task_text
target = pri_a20_check_recon_squad_task
condlist_0 = {+pri_a20_talk_with_colonel_complete} complete
[pri_a18_inspect_monolith]
icon = ui_inGame2_Skoplenie_monolita
on_init = %=send_tip(st_resupply_ready:can_resupply) +pri_a22_actor_needs_ammo_supply -pri_a22_actor_needs_ammo_supply_one_done +pri_a22_actor_needs_grenade_supply +pri_a25_actor_needs_medikit_supply +pri_a25_actor_needs_medikit_basic_supply%
prior = 122
storyline = true
title = {!squad_exist(pri_a18_monolith_idol_squad) !squad_exist(pri_a18_monolith_post_guard_squad) !squad_exist(pri_a18_monolith_corridor_squad) !squad_exist(pri_a18_monolith_2nd_corridor_squad) +pri_a18_find_antena} pri_a18_use_idol_name, {+pri_a18_get_reinforcement_done} pri_a18_go_post_name, {+pri_a18_wait_reinf -pri_a18_near_bus} pri_a18_wait_reinf_name, pri_a18_get_reinforcement_name
descr = {!squad_exist(pri_a18_monolith_idol_squad) !squad_exist(pri_a18_monolith_post_guard_squad) !squad_exist(pri_a18_monolith_corridor_squad) !squad_exist(pri_a18_monolith_2nd_corridor_squad) +pri_a18_find_antena} pri_a18_use_idol_text, {+pri_a18_get_reinforcement_done} pri_a18_go_post_text, {+pri_a18_wait_reinf -pri_a18_near_bus} pri_a18_wait_reinf_text, pri_a18_get_reinforcement_text
target = {!squad_exist(pri_a18_monolith_idol_squad) !squad_exist(pri_a18_monolith_post_guard_squad) !squad_exist(pri_a18_monolith_corridor_squad) !squad_exist(pri_a18_monolith_2nd_corridor_squad) +pri_a18_find_antena} pri_a18_use_idol, {+pri_a18_get_reinforcement_done} pri_a18_go_post, pri_a18_wait_reinf
condlist_0 = {+pri_a18_use_idol_done !squad_exist(pri_a18_monolith_idol_squad)} complete
on_complete = %=inc_faction_goodwill_to_actor(army:250)%
[pri_a21_find_sentry_task]
icon = ui_inGame2_Propavshiy_chasovoy
prior = 123
storyline = true
title = {+pri_a21_kill_kontroler} pri_a21_kill_kontroler_name, {+pri_a21_chasovoi_dead} pri_a21_chasovoi_body_search_name, {+pri_a21_colonel_give_sentry_task} pri_a21_find_chasovoi_name
descr = {+pri_a21_kill_kontroler} pri_a21_kill_kontroler_text, {+pri_a21_chasovoi_dead} pri_a21_chasovoi_body_search_text, {+pri_a21_colonel_give_sentry_task} pri_a21_find_chasovoi_text
target = {+pri_a21_kill_kontroler} pri_a21_kontroler_squad, {+pri_a21_chasovoi_dead} pri_a21_chasovoi_target, {+pri_a21_colonel_give_sentry_task} pri_a21_chasovoi_target
condlist_0 = {+pri_a21_sentry_task_done} complete
on_complete = %+pri_a21_task_end =inc_faction_goodwill_to_actor(army:250)%
[pri_a22_talk_with_kovalski]
icon = ui_inGame2_Razgovor_s_glazu_na_glaz
prior = 125
storyline = true
title = pri_a22_talk_with_kovalski_name
descr = pri_a22_talk_with_kovalski_text
target = pri_a17_military_colonel_kovalski
condlist_0 = {+pri_a22_talk_with_kovalski_task_compete} complete
on_complete = %+pri_a21_task_end =inc_faction_goodwill_to_actor(army:250)%
[pri_a22_rfi_source]
icon = ui_inGame2_Radiopomehi
on_init = %=send_tip(st_resupply_ready:can_resupply) +pri_a22_actor_needs_ammo_supply -pri_a22_actor_needs_ammo_supply_one_done +pri_a22_actor_needs_grenade_supply +pri_a25_actor_needs_medikit_supply +pri_a25_actor_needs_medikit_basic_supply%
prior = 126
storyline = true
title = {+pri_a25_check_freezer_knock} pri_a25_check_freezer_knock_name, {+pri_a25_destroy_antenna} pri_a25_destroy_antenna_name, {+pri_a25_find_antenna} pri_a25_find_antenna_name, {+pri_a25_blow_up_door} pri_a25_blow_up_door_name, {+pri_a25_find_explosive} pri_a25_find_explosive_name, {+pri_a22_scene_done} pri_a25_remove_source_of_hindrances_name, {+pri_a22_actor_in_zone_pri_a22_find_squad} pri_a22_search_yarmoshuk_body_name, pri_a22_find_dead_squad_name
descr = {+pri_a25_check_freezer_knock} pri_a25_check_freezer_knock_text, {+pri_a25_destroy_antenna} pri_a25_destroy_antenna_text, {+pri_a25_find_antenna} pri_a25_find_antenna_text, {+pri_a25_blow_up_door} pri_a25_blow_up_door_text, {+pri_a25_find_explosive} pri_a25_find_explosive_text, {+pri_a22_scene_done} pri_a25_remove_source_of_hindrances_text, {+pri_a22_actor_in_zone_pri_a22_find_squad} pri_a22_search_yarmoshuk_body_text, pri_a22_find_dead_squad_text
target = {+pri_a25_check_freezer_knock} pri_a25_base_medic, {+pri_a25_destroy_antenna} pri_a25_destroy_antenna, {+pri_a25_find_antenna} pri_a25_destroy_antenna, {+pri_a25_blow_up_door} pri_a25_enter_door, {+pri_a25_find_explosive} pri_a22_military_yarmoshuk, {+pri_a22_scene_done} pri_a25_enter_door, {+pri_a22_actor_in_zone_pri_a22_find_squad} pri_a22_military_yarmoshuk, pri_a22_find_squad
condlist_0 = {+pri_a25_rfi_source_eliminated} complete
[pri_b305_check_unknown_signal]
icon = ui_inGame2_Neizvestniy
on_init = %=send_tip(st_resupply_ready:can_resupply) +pri_a22_actor_needs_ammo_supply -pri_a22_actor_needs_ammo_supply_one_done +pri_a22_actor_needs_grenade_supply +pri_a25_actor_needs_medikit_supply +pri_a25_actor_needs_medikit_advanced_supply%
prior = 128
storyline = true
title = {+pri_b305_third_cam_end} pri_b305_check_unknown_signal_4_name, {+pri_b305_kirilov_signal_lost_done} pri_b305_check_unknown_signal_3_name, {+pri_b305_mooving_signal} pri_b305_check_unknown_signal_2_name, pri_b305_check_unknown_signal_1_name
descr = {+pri_b305_third_cam_end} pri_b305_check_unknown_signal_4_text, {+pri_b305_kirilov_signal_lost_done} pri_b305_check_unknown_signal_3_text, {+pri_b305_mooving_signal} pri_b305_check_unknown_signal_2_text, pri_b305_check_unknown_signal_1_text
target = {+pri_b305_third_cam_end} pri_surge_hide_a16, {+pri_b305_kirilov_signal_lost_done} pri_b305_mooving_signal_end, {+pri_b305_mooving_signal} pri_b305_signal_man, pri_b305_signal_first_sight
condlist_0 = {+pri_b305_quest_completed} complete
[pri_b305_kovalskiy_talk]
icon = ui_inGame2_Radiopomehi
prior = 127
storyline = true
title = pri_b305_kovalskiy_talk_name
descr = pri_b305_kovalskiy_talk_text
target = pri_a17_military_colonel_kovalski
condlist_0 = {+pri_b305_second_cam_end} complete
[pri_a28_evacuation]
icon = ui_inGame2_Evakuatsiya
on_init = %=send_tip(st_resupply_ready:can_resupply) +pri_a22_actor_needs_ammo_supply -pri_a22_actor_needs_ammo_supply_one_done +pri_a22_actor_needs_grenade_supply +pri_a25_actor_needs_medikit_supply +pri_a25_actor_needs_medikit_elite_supply%
prior = 129
storyline = true
title = {+pri_a28_helis_defended} pri_a28_helis_gonna_fly_name, {+pri_a28_defender_needed} pri_a28_return_to_helis_name, {+pri_a28_defend_start} pri_a28_defend_helis_name, {+pri_a28_squad_dead} pri_a28_go_hellis_name, {+pri_a28_koval_dead +pri_a28_strelok_dead} pri_a28_go_hellis_name, {+pri_a28_strelok_dead -pri_a28_koval_dead} pri_a28_cover_militarys_name, {+pri_a28_update_task_cover_strelok} pri_a28_cover_strelok_name, {+pri_a28_update_task_tell_kovalski_when_ready} pri_a28_tell_kovalski_when_ready_name, {+pri_a28_militarys_go_to_the_door} pri_a28_talk_with_kovalski_name, pri_a28_wait_surge_end_name
descr = {+pri_a28_helis_defended} pri_a28_helis_gonna_fly_text, {+pri_a28_defender_needed} pri_a28_return_to_helis_text, {+pri_a28_defend_start} pri_a28_defend_helis_text, {+pri_a28_squad_dead} pri_a28_go_hellis_text, {+pri_a28_koval_dead +pri_a28_strelok_dead} pri_a28_go_hellis_text, {+pri_a28_strelok_dead -pri_a28_koval_dead} pri_a28_cover_militarys_text, {+pri_a28_update_task_cover_strelok} pri_a28_cover_strelok_text, {+pri_a28_update_task_tell_kovalski_when_ready} pri_a28_tell_kovalski_when_ready_text, {+pri_a28_militarys_go_to_the_door} pri_a28_talk_with_kovalski_text, pri_a28_wait_surge_end_text
target = {+pri_a28_squad_dead} pri_a28_evac_com, {+pri_a28_koval_dead +pri_a28_strelok_dead} pri_a28_evac_com, {+pri_a28_koval_dead -pri_a28_strelok_dead} pri_b305_strelok, {+pri_a28_strelok_dead -pri_a28_koval_dead} pri_a17_military_colonel_kovalski, {+pri_a28_update_task_cover_strelok} pri_b305_strelok
condlist_0 = {+pri_a28_scene_end} complete
condlist_1 = {+pri_a28_helis_leave} fail %+pri_a28_scene_end%
[pri_a28_recover_medic]
icon = ui_inGame2_Evakuatsiya
prior = 128
storyline = false
title = pri_a28_save_medic_name
descr = pri_a28_save_medic_text
target = pri_a25_base_medic
condlist_0 = {-pri_a28_evac_done -pri_a28_actor_enemy -pri_a28_helis_leave +pri_a28_medic_recovered} complete
condlist_1 = {+pri_a28_evac_done =is_alive(pri_a25_base_medic)} fail %=kill_npc(pri_a25_base_medic) =set_active_task(pri_a28_evacuation)%, {+pri_a28_evac_done !is_alive(pri_a25_base_medic)} fail %=set_active_task(pri_a28_evacuation)%
condlist_2 = {+pri_a28_actor_enemy =is_alive(pri_a25_base_medic)} fail %=kill_npc(pri_a25_base_medic) =set_active_task(pri_a28_evacuation)%, {+pri_a28_actor_enemy !is_alive(pri_a25_base_medic)} fail %=set_active_task(pri_a28_evacuation)%
condlist_3 = {+pri_a28_helis_leave =is_alive(pri_a25_base_medic)} fail %=kill_npc(pri_a25_base_medic)%, {+pri_a28_helis_leave !is_alive(pri_a25_base_medic)} fail
[pri_a19_lab_x8_investigation]
icon = ui_inGame2_Laboratoriya_X8
prior = 124
storyline = true
title = {-lx8_doc_1 -lx8_doc_2 -lx8_doc_3 -lx8_doc_4 -lx8_doc_5 -lx8_doc_6} pri_a19_lab_x8_investigation_name, {-lx8_doc_2 -lx8_doc_3 -lx8_doc_4 -lx8_doc_5 -lx8_doc_6} pri_a19_lab_x8_investigation_1_name, {-lx8_doc_3 -lx8_doc_4 -lx8_doc_5 -lx8_doc_6} pri_a19_lab_x8_investigation_2_name, {-lx8_doc_4 -lx8_doc_5 -lx8_doc_6} pri_a19_lab_x8_investigation_1_name, {-lx8_doc_5 -lx8_doc_6} pri_a19_lab_x8_investigation_2_name, {-lx8_doc_6} pri_a19_lab_x8_investigation_1_name, pri_a19_lab_x8_investigation_3_name
descr = {-lx8_doc_1 -lx8_doc_2 -lx8_doc_3 -lx8_doc_4 -lx8_doc_5 -lx8_doc_6} pri_a19_lab_x8_investigation_text, {-lx8_doc_2 -lx8_doc_3 -lx8_doc_4 -lx8_doc_5 -lx8_doc_6} pri_a19_lab_x8_investigation_1_text, {-lx8_doc_3 -lx8_doc_4 -lx8_doc_5 -lx8_doc_6} pri_a19_lab_x8_investigation_2_text, {-lx8_doc_4 -lx8_doc_5 -lx8_doc_6} pri_a19_lab_x8_investigation_1_text, {-lx8_doc_5 -lx8_doc_6} pri_a19_lab_x8_investigation_2_text, {-lx8_doc_6} pri_a19_lab_x8_investigation_1_text, pri_a19_lab_x8_investigation_3_text
target = {!actor_on_level(labx8)} pri_b306_sr_control, {=actor_on_level(labx8) -lx8_doc_1} nil, {=actor_on_level(labx8)} lx8_lift_button ;{-lx8_doc_1 -lx8_doc_2 -lx8_doc_3 -lx8_doc_4 -lx8_doc_5} pri_a19_lab_x8_investigation_map, {-lx8_doc_2 -lx8_doc_3 -lx8_doc_4 -lx8_doc_5} pri_a19_lab_x8_investigation_map, {-lx8_doc_3 -lx8_doc_4 -lx8_doc_5} pri_a19_lab_x8_investigation_map, {-lx8_doc_4 -lx8_doc_5} pri_a19_lab_x8_investigation_map, {-lx8_doc_5} pri_a19_lab_x8_investigation_map, pri_a19_lab_x8_investigation_map
condlist_0 = {!actor_on_level(labx8) +lx8_doc_1} complete
;âňîđîńňĺďĺííűĺ çŕäŕíč˙
[pri_b35_task]
icon = ui_inGame2_Odin_vistrel
prior = 2
storyline = false
title = {+pri_b35_envoy_out +pri_b35_merc_leader_out} pri_b35_task_reward_name, {+pri_b35_merc_leader_out +pri_b35_envoy_escape} pri_b35_task_reward_name, {+pri_b35_envoy_out +pri_b35_merc_leader_escape} pri_b35_task_reward_name, {+pri_b35_target_envoy +pri_b35_envoy_out -pri_b35_merc_leader_out -pri_b35_merc_leader_escape} pri_b35_task_merc_name, {+pri_b35_target_merc +pri_b35_merc_leader_out -pri_b35_envoy_out -pri_b35_envoy_escape} pri_b35_task_envoy_name, {+pri_b35_target_merc +pri_b35_merc_leader_sighted} pri_b35_task_merc_name, {+pri_b35_target_envoy +pri_b35_envoy_sighted} pri_b35_task_envoy_name, {+pri_b35_target_merc -pri_b35_merc_leader_sighted} pri_b35_task_merc_wait_name, {+pri_b35_target_envoy -pri_b35_envoy_sighted} pri_b35_task_envoy_wait_name
descr = {+pri_b35_envoy_out +pri_b35_merc_leader_out} pri_b35_task_reward_text, {+pri_b35_merc_leader_out +pri_b35_envoy_escape} pri_b35_task_reward_text, {+pri_b35_envoy_out +pri_b35_merc_leader_escape} pri_b35_task_reward_text, {+pri_b35_target_envoy +pri_b35_envoy_out -pri_b35_merc_leader_out -pri_b35_merc_leader_escape} pri_b35_task_merc_text, {+pri_b35_target_merc +pri_b35_merc_leader_out -pri_b35_envoy_out -pri_b35_envoy_escape} pri_b35_task_envoy_text, {+pri_b35_target_merc +pri_b35_merc_leader_sighted} pri_b35_task_merc_text, {+pri_b35_target_envoy +pri_b35_envoy_sighted} pri_b35_task_envoy_text, {+pri_b35_target_merc -pri_b35_merc_leader_sighted} pri_b35_task_merc_wait_text, {+pri_b35_target_envoy -pri_b35_envoy_sighted} pri_b35_task_envoy_wait_text
target = {+pri_b35_envoy_out +pri_b35_merc_leader_out} pri_a17_military_colonel_kovalski, {+pri_b35_merc_leader_out +pri_b35_envoy_escape} pri_a17_military_colonel_kovalski, {+pri_b35_envoy_out +pri_b35_merc_leader_escape} pri_a17_military_colonel_kovalski, {+pri_b35_target_envoy +pri_b35_envoy_out -pri_b35_merc_leader_out -pri_b35_merc_leader_escape} pri_b35_merc_leader, {+pri_b35_target_merc +pri_b35_merc_leader_out -pri_b35_envoy_out -pri_b35_envoy_escape} pri_b35_envoy, {+pri_b35_target_merc +pri_b35_merc_leader_sighted} pri_b35_merc_leader, {+pri_b35_target_envoy +pri_b35_envoy_sighted} pri_b35_envoy
condlist_0 = {+pri_b35_reward_given} complete
condlist_1 = {+pri_b35_target_merc +pri_b35_merc_leader_escape} fail %+pri_b35_task_end%, {+pri_b35_target_envoy +pri_b35_envoy_escape} fail %+pri_b35_task_end%
condlist_2 = {+pri_a28_update_task_cover_strelok} reversed
on_complete = %+pri_b35_task_end =inc_faction_goodwill_to_actor(army:250)%
[pri_b306_task]
icon = ui_inGame2_Laboratoriya_X8
prior = 125
storyline = false
title = {+pri_b306_lift_used +pri_b306_lift_generator_started} pri_b306_task_3_name, {+pri_b306_lift_used -pri_b306_lift_generator_started} pri_b306_task_2_name, {-pri_b306_lift_used -pri_b306_lift_generator_started} pri_b306_task_1_name
descr = {+pri_b306_lift_used +pri_b306_lift_generator_started} pri_b306_task_3_text, {+pri_b306_lift_used -pri_b306_lift_generator_started} pri_b306_task_2_text, {-pri_b306_lift_used -pri_b306_lift_generator_started} pri_b306_task_1_text
target = {+pri_b306_lift_used +pri_b306_lift_generator_started} pri_b306_sr_control, {+pri_b306_lift_used -pri_b306_lift_generator_started} pri_b306_generator, {-pri_b306_lift_used -pri_b306_lift_generator_started} pri_b306_sr_control
condlist_0 = {+pri_b306_task_end} complete

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@ -0,0 +1,378 @@
;ñþæåòíûå çàäàíèÿ
[zat_b107_evacuation_zaton]
icon = ui_inGame2_Mesta_evakuatsii
prior = 106
storyline = true
title = zat_b107_evacuation_zaton_name
descr = zat_b107_evacuation_zaton_text
target = zat_a2_stalker_barmen
condlist_0 = {+zat_a2_stalker_barmen_evacuation_asked} complete
condlist_1 = {+jup_b9_blackbox_decrypted} reversed
[zat_b107_evacuation_jupiter]
icon = ui_inGame2_Mesta_evakuatsii
prior = 107
storyline = true
title = zat_b107_evacuation_jupiter_name
descr = zat_b107_evacuation_jupiter_text
target = jup_b205_zombie_zone_01
condlist_0 = {+jup_b205_evacuation_visited} complete
condlist_1 = {+jup_b9_blackbox_decrypted} reversed
[zat_b107_evacuation_pripyat]
icon = ui_inGame2_Mesta_evakuatsii
prior = 108
storyline = true
title = {+zat_b28_heli_3_searched +jup_b9_blackbox_decrypted} zat_b107_evacuation_pripyat_3_name ,{+zat_b28_heli_3_searched -jup_b9_blackbox_decrypted} zat_b107_evacuation_pripyat_1_name, {-zat_b28_heli_3_searched +jup_b9_blackbox_decrypted} zat_b107_evacuation_pripyat_2_name
descr = {+zat_b28_heli_3_searched +jup_b9_blackbox_decrypted} zat_b107_evacuation_pripyat_3_text ,{+zat_b28_heli_3_searched -jup_b9_blackbox_decrypted} zat_b107_evacuation_pripyat_1_text, {-zat_b28_heli_3_searched +jup_b9_blackbox_decrypted} zat_b107_evacuation_pripyat_2_text
target = {+zat_b28_heli_3_searched +jup_b9_blackbox_decrypted} pri_a28_evacuation_point ,{+zat_b28_heli_3_searched -jup_b9_blackbox_decrypted} pri_a28_evacuation_point, {-zat_b28_heli_3_searched +jup_b9_blackbox_decrypted}
condlist_0 = {+pri_a17_military_base_commander_task_dialog_end} complete
[zat_b100_heli_2_crash]
icon = ui_inGame2_Skat_2
prior = 104
storyline = true
title = zat_b100_heli_2_crash_name
descr = zat_b100_heli_2_crash_text
target = zat_b100_heli_2
condlist_0 = {+zat_b100_heli_2_searched} complete, {+pri_b305_actor_wondered_done} complete
[zat_b101_heli_5_crash]
icon = ui_inGame2_Skat_5
prior = 101
storyline = true
title = {+zat_b101_both_heli_info} zat_b101_heli_5_crash_name_03, {+zat_b101_one_heli_info -jup_b8_heli_4_searching} zat_b101_heli_5_crash_name_02, zat_b101_heli_5_crash_name
descr = {+zat_b101_both_heli_info} zat_b101_heli_5_crash_text_03, {+zat_b101_one_heli_info -jup_b8_heli_4_searching} zat_b101_heli_5_crash_text_02, zat_b101_heli_5_crash_text
target = {+zat_b101_both_heli_info} nil, {+zat_b101_one_heli_info -jup_b8_heli_4_searching} nil, zat_b101_heli_5
condlist_0 = {+pri_b305_actor_wondered_done} complete
[zat_b28_heli_3_crash]
icon = ui_inGame2_Skat_3
prior = 103
storyline = true
title = zat_b28_heli_3_crash_name
descr = zat_b28_heli_3_crash_text
target = zat_b28_heli_3
condlist_0 = {+zat_b28_heli_3_searched} complete
;âòîðîñòåïåííûå çàäàíèÿ
[zat_b14_learn_about_strange_occurrence] ;Íàéòè àðòåôàêò - ïîñëàë áàðìåí
icon = ui_inGame2_Strannoe_yavlenie
prior = 1
storyline = false
title = {+zat_b14_give_item_stalker +zat_b14_stalker_killed_by_actor +zat_b14_return_item} zat_b14_bring_strange_object_name, {+zat_b14_give_item_stalker +zat_b14_stalker_killed_by_actor} zat_b14_take_artefact_name, {+zat_b14_give_item_stalker +zat_b14_stalker_killed_by_actor +zat_b14_take_item} zat_b14_bring_strange_object_name, {+zat_b14_give_item_stalker +zat_b14_take_item} zat_b14_tell_svyaznoy_about_all_name, {+zat_b14_take_item} zat_b14_bring_strange_object_name, {+zat_b14_actor_in_up_point_zone} zat_b14_take_artefact_name, zat_b14_learn_about_strange_occurrence_name
descr = {+zat_b14_give_item_stalker +zat_b14_stalker_killed_by_actor +zat_b14_return_item} zat_b14_bring_strange_object_text, {+zat_b14_give_item_stalker +zat_b14_stalker_killed_by_actor} zat_b14_take_artefact_text, {+zat_b14_give_item_stalker +zat_b14_stalker_killed_by_actor +zat_b14_take_item} zat_b14_bring_strange_object_text, {+zat_b14_give_item_stalker +zat_b14_take_item} zat_b14_tell_svyaznoy_about_all_text, {+zat_b14_take_item} zat_b14_bring_strange_object_text, {+zat_b14_actor_in_up_point_zone} zat_b14_take_artefact_text, zat_b14_learn_about_strange_occurrence_text
target = {+zat_b14_take_item} zat_a2_stalker_barmen, zat_b14_artefact_id
on_init = %+zat_b14_learn_about_strange_occurrence_give_task%
condlist_0 = {+zat_b14_give_item_linker} complete
condlist_1 = {+zat_a2_linker_b14_quest_wrong_done} reversed, {+jup_b6_half_artefact_from_b14_given_to_sci} reversed %+zat_b14_smart_terrain_open%
on_complete = %+zat_b14_smart_terrain_open%
on_reversed = %+zat_b14_smart_terrain_open%
reward_money = 3000
[zat_b14_learn_about_strange_occurrence_by_stalkers] ;Èãðîê ñàì íàøåë àðòåôàêò
icon = ui_inGame2_Strannoe_yavlenie
prior = 1
storyline = false
title = {+zat_b14_take_item +zat_b14_actor_know_about_svyaznoy} zat_b14_tell_svyaznoy_about_all_name, zat_b14_learn_about_strange_occurrence_by_stalkers_name
descr = {+zat_b14_take_item +zat_b14_actor_know_about_svyaznoy} zat_b14_bring_strange_object_text, zat_b14_learn_about_strange_occurrence_by_stalkers_text
target = {+zat_b14_take_item +zat_b14_actor_know_about_svyaznoy} zat_a2_stalker_barmen, nil
on_init = %+zat_b14_learn_about_strange_occurrence_by_stalkers_give_task%
condlist_0 = {+zat_b14_give_item_linker} complete
condlist_1 = {+zat_a2_linker_b14_quest_wrong_done} reversed %+zat_b14_smart_terrain_open%, {+jup_b6_half_artefact_from_b14_given_to_sci} reversed %+zat_b14_smart_terrain_open%, {+zat_b14_give_item_stalker -zat_b14_reversed_first_time} reversed
on_complete = %+zat_b14_smart_terrain_open +zat_b14_give_item_linker%
on_reversed = %+zat_b14_smart_terrain_open%
reward_money = 3000
[zat_b38_disappearance_stalkers] ;Èñ÷åçíîâåíèå ñòàëêåðîâ
icon = ui_inGame2_Ischeznovenie_stalkerov
prior = 2
storyline = false
title = {+zat_b22_actor_has_proof} zat_b22_bring_proof_name, {+zat_b22_find_proof} zat_b22_find_proof_name, {+zat_b38_disappearance_stalkers_tell_barmen_about_medic_give} zat_b38_disappearance_stalkers_tell_barmen_about_medic_name, {+zat_b38_disappearance_stalkers_deal_with_medic_give} zat_b38_disappearance_stalkers_deal_with_medic_name, {+zat_b38_disappearance_stalkers_find_cop_near_port_krans_give} zat_b38_disappearance_stalkers_find_cop_near_port_krans_name, {+zat_b38_disappearance_stalkers_find_out_where_is_cop_give} zat_b38_disappearance_stalkers_find_out_where_is_cop_name, {+zat_b38_disappearance_stalkers_meet_cop_24h_past_give} zat_b38_disappearance_stalkers_meet_cop_24h_past_name, {+zat_b38_disappearance_stalkers_meet_cop_later_give} zat_b38_disappearance_stalkers_meet_cop_later_name, {+zat_b38_disappearance_stalkers_get_out_from_den_of_the_bloodsucker_give} zat_b38_disappearance_stalkers_get_out_from_den_of_the_bloodsucker_name, {+zat_b38_disappearance_stalkers_clean_den_of_the_bloodsucker_give} zat_b38_disappearance_stalkers_clean_den_of_the_bloodsucker_name, {+zat_b38_disappearance_stalkers_meet_ment_give} zat_b38_disappearance_stalkers_meet_ment_name, zat_b38_disappearance_stalkers_find_to_be_missing_hunter_name
descr = {+zat_b22_actor_has_proof} zat_b22_bring_proof_text, {+zat_b22_find_proof} zat_b22_find_proof_text, {+zat_b38_disappearance_stalkers_tell_barmen_about_medic_give} zat_b38_disappearance_stalkers_tell_barmen_about_medic_text, {+zat_b38_disappearance_stalkers_deal_with_medic_give} zat_b38_disappearance_stalkers_deal_with_medic_text, {+zat_b38_disappearance_stalkers_find_cop_near_port_krans_give} zat_b38_disappearance_stalkers_find_cop_near_port_krans_text, {+zat_b38_disappearance_stalkers_find_out_where_is_cop_give} zat_b38_disappearance_stalkers_find_out_where_is_cop_text, {+zat_b38_disappearance_stalkers_meet_cop_24h_past_give} zat_b38_disappearance_stalkers_meet_cop_24h_past_text, {+zat_b38_disappearance_stalkers_meet_cop_later_give} zat_b38_disappearance_stalkers_meet_cop_later_text, {+zat_b38_disappearance_stalkers_get_out_from_den_of_the_bloodsucker_give} zat_b38_disappearance_stalkers_get_out_from_den_of_the_bloodsucker_text, {+zat_b38_disappearance_stalkers_clean_den_of_the_bloodsucker_give} zat_b38_disappearance_stalkers_clean_den_of_the_bloodsucker_text, {+zat_b38_disappearance_stalkers_meet_ment_give} zat_b38_disappearance_stalkers_meet_ment_text, zat_b38_disappearance_stalkers_find_to_be_missing_hunter_text
target = {+zat_b22_actor_has_proof} zat_a2_stalker_barmen, {+zat_b22_find_proof} zat_b22_stalker_medic, {+zat_b38_disappearance_stalkers_tell_barmen_about_medic_give} zat_a2_stalker_barmen, {+zat_b38_disappearance_stalkers_deal_with_medic_give} zat_b22_stalker_medic, {+zat_b38_disappearance_stalkers_find_cop_near_port_krans_give} zat_b22_port_krans, {+zat_b38_disappearance_stalkers_find_out_where_is_cop_give} zat_a2_stalker_barmen, {+zat_b38_disappearance_stalkers_meet_cop_24h_past_give} zat_stalker_base_smart, {+zat_b38_disappearance_stalkers_meet_cop_later_give} nil, {+zat_b38_disappearance_stalkers_get_out_from_den_of_the_bloodsucker_give} zat_cop_id, {+zat_b38_disappearance_stalkers_clean_den_of_the_bloodsucker_give} zat_cop_id, {+zat_b38_disappearance_stalkers_meet_ment_give} zat_cop_id, zat_b38_hunter_point_zone
condlist_0 = {+zat_b22_barmen_gave_reward} complete
condlist_1 = {+zat_b38_stalker_cop_death -zat_b38_disappearance_stalkers_meet_cop_24h_past_give} fail %+zat_b38_failed%, {+zat_b38_failed_getaway} fail %+zat_b38_failed%, {+zat_b38_quest_failed} fail %+zat_b38_failed%
reward_money = 10000
on_complete = %=inc_faction_goodwill_to_actor(stalker:200) =give_treasure(zat_hiding_place_31:zat_hiding_place_49)%
[zat_b38_den_of_the_bloodsucker_inform_stalkers] ;Ðàññêàçàòü ñòàëêåðàì î ëîãîâå
icon = ui_inGame2_Logovo_krovososov
prior = 2
storyline = false
title = {+zat_b57_den_of_the_bloodsucker_tell_stalkers_about_destroy_lair_give} zat_b57_den_of_the_bloodsucker_tell_stalkers_about_destroy_lair_name, {+zat_b57_den_of_the_bloodsucker_wait_destroy_give} zat_b57_den_of_the_bloodsucker_wait_destroy_name, {+zat_b57_den_of_the_bloodsucker_twist_vintil_give} zat_b57_den_of_the_bloodsucker_twist_vintil_name, {+zat_b57_den_of_the_bloodsucker_place_gas_give} zat_b57_den_of_the_bloodsucker_place_gas_name, {+zat_b57_actor_has_gas +zat_b57_den_of_the_bloodsucker_search_gas_give} zat_b57_den_of_the_bloodsucker_destroy_lair_name, {+zat_b12_actor_have_keys +zat_b57_den_of_the_bloodsucker_search_gas_give} zat_b57_den_of_the_bloodsucker_open_container_name, {+zat_b12_find_keys_and_open +zat_b57_den_of_the_bloodsucker_search_gas_give} zat_b57_den_of_the_bloodsucker_get_gas_name, {+zat_b12_find_the_way_to_open +zat_b57_den_of_the_bloodsucker_search_gas_give} zat_b57_den_of_the_bloodsucker_open_gas_box_name, {+zat_b57_nimble_talk_about_gas +zat_b57_den_of_the_bloodsucker_search_gas_give} zat_b57_den_of_the_bloodsucker_find_gas_name, {+zat_b57_den_of_the_bloodsucker_search_gas_give} zat_b57_den_of_the_bloodsucker_find_gas_name, zat_b38_den_of_the_bloodsucker_tell_barman_about_all_name
descr = {+zat_b57_den_of_the_bloodsucker_tell_stalkers_about_destroy_lair_give} zat_b57_den_of_the_bloodsucker_tell_stalkers_about_destroy_lair_text, {+zat_b57_den_of_the_bloodsucker_wait_destroy_give} zat_b57_den_of_the_bloodsucker_wait_destroy_text, {+zat_b57_den_of_the_bloodsucker_twist_vintil_give} zat_b57_den_of_the_bloodsucker_twist_vintil_text, {+zat_b57_den_of_the_bloodsucker_place_gas_give} zat_b57_den_of_the_bloodsucker_place_gas_text, {+zat_b57_actor_has_gas +zat_b57_den_of_the_bloodsucker_search_gas_give} zat_b57_den_of_the_bloodsucker_destroy_lair_text, {+zat_b12_actor_have_keys +zat_b57_den_of_the_bloodsucker_search_gas_give} zat_b57_den_of_the_bloodsucker_open_container_text, {+zat_b12_find_keys_and_open +zat_b57_den_of_the_bloodsucker_search_gas_give} zat_b57_den_of_the_bloodsucker_get_gas_text, {+zat_b12_find_the_way_to_open +zat_b57_den_of_the_bloodsucker_search_gas_give} zat_b57_den_of_the_bloodsucker_open_gas_box_text, {+zat_b57_nimble_talk_about_gas +zat_b57_den_of_the_bloodsucker_search_gas_give} zat_b57_den_of_the_bloodsucker_find_gas_text_2, {+zat_b57_den_of_the_bloodsucker_search_gas_give} zat_b57_den_of_the_bloodsucker_find_gas_text, zat_b38_den_of_the_bloodsucker_tell_barman_about_all_text
target = {+zat_b57_den_of_the_bloodsucker_tell_stalkers_about_destroy_lair_give} zat_a2_stalker_barmen, {+zat_b57_den_of_the_bloodsucker_wait_destroy_give} nil, {+zat_b57_den_of_the_bloodsucker_twist_vintil_give} zat_b57_vintil_id, {+zat_b57_den_of_the_bloodsucker_place_gas_give +zat_b57_den_of_the_bloodsucker_search_gas_give} zat_b57_place_gas_id, {+zat_b57_actor_has_gas +zat_b57_den_of_the_bloodsucker_search_gas_give} zat_b57_place_gas_id, {+zat_b12_find_keys_and_open +zat_b57_den_of_the_bloodsucker_search_gas_give} nil, {+zat_b12_actor_have_keys +zat_b57_den_of_the_bloodsucker_search_gas_give} zat_b57_gas_box, {+zat_b12_find_the_way_to_open +zat_b57_den_of_the_bloodsucker_search_gas_give} nil, {+zat_b57_nimble_talk_about_gas} zat_b57_gas_box, {+zat_b57_den_of_the_bloodsucker_search_gas_give} zat_b30_owl_stalker_trader_id, zat_a2_stalker_barmen
condlist_0 = {+zat_b38_den_of_the_bloodsucker_complete} complete
on_complete = %+zat_b57_bloodsucker_lair_clear =inc_faction_goodwill_to_actor(stalker:200)%
reward_money = 5000
[zat_b52_reputation] ;Ðåïóòàöèÿ
icon = ui_inGame2_Reputatsiya
prior = 2
storyline = false
title = {+zat_b52_snag_port_cranes} zat_b52_reputation_find_snag_name, {+zat_b52_snag_no_place} zat_b52_reputation_know_there_snog_name, zat_b52_reputation_tell_snag_name
descr = {+zat_b52_actor_has_port_bandits_pda} zat_b52_reputation_find_snag_text_5, {+zat_b52_snag_jupiter} zat_b52_reputation_find_snag_text_4, {+zat_b52_snag_port_bandits} zat_b52_reputation_find_snag_text_3, {+zat_b52_snag_no_port_cranes} zat_b52_reputation_find_snag_text_2, {+zat_b52_snag_port_cranes} zat_b52_reputation_find_snag_text, {+zat_b52_barman_know_there_snag} zat_b52_reputation_know_there_snog_text_3, {+zat_b52_sultan_know_there_snag} zat_b52_reputation_know_there_snog_text_2, {+zat_b52_snag_no_place} zat_b52_reputation_know_there_snog_text, zat_b52_reputation_tell_snag_text
target = {+zat_b52_actor_has_port_bandits_pda} nil, {+zat_b52_snag_jupiter} nil, {+zat_b52_snag_port_bandits} port_bandit_1_leader_id, {+zat_b52_snag_no_port_cranes} port_bandit_1_leader_id, {+zat_b52_bandit_leader_is_dead} port_bandit_1_leader_id, {+zat_b52_snag_port_cranes} zat_b52_port_cranes_id, {+zat_b52_barman_know_there_snag} zat_a2_stalker_barmen, {+zat_b52_sultan_know_there_snag} zat_b7_bandit_boss_sultan, {+zat_b52_snag_no_place} nil, zat_b52_snag_place_id
condlist_0 = {+jup_b202_snag_on_jup_founded} complete, {+zat_b52_snag_is_dead} complete
[zat_b51_nimble_items] ;Ïðåäìåòû íà çàêàç
icon = ui_inGame2_Osobiy_zakaz
prior = 2
storyline = false
title = {-zat_b51_order_ready_task} zat_b51_nimble_items_wait_order_name, zat_b51_nimble_items_get_order_name
descr = {-zat_b51_order_ready_task} zat_b51_nimble_items_wait_order_text, zat_b51_nimble_items_get_order_text
target = {-zat_b51_order_ready_task} nil, zat_a2_stalker_nimble_id
condlist_0 = {-zat_b51_order_in_process -zat_b51_order_refused} complete
condlist_1 = {-zat_b51_order_in_process +zat_b51_order_refused} reversed
[zat_b5_come_to_bandits]
icon = ui_inGame2_Sdelka
prior = 2
storyline = false
title = {-zat_b5_come_to_bandits_complete -zat_b5_meat -zat_b5_witness_dead -zat_b5_sultan_speak_for_stalkers} zat_b5_come_to_bandits_name, {-zat_b5_meat -zat_b5_witness_dead -zat_b5_sultan_speak_for_stalkers} zat_b5_secure_bandits_name, {-zat_b5_witness_dead} zat_b5_kill_stalkers_name, zat_b5_talk_to_sultan_name
descr = {-zat_b5_come_to_bandits_complete -zat_b5_meat -zat_b5_witness_dead -zat_b5_sultan_speak_for_stalkers} zat_b5_come_to_bandits_text, {-zat_b5_meat -zat_b5_witness_dead -zat_b5_sultan_speak_for_stalkers} zat_b5_secure_bandits_text, {-zat_b5_witness_dead} zat_b5_kill_stalkers_text, zat_b5_talk_to_sultan_name
target = {+zat_b7_stalker_raider_leader_alive -zat_b5_come_to_bandits_complete -zat_b5_meat -zat_b5_witness_dead -zat_b5_sultan_speak_for_stalkers} zat_b5_talk_to_sultan_id, {-zat_b7_stalker_raider_leader_alive -zat_b5_come_to_bandits_complete -zat_b5_meat -zat_b5_witness_dead -zat_b5_sultan_speak_for_stalkers} zat_b7_bandit_boss_dead, {-zat_b5_witness_dead} zat_b5_kill_stalkers_id, {+zat_b7_stalker_raider_leader_alive} zat_b7_bandit_boss_dead, {-zat_b7_stalker_raider_leader_alive} zat_b7_bandit_boss_dead
condlist_0 = {=is_squad_enemy_to_actor(zat_b5_bandit_squad)} fail %+zat_b5_meat +zat_b5_task_end%
condlist_1 = {+zat_b5_actor_help_bandits} complete %+zat_b5_task_end =dec_faction_goodwill_to_actor(stalker:250) =inc_faction_goodwill_to_actor(bandit:500) =set_squad_goodwill(zat_b5_bandit_squad:friend)%
condlist_2 = {+zat_b5_sultan_dead} fail %+zat_b5_task_end%
condlist_3 = {+zat_b5_meat -zat_b5_bandit_speak_1_done} fail %+zat_b5_task_end%
condlist_4 = {+zat_b5_leave_for_bandit_quest} fail %+zat_b5_task_end%
;reward_money = 5000
[zat_b5_come_to_dealer]
icon = ui_inGame2_Sdelka
prior = 2
storyline = false
title = {-zat_b5_actor_together_dealer -zat_b5_meat -zat_b5_protect_dealer_done -zat_b5_speak_dealer_done} zat_b5_come_to_dealer_name, {-zat_b5_meat -zat_b5_protect_dealer_done -zat_b5_speak_dealer_done} zat_b5_cover_dealer_name, {-zat_b5_protect_dealer_done -zat_b5_speak_dealer_done} zat_b5_protect_dealer_name, {-zat_b5_speak_dealer_done} zat_b5_speak_dealer_name
descr = {-zat_b5_actor_together_dealer -zat_b5_meat -zat_b5_protect_dealer_done -zat_b5_speak_dealer_done} zat_b5_come_to_dealer_text, {-zat_b5_meat -zat_b5_protect_dealer_done -zat_b5_speak_dealer_done} zat_b5_cover_dealer_text, {-zat_b5_protect_dealer_done -zat_b5_speak_dealer_done} zat_b5_protect_dealer_text, {-zat_b5_speak_dealer_done} zat_b5_speak_dealer_name
target = zat_b7_duty_illicit_dealer
condlist_0 = {+zat_b5_trader_death} fail %+zat_b5_task_end%
condlist_1 = {=is_squad_enemy_to_actor(zat_b5_dolg_squad) +zat_b5_dealer_speak_1_done} fail %+zat_b5_dolg_enemy +zat_b5_task_end%
condlist_2 = {+zat_b5_actor_help_dealer} complete %+zat_b5_task_end_another +zat_b5_task_end =set_squad_goodwill(zat_b5_dolg_squad:friend)%
condlist_3 = {+zat_b5_meat -zat_b5_bandit_speak_1_done} fail %+zat_b5_dolg_enemy +zat_b5_task_end%
condlist_4 = {+zat_b5_leave_for_trader_quest} fail %+zat_b5_task_end%
;reward_money = {+zat_b5_dealer_full_revard} 6000, {+zat_b5_dealer_easy_revard} 3000
[zat_b5_come_to_stalkers]
icon = ui_inGame2_Sdelka
prior = 2
storyline = false
title = {-zat_b5_actor_stalker_go_to_trader -zat_b5_stalker_attack_dealer -zat_b5_destroy_enemy -zat_b7_actor_now_duty_illicit_dealer -zat_b5_actor_help_stalkers_pric -zat_b5_meat} zat_b5_come_to_stalkers_name, {-zat_b5_stalker_attack_dealer -zat_b5_destroy_enemy -zat_b7_actor_now_duty_illicit_dealer -zat_b5_actor_help_stalkers_pric -zat_b5_meat} zat_b5_intercept_talking_name, {-zat_b5_destroy_enemy -zat_b7_actor_now_duty_illicit_dealer -zat_b5_actor_help_stalkers_pric} zat_b5_kill_dealer_name, {-zat_b7_actor_now_duty_illicit_dealer -zat_b5_actor_help_stalkers_pric} zat_b5_search_body_name, zat_b5_talk_stalkers_name
descr = {-zat_b5_actor_stalker_go_to_trader -zat_b5_stalker_attack_dealer -zat_b5_destroy_enemy -zat_b7_actor_now_duty_illicit_dealer -zat_b5_actor_help_stalkers_pric -zat_b5_meat} zat_b5_come_to_stalkers_text, {-zat_b5_stalker_attack_dealer -zat_b5_destroy_enemy -zat_b7_actor_now_duty_illicit_dealer -zat_b5_actor_help_stalkers_pric -zat_b5_meat} zat_b5_intercept_talking_text, {-zat_b5_destroy_enemy -zat_b7_actor_now_duty_illicit_dealer -zat_b5_actor_help_stalkers_pric} zat_b5_kill_dealer_text, {-zat_b7_actor_now_duty_illicit_dealer -zat_b5_actor_help_stalkers_pric} zat_b5_search_body_text, zat_b5_talk_stalkers_text
;target = {-zat_b5_actor_stalker_go_to_trader -zat_b5_stalker_attack_dealer -zat_b5_destroy_enemy -zat_b7_actor_now_duty_illicit_dealer -zat_b5_actor_help_stalkers_pric -zat_b5_meat} zat_b5_stalkers_squad, {-zat_b5_stalker_attack_dealer -zat_b5_destroy_enemy -zat_b7_actor_now_duty_illicit_dealer -zat_b5_actor_help_stalkers_pric -zat_b5_meat} zat_b5_intercept_talking_id, {-zat_b5_destroy_enemy -zat_b7_actor_now_duty_illicit_dealer -zat_b5_actor_help_stalkers_pric} zat_b7_duty_illicit_dealer, {-zat_b7_actor_now_duty_illicit_dealer -zat_b5_actor_help_stalkers_pric} zat_b7_duty_illicit_dealer, {=is_alive(zat_b5_stalker_commander_id) +zat_b5_actor_help_stalkers} zat_b5_stalker_commander_id, {=is_alive(zat_b5_stalker_commander_b7_id) +zat_b5_actor_help_stalkers} zat_b5_stalker_commander_b7_id, {!is_alive(zat_b5_stalker_commander_id) !is_alive(zat_b5_stalker_commander_b7_id) +zat_b5_actor_help_stalkers} zat_b5_stalkers_squad
target = {=is_alive(zat_b5_stalker_commander_id) -zat_b5_actor_stalker_go_to_trader -zat_b5_stalker_attack_dealer -zat_b5_destroy_enemy -zat_b7_actor_now_duty_illicit_dealer -zat_b5_actor_help_stalkers_pric -zat_b5_meat} zat_b5_stalker_commander_id, {=is_alive(zat_b5_stalker_commander_b7_id) -zat_b5_actor_stalker_go_to_trader -zat_b5_stalker_attack_dealer -zat_b5_destroy_enemy -zat_b7_actor_now_duty_illicit_dealer -zat_b5_actor_help_stalkers_pric -zat_b5_meat} zat_b5_stalker_commander_b7_id, {-zat_b5_stalker_attack_dealer -zat_b5_destroy_enemy -zat_b7_actor_now_duty_illicit_dealer -zat_b5_actor_help_stalkers_pric -zat_b5_meat} zat_b5_intercept_talking_id, {-zat_b5_destroy_enemy -zat_b7_actor_now_duty_illicit_dealer -zat_b5_actor_help_stalkers_pric} zat_b7_duty_illicit_dealer, {-zat_b7_actor_now_duty_illicit_dealer -zat_b5_actor_help_stalkers_pric} zat_b7_duty_illicit_dealer, {=is_alive(zat_b5_stalker_commander_id) +zat_b5_actor_help_stalkers} zat_b5_stalker_commander_id, {=is_alive(zat_b5_stalker_commander_b7_id) +zat_b5_actor_help_stalkers} zat_b5_stalker_commander_b7_id, {!is_alive(zat_b5_stalker_commander_id) !is_alive(zat_b5_stalker_commander_b7_id) +zat_b5_actor_help_stalkers} zat_b5_stalkers_squad
;reward_money = 2500
condlist_0 = {+zat_b5_actor_help_stalkers_pric} complete %+zat_b5_task_end =inc_faction_goodwill_to_actor(stalker:200) =dec_faction_goodwill_to_actor(bandit:100) =set_squad_goodwill(zat_b5_stalkers_squad:friend)%
condlist_1 = {=is_squad_enemy_to_actor(zat_b5_stalkers_squad)} fail %+zat_b5_task_end%
condlist_2 = {+zat_b5_stalker_death -zat_b5_actor_help_stalkers_pric} fail %+zat_b5_task_end%
condlist_3 = {+zat_b5_time_is_out} fail %+zat_b5_task_end_another% ;%+zat_b5_task_end%
[zat_b5_barmen_reward]
icon = ui_inGame2_Sdelka
prior = 2
storyline = false
title = zat_b5_talk_barmen_name
descr = zat_b5_talk_barmen_text
target = zat_a2_stalker_barmen
reward_money = 3500
condlist_0 = {+zat_b5_barmen_give_revard} complete %+zat_b5_task_end%
condlist_1 = {=is_squad_enemy_to_actor(zat_b22_barmen)} fail %+zat_b5_quest_for_barmen_fail +zat_b5_task_end%
[zat_b100_guide_maps];zat_b100_heli_2_searched
icon = ui_inGame2_Karti_mestnosti
prior = 1
storyline = false
title = {-zat_b100_guide_need_maps} zat_b100_guide_maps_01_name, {+zat_b100_guide_need_maps} zat_b100_guide_maps_02_name
descr = {-zat_b100_guide_need_maps} zat_b100_guide_maps_01_text, {+zat_b100_guide_need_maps} zat_b100_guide_maps_02_text
target = {+zat_b100_guide_need_maps =actor_on_level(zaton)} zat_b215_stalker_guide_zaton, {+zat_b100_guide_need_maps =actor_on_level(jupiter)} zat_b215_stalker_guide_zaton, nil
condlist_0 = {+zat_b215_gave_maps} complete
[zat_b3_tech_instruments]
icon = ui_inGame2_Instrumenti
prior = 1
storyline = false
title = {+zat_b3_tech_instrument_1_brought +zat_b3_tech_instrument_2_brought} zat_b3_get_tools_3_name, {+zat_b3_tech_instrument_1_brought +zat_b3_tech_instrument_3_brought} zat_b3_get_tools_2_name, {+zat_b3_tech_instrument_2_brought +zat_b3_tech_instrument_3_brought} zat_b3_get_tools_1_name, {+zat_b3_tech_instrument_3_brought} zat_b3_get_tools_1_2_name, {+zat_b3_tech_instrument_2_brought} zat_b3_get_tools_1_3_name, {+zat_b3_tech_instrument_1_brought} zat_b3_get_tools_2_3_name, zat_b3_mechanic_toolkit_search_name
descr = {+zat_b3_tech_instrument_1_brought +zat_b3_tech_instrument_2_brought} zat_b3_get_tools_3_text, {+zat_b3_tech_instrument_1_brought +zat_b3_tech_instrument_3_brought} zat_b3_get_tools_2_text, {+zat_b3_tech_instrument_2_brought +zat_b3_tech_instrument_3_brought} zat_b3_get_tools_1_text, {+zat_b3_tech_instrument_3_brought} zat_b3_get_tools_1_2_text, {+zat_b3_tech_instrument_2_brought} zat_b3_get_tools_1_3_text, {+zat_b3_tech_instrument_1_brought} zat_b3_get_tools_2_3_text, zat_b3_mechanic_toolkit_search_text
condlist_0 = {+zat_b3_all_instruments_brought} complete
on_complete = %+zat_b3_task_end%
[zat_b103_merc_bring_supplies]
icon = ui_inGame2_Pripasi
prior = 1
storyline = false
title = {=zat_b103_actor_has_needed_food} zat_b103_merc_supplies_got_name, zat_b103_merc_bring_supplies_name
descr = {=zat_b103_actor_has_needed_food} zat_b103_merc_supplies_got_text, zat_b103_merc_bring_supplies_text
target = {=zat_b103_actor_has_needed_food} zat_b103_lost_merc_leader
condlist_0 = {+zat_b103_merc_task_done} complete
condlist_1 = {+zat_b103_merc_fight} fail
;condlist_2 = {+zat_b103_merc_gone} reversed
[zat_b7_stalkers_raiders]
icon = ui_inGame2_Naezd
prior = 2
storyline = false
title = {+zat_b7_actor_help_bandits -zat_b7_actor_killed_victims_self} zat_b7_stalkers_raiders_raiders_reward_name, {+zat_b7_actor_with_bandits +zat_b7_stalkers_raiders_attack_started +zat_b7_stalkers_raiders_meet} zat_b7_stalkers_raiders_raiders_name, {+zat_b7_actor_with_bandits +zat_b7_stalkers_raiders_attack} zat_b7_stalkers_raiders_meet_name, {+zat_b7_actor_with_bandits} zat_b7_stalkers_raiders_wait_name, zat_b7_stalkers_raiders_name
descr = {+zat_b7_actor_help_bandits -zat_b7_actor_killed_victims_self} zat_b7_stalkers_raiders_raiders_reward_text, {+zat_b7_actor_with_bandits +zat_b7_stalkers_raiders_attack_started +zat_b7_stalkers_raiders_meet} zat_b7_stalkers_raiders_raiders_text, {+zat_b7_actor_with_bandits +zat_b7_stalkers_raiders_attack} zat_b7_stalkers_raiders_meet_text, {+zat_b7_actor_with_bandits} zat_b7_stalkers_raiders_wait_text, zat_b7_stalkers_raiders_text
target = {+zat_b7_victims_disappeared +zat_b7_stalkers_raiders_attack_started} nil, {+zat_b7_actor_help_bandits} zat_b7_stalkers_raiders, {+zat_b7_actor_with_bandits +zat_b7_stalkers_raiders_attack_started +zat_b7_stalkers_raiders_meet} zat_b7_stalkers_victims_1, {+zat_b7_actor_with_bandits} zat_b7_sr_stalkers_raiders_attack, zat_b7_stalker_raider_leader
condlist_0 = {-zat_b7_actor_killed_victims_self +zat_b7_actor_help_bandits +zat_b7_stalkers_raiders_reward_given +zat_b7_actor_really_helped_bandits} complete, {-zat_b7_actor_killed_victims_self +zat_b7_actor_help_bandits +zat_b7_stalkers_raiders_reward_given -zat_b7_actor_really_helped_bandits} complete
condlist_1 = {-zat_b7_timeout +zat_b7_task_end} fail, {!squad_exist(zat_b7_stalkers_raiders)} reversed %+zat_b7_stalkers_raiders_attack_started%, {=is_squad_enemy_to_actor(zat_b7_stalkers_raiders)} reversed, {+zat_b7_actor_robbed} reversed
condlist_2 = {+zat_b7_actor_killed_victims_self} reversed %+zat_b7_task_end%, {+zat_b7_timeout} reversed %+zat_b7_task_end%
on_complete = {-zat_b7_victims_disappeared} %+zat_b7_task_end%, {+zat_b7_actor_robbed} %+zat_b7_task_end%
[zat_b7_stalkers_victims]
icon = ui_inGame2_Naezd
prior = 2
storyline = false
title = {+zat_b7_actor_help_stalkers -zat_b7_victims_disappeared} zat_b7_stalkers_raiders_stalkers_reward_name, {+zat_b7_stalkers_raiders_attack_started +zat_b7_stalkers_raiders_meet} zat_b7_stalkers_raiders_backstab_name, {+zat_b7_actor_with_bandits +zat_b7_actor_with_stalkers} zat_b7_stalkers_raiders_time_name, zat_b7_stalkers_raiders_stalkers_name
descr = {+zat_b7_actor_help_stalkers -zat_b7_victims_disappeared} zat_b7_stalkers_raiders_stalkers_reward_text, {+zat_b7_stalkers_raiders_attack_started +zat_b7_stalkers_raiders_meet} zat_b7_stalkers_raiders_backstab_text, {+zat_b7_actor_with_bandits +zat_b7_actor_with_stalkers} zat_b7_stalkers_raiders_time_text, zat_b7_stalkers_raiders_stalkers_text
target = {+zat_b7_stalkers_victims_reward_1_given} zat_b7_stalkers_victims_1, {+zat_b7_actor_help_stalkers -zat_b7_stalkers_victims_reward_2_given -zat_b7_victims_disappeared} zat_b7_stalkers_victims_1, {+zat_b7_stalkers_raiders_meet} zat_b7_stalkers_raiders, {-zat_b7_actor_help_bandits +zat_b7_actor_with_bandits} nil
condlist_0 = {+zat_b7_victims_disappeared +zat_b7_actor_help_stalkers} complete, {+zat_b7_actor_help_stalkers +zat_b7_stalkers_victims_reward_1_given -zat_b7_actor_really_helped_stalkers -zat_b7_victims_disappeared} complete, {+zat_b7_actor_help_stalkers +zat_b7_stalkers_victims_reward_2_given +zat_b7_actor_really_helped_stalkers} complete
condlist_1 = {-zat_b7_timeout +zat_b7_task_end -zat_b7_stalkers_victims_reward_1_given} fail, {!squad_exist(zat_b7_stalkers_victims_1)} reversed, {=is_squad_enemy_to_actor(zat_b7_stalkers_victims_1)} reversed
condlist_2 = {+zat_b7_timeout} reversed %+zat_b7_task_end%
on_complete = {-zat_b7_victims_disappeared} %+zat_b7_task_end%
[zat_b33_zaporojec];+zat_b33_safe_container
icon = ui_inGame2_Nedostupniy_taynik
prior = 1
storyline = false
title = zat_b33_zaporojec_name
descr = {-zat_b33_find_package !actor_has_item(zat_b33_safe_container)} zat_b33_zaporojec_text_01, {+zat_b33_find_package =actor_has_item(zat_b33_safe_container)} zat_b33_zaporojec_text_02, {+zat_b33_find_package !actor_has_item(zat_b33_safe_container)} zat_b33_zaporojec_text_03
target = {-zat_b33_find_package !actor_has_item(zat_b33_safe_container)} zat_b33_treasure, {+zat_b33_find_package =actor_has_item(zat_b33_safe_container)} zat_b33_stalker_snag, {+zat_b33_find_package !actor_has_item(zat_b33_safe_container)} zat_b33_safe_container
condlist_0 = {+zat_b33_refuse_task} reversed
condlist_1 = {+zat_b33_package_returned} complete
on_complete = %+zat_b52_reputation_task_open%
on_reversed = %+zat_b52_reputation_task_open%
[zat_b29_adv_task]
icon = ui_inGame2_Artefakti_na_zakaz
prior = 1
storyline = false
title_functor = zat_b29_adv_title
descr_functor = zat_b29_adv_descr
target_functor = zat_b29_adv_target
condlist_0 = {-zat_b29_adv_task_given} complete
condlist_1 = {+zat_b29_adv_task_timeout} reversed
on_complete = %-zat_b29_linker_take_af_from_rival%
on_reversed = %-zat_b29_adv_task_timeout -zat_b29_adv_task_given -zat_b29_linker_take_af_from_rival%
[zat_b30_task]
icon = ui_inGame2_Zamanchiviy_biznes
prior = 1
storyline = false
title = {+zat_b29_exclusive_conditions} zat_b30_task_5_name, {+zat_b30_owl_in_trouble_dialog_done} zat_b30_task_4_name, {+zat_b30_owl_in_trouble} zat_b30_task_3_name, {+zat_b30_actor_gave_detector} zat_b30_task_2_name, zat_b30_task_1_name
descr = {+zat_b29_exclusive_conditions} zat_b30_task_5_text, {+zat_b30_owl_in_trouble_dialog_done} zat_b30_task_4_text, {+zat_b30_owl_in_trouble} zat_b30_task_3_text, {+zat_b30_actor_gave_detector} zat_b30_task_2_text, zat_b30_task_1_text
target = {+zat_b29_exclusive_conditions} zat_b30_owl_stalker_trader_id, {+zat_b30_owl_in_trouble_dialog_done} zat_a2_stalker_barmen, {+zat_b30_actor_gave_detector} zat_b30_owl_stalker_trader_id, jup_b6_scientist_tech
condlist_0 = {+zat_b30_owl_quest_done} complete
[zat_b30_compass_to_barmen_task]
icon = ui_inGame2_kompas
prior = 1
storyline = false
title = {+zat_b30_actor_with_af} zat_b30_compass_to_barmen_task_give_name, zat_b30_compass_to_barmen_task_find_name
descr = {+zat_b30_actor_with_af} zat_b30_compass_to_barmen_task_give_text, zat_b30_compass_to_barmen_task_find_text
target = {+zat_b30_actor_with_af} zat_a2_stalker_barmen, zat_b18_noah
condlist_0 = {+zat_b30_barmen_got_af} complete
condlist_1 = {+zat_b30_compass_to_barmen_reversed} reversed
on_complete = %+zat_b30_sultan_loose =inc_faction_goodwill_to_actor(stalker:200) =dec_faction_goodwill_to_actor(bandit:250)%
[zat_b30_sultan_task]
icon = ui_inGame2_Temniy_biznes
prior = 1
storyline = false
title = {+zat_b30_barmen_going_under_sultan} zat_b30_sultan_task_4_name, {+zat_b30_second_detector} zat_b30_sultan_task_3_name, {+zat_b30_first_detector} zat_b30_sultan_task_7_name, {+zat_b30_sultan_know_about_detectors +zat_b29_adv_task_given} zat_b30_sultan_task_2_name, {+zat_b30_sultan_know_about_detectors} zat_b30_sultan_task_8_name, {+zat_b30_sultan_got_af} zat_b30_sultan_task_8_name, {+zat_b30_actor_with_af +zat_b30_actor_with_sultan} zat_b30_compass_to_sultan_task_give_name, {+zat_b30_compass_to_sultan} zat_b30_compass_to_sultan_task_find_name, {+zat_b30_actor_with_sultan} zat_b30_sultan_task_6_name, {+zat_b30_actor_against_barmen} zat_b30_sultan_task_1_name
descr = {+zat_b30_barmen_going_under_sultan} zat_b30_sultan_task_4_text, {+zat_b30_second_detector} zat_b30_sultan_task_3_text, {+zat_b30_first_detector} zat_b30_sultan_task_7_text, {+zat_b30_sultan_know_about_detectors +zat_b29_adv_task_given} zat_b30_sultan_task_2_text, {+zat_b30_sultan_know_about_detectors} zat_b30_sultan_task_8_name, {+zat_b30_sultan_got_af} zat_b30_sultan_task_8_name, {+zat_b30_actor_with_af +zat_b30_actor_with_sultan} zat_b30_compass_to_sultan_task_give_text, {+zat_b30_compass_to_sultan} zat_b30_compass_to_sultan_task_find_text, {+zat_b30_actor_with_sultan} zat_b30_sultan_task_6_text, {+zat_b30_actor_against_barmen} zat_b30_sultan_task_1_text
target = {+zat_b30_barmen_going_under_sultan} zat_a2_stalker_barmen, {+zat_b30_second_detector} zat_b7_bandit_boss_sultan, {+zat_b30_sultan_know_about_detectors =squad_exist(zat_b29_stalker_rival_1_squad) -zat_b30_rival_1_wo_detector} zat_b29_stalker_rival_1_squad, {+zat_b30_sultan_know_about_detectors =squad_exist(zat_b29_stalker_rival_2_squad) -zat_b30_rival_2_wo_detector} zat_b29_stalker_rival_2_squad, {+zat_b30_sultan_got_af} zat_a2_stalker_barmen, {+zat_b30_actor_with_af} zat_b7_bandit_boss_sultan, {+zat_b30_compass_to_sultan} zat_b18_noah, {+zat_b30_actor_with_sultan} zat_b7_bandit_boss_sultan, {+zat_b30_actor_against_barmen} zat_b7_bandit_boss_sultan
condlist_0 = {+zat_b30_barmen_under_sultan} complete
condlist_1 = {+zat_b30_sultan_loose +zat_b30_sultan_refuses_af} fail, {+zat_b30_compass_to_sultan_reversed} reversed
on_complete = %+zat_b30_task_end =inc_faction_goodwill_to_actor(bandit:500) =dec_faction_goodwill_to_actor(stalker:100)%
[zat_b30_percent_task]
icon = ui_inGame2_Temniy_biznes
prior = 1
storyline = false
title = zat_b30_percent_task_name
descr = zat_b30_percent_task_text
target = zat_a2_stalker_barmen
condlist_0 = {!counter_greater(zat_b30_days_cnt:0)} complete
condlist_1 = {=is_squad_enemy_to_actor(zat_b22_barmen)} fail
on_complete = %-zat_b30_task_percents_running%
[zat_b40_reconnoitre_merc_camp]
icon = ui_inGame2_Lager_naemnikov
prior = 1
storyline = false
;title = {=counter_equal(zat_b40_item_counter:0)} zat_b40_reconnoitre_merc_camp_01_name, {=counter_equal(zat_b40_item_counter:1)} zat_b40_reconnoitre_merc_camp_02_name, {=counter_equal(zat_b40_item_counter:2)} zat_b40_reconnoitre_merc_camp_03_name, {=counter_equal(zat_b40_item_counter:3)} zat_b40_reconnoitre_merc_camp_04_name
;descr = {=counter_equal(zat_b40_item_counter:0)} zat_b40_reconnoitre_merc_camp_01_text, {=counter_equal(zat_b40_item_counter:1)} zat_b40_reconnoitre_merc_camp_02_text, {=counter_equal(zat_b40_item_counter:2)} zat_b40_reconnoitre_merc_camp_03_text, {=counter_equal(zat_b40_item_counter:3)} zat_b40_reconnoitre_merc_camp_04_text
;target = {=counter_equal(zat_b40_item_counter:3)} zat_b30_owl_stalker_trader_id, zat_b40_smart_terrain
title = {+zat_b40_actor_has_notebook} zat_b40_reconnoitre_merc_camp_02_name, zat_b40_reconnoitre_merc_camp_01_name
descr = {+zat_b40_actor_has_notebook} zat_b40_reconnoitre_merc_camp_02_text, zat_b40_reconnoitre_merc_camp_01_text
target = {+zat_b40_actor_has_notebook} zat_b30_owl_stalker_trader_id, zat_b40_notebook
condlist_0 = {+zat_b40_find_information_comlpete} complete
;condlist_1 = {+zat_b40_find_information_canceled} reversed
;on_complete = %-zat_b30_task_percents_running%
[zat_b20_plateau_way]
icon = ui_inGame2_Put_na_plato
prior = 1
storyline = false
title = {-zat_b20_plateau_way_started -zat_b20_plateau_way_mentioned -zat_b20_plateau_way_known} zat_b20_ask_a_stalkers_name, {-zat_b20_plateau_way_mentioned -zat_b20_plateau_way_known} zat_b20_plato_talk_to_noah_name, {+zat_b20_plateau_way_mentioned -zat_b20_plateau_way_known} zat_b20_find_the_teleport_name, {+zat_b20_plateau_way_known} zat_b20_cross_the_teleport_name
descr = {-zat_b20_plateau_way_started -zat_b20_plateau_way_mentioned -zat_b20_plateau_way_known} zat_b20_ask_a_stalkers_text, {-zat_b20_plateau_way_mentioned -zat_b20_plateau_way_known} zat_b20_plato_talk_to_noah_text, {+zat_b20_plateau_way_mentioned -zat_b20_plateau_way_known} zat_b20_find_the_teleport_text, {+zat_b20_plateau_way_known} zat_b20_cross_the_teleport_text
target = {-zat_b20_plateau_way_started -zat_b20_plateau_way_mentioned -zat_b20_plateau_way_known} nil, {-zat_b20_plateau_way_mentioned -zat_b20_plateau_way_known} zat_b18_noah, {+zat_b20_plateau_way_mentioned -zat_b20_plateau_way_known} zat_b20_teleport_mapspot, {+zat_b20_plateau_way_known} zat_b20_teleport_mapspot
condlist_0 = {+zat_b20_plateau_way_done} complete
[zat_b44_tech_buddies]
icon = ui_inGame2_Tri_tovarisha
prior = 1
storyline = false
title = {+zat_b44_tech_buddies_barge_told +zat_b44_tech_buddies_joker_told} zat_b44_tech_buddies_joker_name, {+zat_b44_tech_buddies_both_told} zat_b44_tech_buddies_joker_name, {+zat_b44_tech_buddies_barge_told -zat_b44_tech_buddies_both_told -zat_b44_tech_buddies_joker_told} zat_b44_tech_buddies_joker_name, {-zat_b44_tech_buddies_barge_told -zat_b44_tech_buddies_both_told +zat_b44_tech_buddies_joker_told} zat_b44_tech_buddies_barge_name, {-zat_b44_tech_buddies_barge_told -zat_b44_tech_buddies_both_told -zat_b44_tech_buddies_joker_told} zat_b44_tech_buddies_both_name
descr = {+zat_b44_tech_buddies_barge_told +zat_b44_tech_buddies_joker_told} zat_b44_tech_buddies_joker_text, {+zat_b44_tech_buddies_both_told} zat_b44_tech_buddies_joker_text, {+zat_b44_tech_buddies_barge_told -zat_b44_tech_buddies_both_told -zat_b44_tech_buddies_joker_told} zat_b44_tech_buddies_joker_text, {-zat_b44_tech_buddies_barge_told -zat_b44_tech_buddies_both_told +zat_b44_tech_buddies_joker_told} zat_b44_tech_buddies_barge_text, {-zat_b44_tech_buddies_barge_told -zat_b44_tech_buddies_both_told -zat_b44_tech_buddies_joker_told} zat_b44_tech_buddies_both_text
condlist_0 = {+zat_b44_tech_buddies_both_told} complete
[zat_b106_hunt_himera]
icon = ui_inGame2_Ohota_na_Himeru
prior = 2
storyline = false
title = {-zat_b106_forwarding -zat_b106_ahtung -zat_b106_chimera_dead_reward} zat_b106_meet_with_gonta_at_night_name, {+zat_b106_forwarding -zat_b106_ahtung -zat_b106_chimera_dead_reward} zat_b106_find_chimera_name, {+zat_b106_ahtung -zat_b106_chimera_dead_reward} zat_b106_kill_chimera_name, {+zat_b106_chimera_dead_reward} zat_b106_receipt_reward_name
descr = {-zat_b106_forwarding -zat_b106_ahtung -zat_b106_chimera_dead_reward} zat_b106_meet_with_gonta_at_night_text, {+zat_b106_forwarding -zat_b106_ahtung -zat_b106_chimera_dead_reward} zat_b106_find_chimera_text, {+zat_b106_ahtung -zat_b106_chimera_dead_reward} zat_b106_kill_chimera_text, {+zat_b106_chimera_dead_reward} zat_b106_receipt_reward_text
target = {-zat_b106_forwarding -zat_b106_ahtung -zat_b106_chimera_dead_reward} zat_b106_stalker_gonta, {+zat_b106_forwarding -zat_b106_ahtung -zat_b106_chimera_dead_reward} zat_b106_chimera, {+zat_b106_ahtung -zat_b106_chimera_dead_reward} zat_b106_chimera, {+zat_b106_chimera_dead} jup_b220_trapper
;reward_money = {-zat_b106_one_hit} 2000, 3000
condlist_0 = {+zat_b106_garmata_dead +zat_b106_gonta_dead -zat_b106_chimera_dead_reward} fail %+zat_b106_fail%
condlist_1 = {+zat_b106_dont_receipt_reward} fail %+zat_b106_fail%
condlist_2 = {+zat_b106_start_hunt =is_squad_enemy_to_actor(zat_b106_stalker_gonta_squad)} fail %+zat_b106_fail%
condlist_3 = {+jup_b220_trapper_zaton_chimera_hunted_told} complete
[zat_b106_search_soroka]
icon = ui_inGame2_V_poiskah_Soroki
prior = 2
storyline = false
title = {+zat_b106_search_soroka -zat_b106_found_soroka} zat_b106_search_soroka_name, {+zat_b106_found_soroka} zat_b106_found_soroka_name
descr = {+zat_b106_search_soroka -zat_b106_found_soroka} zat_b106_search_soroka_text, {+zat_b106_found_soroka} zat_b106_found_soroka_text
target = {+zat_b106_found_soroka} zat_b106_stalker_gonta
;reward_money = 3000
condlist_0 = {+zat_b106_found_soroka_done} complete
;condlist_1 = {+jup_b220_trapper_zaton_chimera_hunted_told} complete
[zat_a2_reach_base]
icon = ui_inGame2_Bezopasnoe_mesto
prior = 1
storyline = false
title = zat_a2_reach_base_name
descr = zat_a2_reach_base_text
target = zat_a2_sr_noweap
condlist_0 = {=actor_in_zone(zat_a2_sr_noweap)} complete
[zat_b20_cross_teleport]
icon = ui_inGame2_Put_na_plato
prior = 1
storyline = false
title = zat_b20_cross_the_teleport_name
descr = zat_b20_cross_the_teleport_text
target = zat_b20_teleport_mapspot
condlist_0 = {+zat_b20_cross_teleport} complete

View file

@ -0,0 +1,347 @@
[trader]
buy_condition = trade_generic_buy
sell_condition = trade_generic_sell
buy_supplies = supplies_start
[trade_generic_buy]
;Àðòåôàêòû
af_cristall ;NO TRADE
af_fireball ;NO TRADE
af_dummy_glassbeads ;NO TRADE
af_eye ;NO TRADE
af_fire ;NO TRADE
af_medusa ;NO TRADE
af_cristall_flower ;NO TRADE
af_night_star ;NO TRADE
af_vyvert ;NO TRADE
af_gravi ;NO TRADE
af_gold_fish ;NO TRADE
af_blood ;NO TRADE
af_mincer_meat ;NO TRADE
af_soul ;NO TRADE
af_fuzz_kolobok ;NO TRADE
af_baloon ;NO TRADE
af_glass ;NO TRADE
af_electra_sparkler ;NO TRADE
af_electra_flash ;NO TRADE
af_electra_moonlight ;NO TRADE
af_dummy_battery ;NO TRADE
af_dummy_dummy ;NO TRADE
af_ice ;NO TRADE
;Àììóíèöèÿ
ammo_9x18_fmj ;NO TRADE
ammo_9x18_pmm ;NO TRADE
ammo_9x19_pbp ;NO TRADE
ammo_9x19_fmj ;NO TRADE
ammo_11.43x23_hydro ;NO TRADE
ammo_11.43x23_fmj ;NO TRADE
ammo_12x70_buck ;NO TRADE
ammo_12x76_zhekan ;NO TRADE
ammo_5.45x39_ap ;NO TRADE
ammo_5.45x39_fmj ;NO TRADE
ammo_9x39_ap ;NO TRADE
ammo_9x39_pab9 ;NO TRADE
ammo_5.56x45_ss190 ;NO TRADE
ammo_5.56x45_ap ;NO TRADE
ammo_7.62x54_7h1 ;NO TRADE
ammo_og-7b ;NO TRADE
ammo_vog-25 ;NO TRADE
grenade_f1 ;NO TRADE
grenade_rgd5 ;NO TRADE
ammo_m209 ;NO TRADE
ammo_pkm_100 ;NO TRADE
ammo_gauss ;NO TRADE
ammo_gauss_cardan ;NO TRADE
;Îðóæèå
wpn_pm ;NO TRADE
wpn_pb ;NO TRADE
wpn_fort ;NO TRADE
wpn_hpsa ;NO TRADE
wpn_beretta ;NO TRADE
wpn_walther ;NO TRADE
wpn_sig220 ;NO TRADE
wpn_colt1911 ;NO TRADE
wpn_usp ;NO TRADE
wpn_desert_eagle ;NO TRADE
wpn_bm16 ;NO TRADE
wpn_toz34 ;NO TRADE
wpn_wincheaster1300 ;NO TRADE
wpn_spas12 ;NO TRADE
wpn_protecta ;NO TRADE
wpn_ak74u ;NO TRADE
wpn_mp5 ;NO TRADE
wpn_ak74 ;NO TRADE
wpn_abakan ;NO TRADE
wpn_l85 ;NO TRADE
wpn_lr300 ;NO TRADE
wpn_sig550 ;NO TRADE
wpn_groza ;NO TRADE
wpn_val ;NO TRADE
wpn_vintorez ;NO TRADE
wpn_svu ;NO TRADE
wpn_svd ;NO TRADE
wpn_rg-6 ;NO TRADE
wpn_rpg7 ;NO TRADE
wpn_g36 ;NO TRADE
wpn_fn2000 ;NO TRADE
wpn_pkm ;NO TRADE
;ADDONS
wpn_addon_scope ;NO TRADE
wpn_addon_scope_x2.7 ;NO TRADE
wpn_addon_scope_detector ;NO TRADE
wpn_addon_scope_night ;NO TRADE
wpn_addon_scope_susat ;NO TRADE
wpn_addon_scope_susat_x1.6 ;NO TRADE
wpn_addon_scope_susat_custom ;NO TRADE
wpn_addon_scope_susat_dusk ;NO TRADE
wpn_addon_scope_susat_night ;NO TRADE
wpn_addon_silencer ;NO TRADE
wpn_addon_grenade_launcher ;NO TRADE
wpn_addon_grenade_launcher_m203 ;NO TRADE
;Áðîíèêè
novice_outfit ;NO TRADE
specops_outfit ;NO TRADE
military_outfit ;NO TRADE
stalker_outfit ;NO TRADE
scientific_outfit ;NO TRADE
exo_outfit ;NO TRADE
svoboda_light_outfit ;NO TRADE
svoboda_heavy_outfit ;NO TRADE
cs_heavy_outfit ;NO TRADE
dolg_outfit ;NO TRADE
dolg_heavy_outfit ;NO TRADE
;Øëåìû
helm_respirator ;NO TRADE
helm_hardhat ;NO TRADE
helm_protective ;NO TRADE
helm_tactic ;NO TRADE
helm_battle ;NO TRADE
;Ìåäèêàìåíòû
bandage ;NO TRADE
medkit ;NO TRADE
medkit_scientic ;NO TRADE
medkit_army ;NO TRADE
antirad ;NO TRADE
;Áóñòåðû
drug_booster ;NO TRADE
drug_coagulant ;NO TRADE
drug_psy_blockade ;NO TRADE
drug_antidot ;NO TRADE
drug_radioprotector ;NO TRADE
drug_anabiotic ;NO TRADE
;Åäà
bread = 1, 1
kolbasa = 1, 1
conserva = 1, 1
vodka = 1, 1
energy_drink = 1, 1
;Ïðåäìåòû
device_torch ;NO TRADE
detector_simple ;NO TRADE
detector_advanced ;NO TRADE
detector_elite ;NO TRADE
detector_scientific ;NO TRADE
device_pda ;NO TRADE
hand_radio ;NO TRADE
guitar_a ;NO TRADE
harmonica_a ;NO TRADE
anomaly_scaner ;NO TRADE
;Êâåñòîâûå ïðåäìåòû
;Óíèêàëüíûå ïðåäìåòû
wpn_ak74_up ;NO TRADE
wpn_ak74_up2 ;NO TRADE
wpn_abakan_up2 ;NO TRADE
wpn_colt1911_up2 ;NO TRADE
wpn_pm_up ;NO TRADE
wpn_pm_9x19 ;NO TRADE
wpn_lr300_up2 ;NO TRADE
wpn_fort_up ;NO TRADE
wpn_sig550_up2 ;NO TRADE
wpn_vintorez_up ;NO TRADE
[supplies_start]
antirad = 5, 0.3
;Åäà
bread = 10, 0.5
kolbasa = 10, 0.5
conserva = 10, 0.5
vodka = 10, 0.8
energy_drink = 10, 0.8
[trade_generic_sell]
;Àðòåôàêòû
af_cristall ;NO TRADE
af_fireball ;NO TRADE
af_dummy_glassbeads ;NO TRADE
af_eye ;NO TRADE
af_fire ;NO TRADE
af_medusa ;NO TRADE
af_cristall_flower ;NO TRADE
af_night_star ;NO TRADE
af_vyvert ;NO TRADE
af_gravi ;NO TRADE
af_gold_fish ;NO TRADE
af_blood ;NO TRADE
af_mincer_meat ;NO TRADE
af_soul ;NO TRADE
af_fuzz_kolobok ;NO TRADE
af_baloon ;NO TRADE
af_glass ;NO TRADE
af_electra_sparkler ;NO TRADE
af_electra_flash ;NO TRADE
af_electra_moonlight ;NO TRADE
af_dummy_battery ;NO TRADE
af_dummy_dummy ;NO TRADE
af_ice ;NO TRADE
;Àììóíèöèÿ
ammo_9x18_fmj ;NO TRADE
ammo_9x18_pmm ;NO TRADE
ammo_9x19_pbp ;NO TRADE
ammo_9x19_fmj ;NO TRADE
ammo_11.43x23_hydro ;NO TRADE
ammo_11.43x23_fmj ;NO TRADE
ammo_12x70_buck ;NO TRADE
ammo_12x76_zhekan ;NO TRADE
ammo_5.45x39_ap ;NO TRADE
ammo_5.45x39_fmj ;NO TRADE
ammo_9x39_ap ;NO TRADE
ammo_9x39_pab9 ;NO TRADE
ammo_5.56x45_ss190 ;NO TRADE
ammo_5.56x45_ap ;NO TRADE
ammo_7.62x54_7h1 ;NO TRADE
ammo_og-7b ;NO TRADE
ammo_vog-25 ;NO TRADE
grenade_f1 ;NO TRADE
grenade_rgd5 ;NO TRADE
ammo_m209 ;NO TRADE
ammo_gauss ;NO TRADE
ammo_gauss_cardan ;NO TRADE
;Îðóæèå
wpn_pm ;NO TRADE
wpn_pb ;NO TRADE
wpn_fort ;NO TRADE
wpn_hpsa ;NO TRADE
wpn_beretta ;NO TRADE
wpn_walther ;NO TRADE
wpn_sig220 ;NO TRADE
wpn_colt1911 ;NO TRADE
wpn_usp ;NO TRADE
wpn_desert_eagle ;NO TRADE
wpn_bm16 ;NO TRADE
wpn_toz34 ;NO TRADE
wpn_wincheaster1300 ;NO TRADE
wpn_spas12 ;NO TRADE
wpn_protecta ;NO TRADE
wpn_ak74u ;NO TRADE
wpn_mp5 ;NO TRADE
wpn_ak74 ;NO TRADE
wpn_abakan ;NO TRADE
wpn_l85 ;NO TRADE
wpn_lr300 ;NO TRADE
wpn_sig550 ;NO TRADE
wpn_groza ;NO TRADE
wpn_val ;NO TRADE
wpn_vintorez ;NO TRADE
wpn_svu ;NO TRADE
wpn_svd ;NO TRADE
wpn_rg-6 ;NO TRADE
wpn_rpg7 ;NO TRADE
wpn_g36 ;NO TRADE
wpn_fn2000 ;NO TRADE
;ADDONS
wpn_addon_scope ;NO TRADE
wpn_addon_scope_x2.7 ;NO TRADE
wpn_addon_scope_detector ;NO TRADE
wpn_addon_scope_night ;NO TRADE
wpn_addon_scope_susat ;NO TRADE
wpn_addon_scope_susat_x1.6 ;NO TRADE
wpn_addon_scope_susat_custom ;NO TRADE
wpn_addon_scope_susat_dusk ;NO TRADE
wpn_addon_scope_susat_night ;NO TRADE
wpn_addon_silencer ;NO TRADE
wpn_addon_grenade_launcher ;NO TRADE
wpn_addon_grenade_launcher_m203 ;NO TRADE
;Áðîíèêè
novice_outfit ;NO TRADE
specops_outfit ;NO TRADE
military_outfit ;NO TRADE
stalker_outfit ;NO TRADE
scientific_outfit ;NO TRADE
exo_outfit ;NO TRADE
svoboda_light_outfit ;NO TRADE
svoboda_heavy_outfit ;NO TRADE
cs_heavy_outfit ;NO TRADE
dolg_outfit ;NO TRADE
dolg_heavy_outfit ;NO TRADE
;Øëåìû
helm_respirator ;NO TRADE
helm_hardhat ;NO TRADE
helm_protective ;NO TRADE
helm_tactic ;NO TRADE
helm_battle ;NO TRADE
;Ìåäèêàìåíòû
bandage ;NO TRADE
medkit ;NO TRADE
medkit_scientic ;NO TRADE
medkit_army ;NO TRADE
antirad = 1, 3
;Áóñòåðû
drug_booster ;NO TRADE
drug_coagulant ;NO TRADE
drug_psy_blockade ;NO TRADE
drug_antidot ;NO TRADE
drug_radioprotector ;NO TRADE
drug_anabiotic ;NO TRADE
;Åäà
bread = 1, 3
kolbasa = 1, 3
conserva = 1, 3
vodka = 1, 3
energy_drink = 1, 3
;Ïðåäìåòû
device_torch ;NO TRADE
detector_simple ;NO TRADE
detector_advanced ;NO TRADE
detector_elite ;NO TRADE
detector_scientific ;NO TRADE
device_pda ;NO TRADE
guitar_a ;NO TRADE
harmonica_a ;NO TRADE
anomaly_scaner ;NO TRADE
;Êâåñòîâûå ïðåäìåòû
;Óíèêàëüíûå ïðåäìåòû
wpn_ak74_up ;NO TRADE
wpn_ak74_up2 ;NO TRADE
wpn_abakan_up2 ;NO TRADE
wpn_colt1911_up2 ;NO TRADE
wpn_pm_up ;NO TRADE
wpn_pm_9x19 ;NO TRADE
wpn_lr300_up2 ;NO TRADE
wpn_fort_up ;NO TRADE
wpn_sig550_up2 ;NO TRADE
wpn_vintorez_up ;NO TRADE

View file

@ -0,0 +1,486 @@
[trader]
buy_condition = generic_buy
sell_condition = generic_sell
buy_item_condition_factor = 0.7
[generic_buy]
;Àðòåôàêòû
af_cristall = 0.8, 0.5
af_fireball = 0.8, 0.5
af_dummy_glassbeads = 0.8, 0.5
af_eye = 0.8, 0.5
af_fire = 0.8, 0.5
af_medusa = 0.8, 0.5
af_cristall_flower = 0.8, 0.5
af_night_star = 0.8, 0.5
af_vyvert = 0.8, 0.5
af_gravi = 0.8, 0.5
af_gold_fish = 0.8, 0.5
af_blood = 0.8, 0.5
af_mincer_meat = 0.8, 0.5
af_soul = 0.8, 0.5
af_fuzz_kolobok = 0.8, 0.5
af_baloon = 0.8, 0.5
af_glass = 0.8, 0.5
af_electra_sparkler = 0.8, 0.5
af_electra_flash = 0.8, 0.5
af_electra_moonlight = 0.8, 0.5
af_dummy_battery = 0.8, 0.5
af_dummy_dummy = 0.8, 0.5
af_ice = 0.8, 0.5
;Àììóíèöèÿ
ammo_9x18_fmj = 0.8, 0.4
ammo_9x18_pmm = 0.8, 0.4
ammo_9x19_pbp = 0.8, 0.4
ammo_9x19_fmj = 0.8, 0.4
ammo_11.43x23_hydro = 0.8, 0.4
ammo_11.43x23_fmj = 0.8, 0.4
ammo_12x70_buck = 0.8, 0.4
ammo_12x76_zhekan = 0.8, 0.4
ammo_5.45x39_ap = 0.8, 0.4
ammo_5.45x39_fmj = 0.8, 0.4
ammo_9x39_ap = 0.8, 0.4
ammo_9x39_pab9 = 0.8, 0.4
ammo_5.56x45_ss190 = 0.8, 0.4
ammo_5.56x45_ap = 0.8, 0.4
ammo_7.62x54_7h1 = 0.8, 0.4
ammo_og-7b = 0.8, 0.4
ammo_vog-25 = 0.8, 0.4
grenade_f1 = 0.8, 0.4
grenade_rgd5 = 0.8, 0.4
ammo_m209 = 0.8, 0.4
ammo_pkm_100 = 0.8, 0.4
ammo_gauss ;NO TRADE
ammo_gauss_cardan ;NO TRADE
;Îðóæèå
wpn_pm = 0.25, 0.2
wpn_pb = 0.25, 0.2
wpn_fort = 0.25, 0.2
wpn_hpsa = 0.25, 0.2
wpn_beretta = 0.25, 0.2
wpn_walther = 0.25, 0.2
wpn_sig220 = 0.25, 0.2
wpn_colt1911 = 0.25, 0.2
wpn_usp = 0.25, 0.2
wpn_desert_eagle = 0.25, 0.2
wpn_bm16 = 0.25, 0.2
wpn_toz34 = 0.25, 0.2
wpn_wincheaster1300 = 0.25, 0.2
wpn_spas12 = 0.25, 0.2
wpn_protecta = 0.25, 0.2
wpn_ak74u = 0.25, 0.2
wpn_mp5 = 0.25, 0.2
wpn_ak74 = 0.25, 0.2
wpn_abakan = 0.25, 0.2
wpn_l85 = 0.25, 0.2
wpn_lr300 = 0.25, 0.2
wpn_sig550 = 0.25, 0.2
wpn_groza = 0.25, 0.2
wpn_val = 0.25, 0.2
wpn_vintorez = 0.25, 0.2
wpn_svu = 0.25, 0.2
wpn_svd = 0.25, 0.2
wpn_rg-6 = 0.25, 0.2
wpn_rpg7 = 0.25, 0.2
wpn_g36 = 0.25, 0.2
wpn_fn2000 = 0.25, 0.2
wpn_pkm = 0.25, 0.2
;ADDONS
wpn_addon_scope = 0.25, 0.2
wpn_addon_scope_x2.7 = 0.25, 0.2
wpn_addon_scope_detector = 0.25, 0.2
wpn_addon_scope_night = 0.25, 0.2
wpn_addon_scope_susat = 0.25, 0.2
wpn_addon_scope_susat_x1.6 = 0.25, 0.2
wpn_addon_scope_susat_custom = 0.25, 0.2
wpn_addon_scope_susat_dusk = 0.25, 0.2
wpn_addon_scope_susat_night = 0.25, 0.2
wpn_addon_silencer = 0.25, 0.2
wpn_addon_grenade_launcher = 0.25, 0.2
wpn_addon_grenade_launcher_m203 = 0.25, 0.2
;Áðîíèêè
novice_outfit ;NO TRADE
specops_outfit ;NO TRADE
military_outfit ;NO TRADE
stalker_outfit ;NO TRADE
scientific_outfit ;NO TRADE
exo_outfit ;NO TRADE
svoboda_light_outfit ;NO TRADE
svoboda_heavy_outfit ;NO TRADE
cs_heavy_outfit ;NO TRADE
dolg_outfit ;NO TRADE
dolg_heavy_outfit ;NO TRADE
;Øëåìû
helm_respirator ;NO TRADE
helm_hardhat ;NO TRADE
helm_protective ;NO TRADE
helm_tactic ;NO TRADE
helm_battle ;NO TRADE
;Ìåäèêàìåíòû
bandage = 0.8, 0.4
medkit = 0.8, 0.4
medkit_scientic = 0.8, 0.4
medkit_army = 0.8, 0.4
antirad = 0.8, 0.4
;Áóñòåðû
drug_booster = 0.8, 0.4
drug_coagulant = 0.8, 0.4
drug_psy_blockade = 0.8, 0.4
drug_antidot = 0.8, 0.4
drug_radioprotector = 0.8, 0.4
drug_anabiotic = 0.8, 0.4
;Åäà
bread = 0.6, 0.3
kolbasa = 0.6, 0.3
conserva = 0.6, 0.3
vodka = 0.6, 0.3
energy_drink = 0.6, 0.3
;Ïðåäìåòû
device_torch ;NO TRADE
detector_simple ;NO TRADE
detector_advanced ;NO TRADE
detector_elite ;NO TRADE
detector_scientific ;NO TRADE
device_pda ;NO TRADE
hand_radio ;NO TRADE
guitar_a ;NO TRADE
harmonica_a ;NO TRADE
anomaly_scaner ;NO TRADE
;Êâåñòîâûå ïðåäìåòû
jup_a9_conservation_info ;NO TRADE
jup_a9_power_info ;NO TRADE
jup_a9_way_info ;NO TRADE
jup_a9_evacuation_info ;NO TRADE
jup_a9_meeting_info ;NO TRADE
jup_a9_losses_info ;NO TRADE
jup_a9_delivery_info ;NO TRADE
jup_b10_ufo_memory ;NO TRADE
jup_b10_ufo_memory_2 ;NO TRADE
jup_b10_notes_01 ;NO TRADE
jup_b10_notes_02 ;NO TRADE
jup_b10_notes_03 ;NO TRADE
jup_b205_sokolov_note ;NO TRADE
jup_b206_plant ;NO TRADE
jup_b209_monster_scanner ;NO TRADE
jup_b200_tech_materials_wire ;NO TRADE
jup_b200_tech_materials_acetone ;NO TRADE
jup_b200_tech_materials_textolite ;NO TRADE
jup_b200_tech_materials_transistor ;NO TRADE
jup_b200_tech_materials_capacitor ;NO TRADE
jup_b9_blackbox ;NO TRADE
jup_b32_scanner_device ;NO TRADE
jup_b46_duty_founder_pda ;NO TRADE
jup_b207_merc_pda_with_contract ;NO TRADE
jup_b47_jupiter_products_info ;NO TRADE
toolkit_2 ;NO TRADE
toolkit_1 ;NO TRADE
zat_b33_safe_container ;NO TRADE
zat_b57_gas ;NO TRADE
zat_b12_key_1 ;NO TRADE
zat_b12_key_2 ;NO TRADE
zat_b12_documents_1 ;NO TRADE
zat_b12_documents_2 ;NO TRADE
device_pda_port_bandit_leader ;NO TRADE
device_flash_snag ;NO TRADE
jup_b202_bandit_pda ;NO TRADE
zat_b40_notebook ;NO TRADE
zat_b40_pda_1 ;NO TRADE
zat_b40_pda_2 ;NO TRADE
device_pda_zat_b5_dealer ;NO TRADE
zat_b20_noah_pda ;NO TRADE
zat_a23_access_card ;NO TRADE
zat_a23_gauss_rifle_docs ;NO TRADE
zat_b44_barge_pda ;NO TRADE
zat_b39_joker_pda ;NO TRADE
zat_b22_medic_pda ;NO TRADE
toolkit_3 ;NO TRADE
pri_b35_lab_x8_key ;NO TRADE
pri_b306_envoy_pda ;NO TRADE
pri_b36_monolith_hiding_place_pda ;NO TRADE
pri_a25_explosive_charge_item ;NO TRADE
pri_a19_american_experiment_info ;NO TRADE
pri_a19_lab_x16_info ;NO TRADE
pri_a19_lab_x10_info ;NO TRADE
pri_a19_lab_x7_info ;NO TRADE
pri_a19_lab_x18_info ;NO TRADE
zat_a23_labx8_key ;NO TRADE
lx8_service_instruction ;NO TRADE
af_compass ;NO TRADE
af_oasis_heart ;NO TRADE
jup_b1_half_artifact ;NO TRADE
af_quest_b14_twisted ;NO TRADE
;Óíèêàëüíûå ïðåäìåòû
wpn_pm_actor = 0.25, 0.2
wpn_sig550_luckygun = 0.25, 0.2
wpn_pkm_zulus = 0.25, 0.2
wpn_wincheaster1300_trapper = 0.25, 0.2
wpn_desert_eagle_nimble = 0.25, 0.2
wpn_groza_nimble = 0.25, 0.2
wpn_mp5_nimble = 0.25, 0.2
wpn_sig220_nimble = 0.25, 0.2
wpn_spas12_nimble = 0.25, 0.2
wpn_svd_nimble = 0.25, 0.2
wpn_svu_nimble = 0.25, 0.2
wpn_usp_nimble = 0.25, 0.2
wpn_vintorez_nimble = 0.25, 0.2
wpn_g36_nimble = 0.25, 0.2
wpn_fn2000_nimble = 0.25, 0.2
wpn_protecta_nimble = 0.25, 0.2
stalker_outfit_barge ;NO TRADE
helm_respirator_joker ;NO TRADE
helm_hardhat_snag ;NO TRADE
wpn_ak74u_snag = 0.25, 0.2
wpn_fort_snag = 0.25, 0.2
[generic_sell]
;Àðòåôàêòû
af_cristall = 1.1, 2
af_fireball = 1.1, 2
af_dummy_glassbeads = 1.1, 2
af_eye = 1.1, 2
af_fire = 1.1, 2
af_medusa = 1.1, 2
af_cristall_flower = 1.1, 2
af_night_star = 1.1, 2
af_vyvert = 1.1, 2
af_gravi = 1.1, 2
af_gold_fish = 1.1, 2
af_blood = 1.1, 2
af_mincer_meat = 1.1, 2
af_soul = 1.1, 2
af_fuzz_kolobok = 1.1, 2
af_baloon = 1.1, 2
af_glass = 1.1, 2
af_electra_sparkler = 1.1, 2
af_electra_flash = 1.1, 2
af_electra_moonlight = 1.1, 2
af_dummy_battery = 1.1, 2
af_dummy_dummy = 1.1, 2
af_ice = 1.1, 2
;Àììóíèöèÿ
ammo_9x18_fmj = 1.5, 2.5
ammo_9x18_pmm = 1.5, 2.5
ammo_9x19_pbp = 1.5, 2.5
ammo_9x19_fmj = 1.5, 2.5
ammo_11.43x23_hydro = 1.5, 2.5
ammo_11.43x23_fmj = 1.5, 2.5
ammo_12x70_buck = 1.5, 2.5
ammo_12x76_zhekan = 1.5, 2.5
ammo_5.45x39_ap = 1.5, 2.5
ammo_5.45x39_fmj = 1.5, 2.5
ammo_9x39_ap = 1.5, 2.5
ammo_9x39_pab9 = 1.5, 2.5
ammo_5.56x45_ss190 = 1.5, 2.5
ammo_5.56x45_ap = 1.5, 2.5
ammo_7.62x54_7h1 = 1.5, 2.5
ammo_og-7b = 1.5, 2.5
ammo_vog-25 = 1.5, 2.5
grenade_f1 = 1.5, 2.5
grenade_rgd5 = 1.5, 2.5
ammo_m209 = 1.5, 2.5
ammo_pkm_100 = 1.5, 2.5
ammo_gauss ;NO TRADE
ammo_gauss_cardan ;NO TRADE
;Îðóæèå
wpn_pm = 1, 2
wpn_pb = 1, 2
wpn_fort = 1, 2
wpn_hpsa = 1, 2
wpn_beretta = 1, 2
wpn_walther = 1, 2
wpn_sig220 = 1, 2
wpn_colt1911 = 1, 2
wpn_usp = 1, 2
wpn_desert_eagle = 1, 2
wpn_bm16 = 1, 2
wpn_toz34 = 1, 2
wpn_wincheaster1300 = 1, 2
wpn_spas12 = 1, 2
wpn_protecta = 1, 2
wpn_ak74u = 1, 2
wpn_mp5 = 1, 2
wpn_ak74 = 1, 2
wpn_abakan = 1, 2
wpn_l85 = 1, 2
wpn_lr300 = 1, 2
wpn_sig550 = 1, 2
wpn_groza = 1, 2
wpn_val = 1, 2
wpn_vintorez = 1, 2
wpn_svu = 1, 2
wpn_svd = 1, 2
wpn_rg-6 = 1, 2
wpn_rpg7 = 1, 2
wpn_g36 = 1, 2
wpn_fn2000 = 1, 2
wpn_pkm = 1, 2
;ADDONS
wpn_addon_scope = 1, 2
wpn_addon_scope_x2.7 = 1, 2
wpn_addon_scope_detector = 1, 2
wpn_addon_scope_night = 1, 2
wpn_addon_scope_susat = 1, 2
wpn_addon_scope_susat_x1.6 = 1, 2
wpn_addon_scope_susat_custom = 1, 2
wpn_addon_scope_susat_dusk = 1, 2
wpn_addon_scope_susat_night = 1, 2
wpn_addon_silencer = 1, 2
wpn_addon_grenade_launcher = 1, 2
wpn_addon_grenade_launcher_m203 = 1, 2
;Áðîíèêè
novice_outfit = 1.5, 2.5
specops_outfit ;NO TRADE
military_outfit ;NO TRADE
stalker_outfit ;NO TRADE
scientific_outfit ;NO TRADE
exo_outfit ;NO TRADE
svoboda_light_outfit ;NO TRADE
svoboda_heavy_outfit ;NO TRADE
cs_heavy_outfit ;NO TRADE
dolg_outfit ;NO TRADE
dolg_heavy_outfit ;NO TRADE
;Øëåìû
helm_respirator ;NO TRADE
helm_hardhat ;NO TRADE
helm_protective ;NO TRADE
helm_tactic ;NO TRADE
helm_battle ;NO TRADE
;Ìåäèêàìåíòû
bandage = 1.5, 2.5
medkit = 1.5, 2.5
medkit_scientic = 1.5, 2.5
medkit_army = 1.5, 2.5
antirad = 1.5, 2.5
;Áóñòåðû
drug_booster ;NO TRADE
drug_coagulant ;NO TRADE
drug_psy_blockade ;NO TRADE
drug_antidot ;NO TRADE
drug_radioprotector ;NO TRADE
drug_anabiotic ;NO TRADE
;Åäà
bread = 1.5, 2.5
kolbasa = 1.5, 2.5
conserva = 1.5, 2.5
vodka = 1.5, 2.5
energy_drink = 1.5, 2.5
;Ïðåäìåòû
device_torch ;NO TRADE
detector_simple ;NO TRADE
detector_advanced ;NO TRADE
detector_elite ;NO TRADE
detector_scientific ;NO TRADE
device_pda ;NO TRADE
hand_radio ;NO TRADE
guitar_a ;NO TRADE
harmonica_a ;NO TRADE
anomaly_scaner ;NO TRADE
;Êâåñòîâûå ïðåäìåòû
jup_a9_conservation_info ;NO TRADE
jup_a9_power_info ;NO TRADE
jup_a9_way_info ;NO TRADE
jup_a9_evacuation_info ;NO TRADE
jup_a9_meeting_info ;NO TRADE
jup_a9_losses_info ;NO TRADE
jup_a9_delivery_info ;NO TRADE
jup_b10_ufo_memory ;NO TRADE
jup_b10_ufo_memory_2 ;NO TRADE
jup_b10_notes_01 ;NO TRADE
jup_b10_notes_02 ;NO TRADE
jup_b10_notes_03 ;NO TRADE
jup_b205_sokolov_note ;NO TRADE
jup_b206_plant ;NO TRADE
jup_b209_monster_scanner ;NO TRADE
jup_b200_tech_materials_wire ;NO TRADE
jup_b200_tech_materials_acetone ;NO TRADE
jup_b200_tech_materials_textolite ;NO TRADE
jup_b200_tech_materials_transistor ;NO TRADE
jup_b200_tech_materials_capacitor ;NO TRADE
jup_b9_blackbox ;NO TRADE
jup_b32_scanner_device ;NO TRADE
jup_b46_duty_founder_pda ;NO TRADE
jup_b207_merc_pda_with_contract ;NO TRADE
jup_b47_jupiter_products_info ;NO TRADE
toolkit_2 ;NO TRADE
toolkit_1 ;NO TRADE
zat_b33_safe_container ;NO TRADE
zat_b57_gas ;NO TRADE
zat_b12_key_1 ;NO TRADE
zat_b12_key_2 ;NO TRADE
zat_b12_documents_1 ;NO TRADE
zat_b12_documents_2 ;NO TRADE
device_pda_port_bandit_leader ;NO TRADE
device_flash_snag ;NO TRADE
jup_b202_bandit_pda ;NO TRADE
zat_b40_notebook ;NO TRADE
zat_b40_pda_1 ;NO TRADE
zat_b40_pda_2 ;NO TRADE
device_pda_zat_b5_dealer ;NO TRADE
zat_b20_noah_pda ;NO TRADE
zat_a23_access_card ;NO TRADE
zat_a23_gauss_rifle_docs ;NO TRADE
zat_b44_barge_pda ;NO TRADE
zat_b39_joker_pda ;NO TRADE
zat_b22_medic_pda ;NO TRADE
toolkit_3 ;NO TRADE
pri_b35_lab_x8_key ;NO TRADE
pri_b306_envoy_pda ;NO TRADE
pri_b36_monolith_hiding_place_pda ;NO TRADE
pri_a25_explosive_charge_item ;NO TRADE
pri_a19_american_experiment_info ;NO TRADE
pri_a19_lab_x16_info ;NO TRADE
pri_a19_lab_x10_info ;NO TRADE
pri_a19_lab_x7_info ;NO TRADE
pri_a19_lab_x18_info ;NO TRADE
zat_a23_labx8_key ;NO TRADE
lx8_service_instruction ;NO TRADE
af_compass ;NO TRADE
af_oasis_heart ;NO TRADE
jup_b1_half_artifact ;NO TRADE
af_quest_b14_twisted ;NO TRADE
;Óíèêàëüíûå ïðåäìåòû
wpn_pm_actor = 1, 2
wpn_sig550_luckygun = 1, 2
wpn_pkm_zulus = 1, 2
wpn_wincheaster1300_trapper = 1, 2
wpn_desert_eagle_nimble = 1, 2
wpn_groza_nimble = 1, 2
wpn_mp5_nimble = 1, 2
wpn_sig220_nimble = 1, 2
wpn_spas12_nimble = 1, 2
wpn_svd_nimble = 1, 2
wpn_svu_nimble = 1, 2
wpn_usp_nimble = 1, 2
wpn_vintorez_nimble = 1, 2
wpn_g36_nimble = 1, 2
wpn_fn2000_nimble = 1, 2
wpn_protecta_nimble = 1, 2
stalker_outfit_barge ;NO TRADE
helm_respirator_joker ;NO TRADE
helm_hardhat_snag ;NO TRADE
wpn_ak74u_snag = 1, 2
wpn_fort_snag = 1, 2

View file

@ -0,0 +1,793 @@
[trader]
buy_condition = trade_generic_buy
sell_condition = trade_generic_sell
buy_supplies = {+jup_a9_tech_way_info =counter_greater(jup_a6_actor_help_freedom:3) =wealthy_functor} sci_supplies_freedom_wealthy_tier_2, {=counter_greater(jup_a6_actor_help_freedom:3) =wealthy_functor} supplies_freedom_wealthy_tier_2, {+jup_a9_tech_way_info =counter_greater(jup_a6_actor_help_duty:3) =wealthy_functor} sci_supplies_duty_wealthy_tier_2, {=counter_greater(jup_a6_actor_help_duty:3) =wealthy_functor} supplies_duty_wealthy_tier_2, {+jup_a9_tech_way_info =counter_greater(jup_a6_actor_help_freedom:3)} sci_supplies_freedom_tier_2, {=counter_greater(jup_a6_actor_help_freedom:3)} supplies_freedom_tier_2, {+jup_a9_tech_way_info =counter_greater(jup_a6_actor_help_duty:3)} sci_supplies_duty_tier_2, {=counter_greater(jup_a6_actor_help_duty:3)} supplies_duty_tier_2, {+jup_a9_tech_way_info =counter_equal(jup_a6_actor_help_duty:2) =counter_equal(jup_a6_actor_help_freedom:2)} sci_supplies_freedom_duty_tier, {=counter_equal(jup_a6_actor_help_duty:2) =counter_equal(jup_a6_actor_help_freedom:2)} supplies_freedom_duty_tier, {+jup_a9_tech_way_info =counter_equal(jup_a6_actor_help_duty:2)} sci_supplies_duty_tier_1, {=counter_equal(jup_a6_actor_help_duty:2)} supplies_duty_tier_1, {+jup_a9_tech_way_info =counter_equal(jup_a6_actor_help_freedom:2)} sci_supplies_freedom_tier_1, {=counter_equal(jup_a6_actor_help_freedom:2)} supplies_freedom_tier_1, {+jup_a9_tech_way_info} sci_supplies_generic, supplies_generic
discounts = {=counter_greater(jup_a6_actor_help_freedom:3)} discount_1, {=counter_greater(jup_a6_actor_help_stalkers:2)} discount_2, {=counter_greater(jup_a6_actor_help_duty:3)} discount_3
buy_item_condition_factor = 0.7
[discount_1]
buy = 1
sell = 0.80
[discount_2]
buy = 1
sell = 0.85
[discount_3]
buy = 1.1
sell = 1.1
[trade_generic_buy]
;Àðòåôàêòû
af_cristall = 0.9, 0.6
af_fireball = 0.9, 0.6
af_dummy_glassbeads = 0.9, 0.6
af_eye = 0.9, 0.6
af_fire = 0.9, 0.6
af_medusa = 0.9, 0.6
af_cristall_flower = 0.9, 0.6
af_night_star = 0.9, 0.6
af_vyvert = 0.9, 0.6
af_gravi = 0.9, 0.6
af_gold_fish = 0.9, 0.6
af_blood = 0.9, 0.6
af_mincer_meat = 0.9, 0.6
af_soul = 0.9, 0.6
af_fuzz_kolobok = 0.9, 0.6
af_baloon = 0.9, 0.6
af_glass = 0.9, 0.6
af_electra_sparkler = 0.9, 0.6
af_electra_flash = 0.9, 0.6
af_electra_moonlight = 0.9, 0.6
af_dummy_battery = 0.9, 0.6
af_dummy_dummy = 0.9, 0.6
af_ice = 0.9, 0.6
;Àììóíèöèÿ
ammo_9x18_fmj = 0.2, 0.1
ammo_9x18_pmm = 0.2, 0.1
ammo_9x19_pbp = 0.2, 0.1
ammo_9x19_fmj = 0.2, 0.1
ammo_11.43x23_hydro = 0.4, 0.2
ammo_11.43x23_fmj = 0.2, 0.1
ammo_12x70_buck = 0.2, 0.1
ammo_12x76_zhekan = 0.3, 0.15
ammo_5.45x39_ap = 0.3, 0.15
ammo_5.45x39_fmj = 0.2, 0.1
ammo_9x39_ap = 0.4, 0.2
ammo_9x39_pab9 = 0.3, 0.15
ammo_5.56x45_ss190 = 0.2, 0.1
ammo_5.56x45_ap = 0.3, 0.15
ammo_7.62x54_7h1 = 0.4, 0.2
ammo_og-7b = 0.6, 0.3
ammo_vog-25 = 0.4, 0.2
grenade_f1 = 0.4, 0.2
grenade_rgd5 = 0.4, 0.2
ammo_m209 = 0.4, 0.2
ammo_pkm_100 = 0.4, 0.2
ammo_gauss ;NO TRADE
ammo_gauss_cardan ;NO TRADE
;Îðóæèå
wpn_pm = 0.3, 0.2
wpn_pb = 0.3, 0.2
wpn_fort = 0.3, 0.2
wpn_hpsa = 0.3, 0.2
wpn_beretta = 0.3, 0.2
wpn_walther = 0.3, 0.2
wpn_sig220 = 0.3, 0.2
wpn_colt1911 = 0.3, 0.2
wpn_usp = 0.3, 0.2
wpn_desert_eagle = 0.3, 0.2
wpn_bm16 = 0.3, 0.2
wpn_toz34 = 0.3, 0.2
wpn_wincheaster1300 = 0.3, 0.2
wpn_spas12 = 0.3, 0.2
wpn_ak74u = 0.3, 0.2
wpn_mp5 = 0.3, 0.2
wpn_ak74 = 0.3, 0.2
wpn_abakan = 0.3, 0.2
wpn_l85 = 0.3, 0.2
wpn_lr300 = 0.3, 0.2
wpn_sig550 = 0.25, 0.15
wpn_protecta = 0.25, 0.15
wpn_groza = 0.25, 0.15
wpn_val = 0.25, 0.15
wpn_vintorez = 0.25, 0.15
wpn_svu = 0.15, 0.1
wpn_svd = 0.15, 0.1
wpn_rg-6 = 0.2, 0.1
wpn_rpg7 = 0.2, 0.1
wpn_g36 = 0.25, 0.15
wpn_fn2000 = 0.2, 0.15
wpn_pkm = 0.15, 0.1
;ADDONS
wpn_addon_scope = 0.4, 0.2
wpn_addon_scope_x2.7 = 0.4, 0.2
wpn_addon_scope_detector = 0.25, 0.15
wpn_addon_scope_night = 0.4, 0.2
wpn_addon_scope_susat = 0.4, 0.2
wpn_addon_scope_susat_x1.6 = 0.4, 0.2
wpn_addon_scope_susat_custom = 0.25, 0.15
wpn_addon_scope_susat_dusk = 0.4, 0.2
wpn_addon_scope_susat_night = 0.4, 0.2
wpn_addon_silencer = 0.4, 0.2
wpn_addon_grenade_launcher = 0.3, 0.2
wpn_addon_grenade_launcher_m203 = 0.3, 0.2
;Áðîíèêè
novice_outfit = 0.5, 0.3
specops_outfit = 0.5, 0.3
military_outfit = 0.5, 0.3
stalker_outfit = 0.5, 0.3
scientific_outfit = 0.5, 0.3
exo_outfit = 0.5, 0.3
svoboda_light_outfit = 0.5, 0.3
svoboda_heavy_outfit = 0.5, 0.3
cs_heavy_outfit = 0.5, 0.3
dolg_outfit = 0.5, 0.3
dolg_heavy_outfit = 0.5, 0.3
;Øëåìû
helm_respirator = 0.5, 0.3
helm_hardhat = 0.5, 0.3
helm_protective = 0.5, 0.3
helm_tactic = 0.5, 0.3
helm_battle = 0.5, 0.3
;Ìåäèêàìåíòû
bandage ;NO TRADE
medkit ;NO TRADE
medkit_scientic ;NO TRADE
medkit_army ;NO TRADE
antirad ;NO TRADE
;Áóñòåðû
drug_booster ;NO TRADE
drug_coagulant ;NO TRADE
drug_psy_blockade ;NO TRADE
drug_antidot ;NO TRADE
drug_radioprotector ;NO TRADE
drug_anabiotic ;NO TRADE
;Åäà
bread = 0.5, 0.25
kolbasa = 0.5, 0.25
conserva = 0.5, 0.25
vodka = 0.5, 0.25
energy_drink = 0.5, 0.25
;Ïðåäìåòû
device_torch ;NO TRADE
detector_simple = 0.3, 0.1
detector_advanced = 0.4, 0.2
detector_elite = 0.5, 0.3
detector_scientific = 0.6, 0.4
device_pda ;NO TRADE
hand_radio ;NO TRADE
guitar_a ;NO TRADE
harmonica_a ;NO TRADE
anomaly_scaner ;NO TRADE
;Êâåñòîâûå ïðåäìåòû
jup_a9_conservation_info ;NO TRADE
jup_a9_power_info ;NO TRADE
jup_a9_way_info ;NO TRADE
jup_a9_evacuation_info ;NO TRADE
jup_a9_meeting_info ;NO TRADE
jup_a9_losses_info ;NO TRADE
jup_a9_delivery_info ;NO TRADE
jup_b10_ufo_memory ;NO TRADE
jup_b10_ufo_memory_2 ;NO TRADE
jup_b10_notes_01 ;NO TRADE
jup_b10_notes_02 ;NO TRADE
jup_b10_notes_03 ;NO TRADE
jup_b205_sokolov_note ;NO TRADE
jup_b206_plant ;NO TRADE
jup_b209_monster_scanner ;NO TRADE
jup_b200_tech_materials_wire ;NO TRADE
jup_b200_tech_materials_acetone ;NO TRADE
jup_b200_tech_materials_textolite ;NO TRADE
jup_b200_tech_materials_transistor ;NO TRADE
jup_b200_tech_materials_capacitor ;NO TRADE
jup_b9_blackbox ;NO TRADE
jup_b32_scanner_device ;NO TRADE
jup_b46_duty_founder_pda ;NO TRADE
jup_b207_merc_pda_with_contract ;NO TRADE
jup_b47_jupiter_products_info ;NO TRADE
toolkit_2 ;NO TRADE
toolkit_1 ;NO TRADE
zat_b33_safe_container ;NO TRADE
zat_b57_gas ;NO TRADE
zat_b12_key_1 ;NO TRADE
zat_b12_key_2 ;NO TRADE
zat_b12_documents_1 ;NO TRADE
zat_b12_documents_2 ;NO TRADE
device_pda_port_bandit_leader ;NO TRADE
device_flash_snag ;NO TRADE
jup_b202_bandit_pda ;NO TRADE
zat_b40_notebook ;NO TRADE
zat_b40_pda_1 ;NO TRADE
zat_b40_pda_2 ;NO TRADE
device_pda_zat_b5_dealer ;NO TRADE
zat_b20_noah_pda ;NO TRADE
zat_a23_access_card ;NO TRADE
zat_a23_gauss_rifle_docs ;NO TRADE
zat_b44_barge_pda ;NO TRADE
zat_b39_joker_pda ;NO TRADE
zat_b22_medic_pda ;NO TRADE
toolkit_3 ;NO TRADE
pri_b35_lab_x8_key ;NO TRADE
pri_b306_envoy_pda ;NO TRADE
pri_b36_monolith_hiding_place_pda ;NO TRADE
pri_a25_explosive_charge_item ;NO TRADE
pri_a19_american_experiment_info ;NO TRADE
pri_a19_lab_x16_info ;NO TRADE
pri_a19_lab_x10_info ;NO TRADE
pri_a19_lab_x7_info ;NO TRADE
pri_a19_lab_x18_info ;NO TRADE
zat_a23_labx8_key ;NO TRADE
lx8_service_instruction ;NO TRADE
af_compass ;NO TRADE
af_oasis_heart ;NO TRADE
jup_b1_half_artifact ;NO TRADE
af_quest_b14_twisted ;NO TRADE
;Óíèêàëüíûå ïðåäìåòû
wpn_pm_actor = 0.5, 0.2
wpn_sig550_luckygun = 0.5, 0.2
wpn_pkm_zulus = 0.5, 0.2
wpn_wincheaster1300_trapper = 0.5, 0.2
wpn_desert_eagle_nimble = 0.5, 0.2
wpn_groza_nimble = 0.5, 0.2
wpn_mp5_nimble = 0.5, 0.2
wpn_sig220_nimble = 0.5, 0.2
wpn_spas12_nimble = 0.5, 0.2
wpn_svd_nimble = 0.5, 0.2
wpn_svu_nimble = 0.5, 0.2
wpn_usp_nimble = 0.5, 0.2
wpn_vintorez_nimble = 0.5, 0.2
wpn_g36_nimble = 0.5, 0.2
wpn_fn2000_nimble = 0.5, 0.2
wpn_protecta_nimble = 0.5, 0.2
stalker_outfit_barge = 0.5, 0.3
helm_respirator_joker = 0.5, 0.3
helm_hardhat_snag = 0.5, 0.3
wpn_ak74u_snag = 0.5, 0.2
wpn_fort_snag = 0.5, 0.2
[trade_generic_sell]
;Àðòåôàêòû
af_cristall = 1.2, 2
af_fireball = 1.2, 2
af_dummy_glassbeads = 1.2, 2
af_eye = 1.2, 2
af_fire = 1.2, 2
af_medusa = 1.2, 2
af_cristall_flower = 1.2, 2
af_night_star = 1.2, 2
af_vyvert = 1.2, 2
af_gravi = 1.2, 2
af_gold_fish = 1.2, 2
af_blood = 1.2, 2
af_mincer_meat = 1.2, 2
af_soul = 1.2, 2
af_fuzz_kolobok = 1.2, 2
af_baloon = 1.2, 2
af_glass = 1.2, 2
af_electra_sparkler = 1.2, 2
af_electra_flash = 1.2, 2
af_electra_moonlight = 1.2, 2
af_dummy_battery = 1.2, 2
af_dummy_dummy = 1.2, 2
af_ice = 1.2, 2
;Àììóíèöèÿ
ammo_9x18_fmj = 1, 2
ammo_9x18_pmm = 1, 2
ammo_9x19_pbp = 1, 2
ammo_9x19_fmj = 1, 2
ammo_11.43x23_hydro = 1, 2
ammo_11.43x23_fmj = 1, 2
ammo_12x70_buck = 1, 2
ammo_12x76_zhekan = 1, 2
ammo_5.45x39_ap = 1, 2
ammo_5.45x39_fmj = 1, 2
ammo_9x39_ap = 1, 2
ammo_9x39_pab9 = 1, 2
ammo_5.56x45_ss190 = 1, 2
ammo_5.56x45_ap = 1, 2
ammo_7.62x54_7h1 = 1, 2
ammo_og-7b = 1, 2
ammo_vog-25 = 1, 2
grenade_f1 = 1, 2
grenade_rgd5 = 1, 2
ammo_m209 = 1, 2
ammo_gauss ;NO TRADE
ammo_gauss_cardan ;NO TRADE
;Îðóæèå
wpn_pm = 1, 2
wpn_pb = 1, 2
wpn_fort = 1, 2
wpn_hpsa = 1, 2
wpn_beretta = 1, 2
wpn_walther = 1, 2
wpn_sig220 = 1, 2
wpn_colt1911 = 1, 2
wpn_usp = 1, 2
wpn_desert_eagle = 1, 2
wpn_bm16 = 1, 2
wpn_toz34 = 1, 2
wpn_wincheaster1300 = 1, 2
wpn_spas12 = 1, 2
wpn_ak74u = 1, 2
wpn_mp5 = 1, 2
wpn_ak74 = 1, 2
wpn_abakan = 1, 2
wpn_l85 = 1, 2
wpn_lr300 = 1, 2
wpn_sig550 = 1, 2
wpn_protecta = 1, 2
wpn_groza = 1, 2
wpn_val = 1, 2
wpn_vintorez = 1, 2
wpn_svu = 1, 2
wpn_svd = 1, 2
wpn_rg-6 = 1, 2
wpn_rpg7 = 1, 2
wpn_g36 = 1, 2
wpn_fn2000 = 1, 2
;ADDONS
wpn_addon_scope = 1, 2
wpn_addon_scope_x2.7 = 1, 2
wpn_addon_scope_detector = 1, 2
wpn_addon_scope_night = 1, 2
wpn_addon_scope_susat = 1, 2
wpn_addon_scope_susat_x1.6 = 1, 2
wpn_addon_scope_susat_custom = 1, 2
wpn_addon_scope_susat_dusk = 1, 2
wpn_addon_scope_susat_night = 1, 2
wpn_addon_silencer = 1, 2
wpn_addon_grenade_launcher = 1, 2
wpn_addon_grenade_launcher_m203 = 1, 2
;Áðîíèêè
novice_outfit = 1, 2
specops_outfit = 1, 2
military_outfit = 1, 2
stalker_outfit = 1, 2
scientific_outfit = 1, 2
exo_outfit = 1, 2
svoboda_light_outfit = 1, 2
svoboda_heavy_outfit = 1, 2
cs_heavy_outfit = 1, 2
dolg_outfit = 1, 2
dolg_heavy_outfit = 1, 2
;Øëåìû
helm_respirator = 1, 2
helm_hardhat = 1, 2
helm_protective = 1, 2
helm_tactic = 1, 2
helm_battle = 1, 2
;Ìåäèêàìåíòû
bandage ;NO TRADE
medkit ;NO TRADE
medkit_scientic ;NO TRADE
medkit_army ;NO TRADE
antirad ;NO TRADE
;Áóñòåðû
drug_booster ;NO TRADE
drug_coagulant ;NO TRADE
drug_psy_blockade ;NO TRADE
drug_antidot ;NO TRADE
drug_radioprotector ;NO TRADE
drug_anabiotic ;NO TRADE
;Åäà
bread = 1, 1.8
kolbasa = 1, 1.8
conserva = 1, 1.8
vodka = 1, 1.8
energy_drink = 1, 1.8
;Ïðåäìåòû
device_torch ;NO TRADE
hand_radio ;NO TRADE
detector_simple = 1, 2
detector_advanced = 1, 2
detector_elite = 1, 2
detector_scientific = 1, 2
device_pda ;NO TRADE
guitar_a ;NO TRADE
harmonica_a ;NO TRADE
anomaly_scaner ;NO TRADE
;Êâåñòîâûå ïðåäìåòû
jup_a9_conservation_info ;NO TRADE
jup_a9_power_info ;NO TRADE
jup_a9_way_info ;NO TRADE
jup_a9_evacuation_info ;NO TRADE
jup_a9_meeting_info ;NO TRADE
jup_a9_losses_info ;NO TRADE
jup_a9_delivery_info ;NO TRADE
jup_b10_ufo_memory ;NO TRADE
jup_b10_ufo_memory_2 ;NO TRADE
jup_b10_notes_01 ;NO TRADE
jup_b10_notes_02 ;NO TRADE
jup_b10_notes_03 ;NO TRADE
jup_b205_sokolov_note ;NO TRADE
jup_b206_plant ;NO TRADE
jup_b209_monster_scanner ;NO TRADE
jup_b200_tech_materials_wire ;NO TRADE
jup_b200_tech_materials_acetone ;NO TRADE
jup_b200_tech_materials_textolite ;NO TRADE
jup_b200_tech_materials_transistor ;NO TRADE
jup_b200_tech_materials_capacitor ;NO TRADE
jup_b9_blackbox ;NO TRADE
jup_b32_scanner_device ;NO TRADE
jup_b46_duty_founder_pda ;NO TRADE
jup_b207_merc_pda_with_contract ;NO TRADE
jup_b47_jupiter_products_info ;NO TRADE
toolkit_2 ;NO TRADE
toolkit_1 ;NO TRADE
zat_b33_safe_container ;NO TRADE
zat_b57_gas ;NO TRADE
zat_b12_key_1 ;NO TRADE
zat_b12_key_2 ;NO TRADE
zat_b12_documents_1 ;NO TRADE
zat_b12_documents_2 ;NO TRADE
device_pda_port_bandit_leader ;NO TRADE
device_flash_snag ;NO TRADE
jup_b202_bandit_pda ;NO TRADE
zat_b40_notebook ;NO TRADE
zat_b40_pda_1 ;NO TRADE
zat_b40_pda_2 ;NO TRADE
device_pda_zat_b5_dealer ;NO TRADE
zat_b20_noah_pda ;NO TRADE
zat_a23_access_card ;NO TRADE
zat_a23_gauss_rifle_docs ;NO TRADE
zat_b44_barge_pda ;NO TRADE
zat_b39_joker_pda ;NO TRADE
zat_b22_medic_pda ;NO TRADE
toolkit_3 ;NO TRADE
pri_b35_lab_x8_key ;NO TRADE
pri_b306_envoy_pda ;NO TRADE
pri_b36_monolith_hiding_place_pda ;NO TRADE
pri_a25_explosive_charge_item ;NO TRADE
pri_a19_american_experiment_info ;NO TRADE
pri_a19_lab_x16_info ;NO TRADE
pri_a19_lab_x10_info ;NO TRADE
pri_a19_lab_x7_info ;NO TRADE
pri_a19_lab_x18_info ;NO TRADE
zat_a23_labx8_key ;NO TRADE
lx8_service_instruction ;NO TRADE
af_compass ;NO TRADE
af_oasis_heart ;NO TRADE
jup_b1_half_artifact ;NO TRADE
af_quest_b14_twisted ;NO TRADE
;Óíèêàëüíûå âåùè
wpn_pm_actor = 1.2, 3
wpn_sig550_luckygun = 1.2, 3
wpn_pkm_zulus = 1.2, 3
wpn_wincheaster1300_trapper = 1.2, 3
wpn_desert_eagle_nimble = 1.2, 3
wpn_groza_nimble = 1.2, 3
wpn_mp5_nimble = 1.2, 3
wpn_sig220_nimble = 1.2, 3
wpn_spas12_nimble = 1.2, 3
wpn_svd_nimble = 1.2, 3
wpn_svu_nimble = 1.2, 3
wpn_usp_nimble = 1.2, 3
wpn_vintorez_nimble = 1.2, 3
wpn_g36_nimble = 1.2, 3
wpn_fn2000_nimble = 1.2, 3
wpn_protecta_nimble = 1.2, 3
stalker_outfit_barge = 1, 2
helm_respirator_joker = 1, 2
helm_hardhat_snag = 1, 2
wpn_ak74u_snag = 1, 2
wpn_fort_snag = 1, 2
;-----------------------------------------------------------
[supplies_scientific]
scientific_outfit = 1, 1
[supplies_generic]
;Åäà
bread = 10, 0.5
kolbasa = 10, 0.5
conserva = 10, 0.5
vodka = 10, 0.8
energy_drink = 10, 0.8
;Àììóíèöèÿ
ammo_9x18_fmj = 4, 0.7
ammo_9x18_pmm = 4, 0.5
ammo_9x19_fmj = 4, 0.7
ammo_9x19_pbp = 4, 0.5
ammo_11.43x23_fmj = 2, 0.7
ammo_12x70_buck = 6, 0.7
ammo_5.45x39_fmj = 4, 0.7
ammo_5.45x39_ap = 2, 0.5
ammo_5.56x45_ss190 = 4, 0.7
ammo_5.56x45_ap = 2, 0.5
grenade_rgd5 = 4, 0.7
;Îðóæèå
wpn_fort = 1, 0.8
wpn_hpsa = 1, 0.8
wpn_beretta = 1, 0.8
wpn_colt1911 = 1, 0.8
wpn_mp5 = 1, 0.8
wpn_ak74 = 1, 0.8
wpn_ak74u = 1, 0.8
wpn_l85 = 1, 0.8
wpn_wincheaster1300 = 1, 0.8
wpn_abakan = 1, 0.3
wpn_lr300 = 1, 0.3
;Áðîíèêè
stalker_outfit = 1, 0.8
helm_respirator = 1, 0.8
;Àääîíû
wpn_addon_scope = 1, 0.5
wpn_addon_scope_susat = 1, 0.5
wpn_addon_silencer = 2, 0.3
;Ïðåäìåòû
detector_advanced = 2, 1
[sci_supplies_generic]:supplies_generic, supplies_scientific
[supplies_duty_tier_1]:supplies_generic
;Àììóíèöèÿ
ammo_9x19_fmj = 4, 0.7
ammo_5.45x39_fmj = 6, 0.7
ammo_5.45x39_ap = 4, 0.7
ammo_5.56x45_ap = 1, 0.0001
ammo_12x76_zhekan = 4, 0.7
ammo_vog-25 = 6, 0.7
;Îðóæèå
wpn_fort = 1, 0.1
wpn_ak74u = 1, 0.1
wpn_wincheaster1300 = 1, 0.1
wpn_walther = 1, 0.8
wpn_hpsa = 1, 0.0001
wpn_beretta = 1, 0.0001
wpn_colt1911 = 1, 0.0001
wpn_mp5 = 1, 0.0001
wpn_l85 = 1, 0.0001
wpn_abakan = 1, 0.8
wpn_lr300 = 1, 0.0001
wpn_spas12 = 1, 0.8
;Àääîíû
wpn_addon_scope = 1, 1
wpn_addon_scope_night = 1, 0.8
wpn_addon_grenade_launcher = 1, 0.8
;Áðîíèêè
dolg_outfit = 1, 0.8
helm_hardhat = 1, 0.9
helm_respirator = 1, 0.4
[sci_supplies_duty_tier_1]:supplies_duty_tier_1, supplies_scientific
[supplies_freedom_tier_1]:supplies_generic
;Àììóíèöèÿ
ammo_9x18_fmj = 4, 0.7
ammo_9x19_fmj = 6, 0.7
ammo_9x19_pbp = 4, 0.7
ammo_12x76_zhekan = 4, 0.7
ammo_11.43x23_fmj = 4, 0.7
ammo_5.45x39_ap = 1, 0.0001
ammo_5.56x45_ss190 = 6, 0.7
ammo_5.56x45_ap = 4, 0.5
;Îðóæèå
wpn_fort = 1, 0.1
wpn_hpsa = 1, 0.1
wpn_ak74u = 1, 0.1
wpn_abakan = 1, 0.0001
wpn_lr300 = 1, 0.8
wpn_svd = 1, 0.5
;Àääîíû
wpn_addon_scope = 1, 0.5
wpn_addon_scope_susat = 1, 0.8
wpn_addon_scope_x2.7 = 1, 0.5
wpn_addon_scope_susat_x1.6 = 1, 0.5
wpn_addon_scope_susat_night = 1, 0.5
wpn_addon_silencer = 2, 0.5
;Áðîíèêè
svoboda_light_outfit = 1, 0.9
helm_respirator = 1, 0.4
;Ïðåäìåòû
detector_elite = 2, 1
detector_advanced = 1, 0.0001
[sci_supplies_freedom_tier_1]:supplies_freedom_tier_1, supplies_scientific
[supplies_freedom_duty_tier]:supplies_generic
;Àììóíèöèÿ
ammo_9x18_fmj = 4, 0.7
ammo_9x19_fmj = 4, 0.7
ammo_9x19_pbp = 4, 0.7
ammo_12x76_zhekan = 4, 0.7
ammo_11.43x23_fmj = 4, 0.7
ammo_5.45x39_ap = 2, 0.7
ammo_5.56x45_ss190 = 4, 0.7
ammo_5.56x45_ap = 2, 0.7
grenade_f1 = 4, 0.8
;Îðóæèå
wpn_fort = 1, 0.1
wpn_hpsa = 1, 0.1
wpn_ak74u = 1, 0.1
wpn_walther = 1, 0.7
wpn_l85 = 1, 0.7
wpn_abakan = 1, 0.5
wpn_spas12 = 1, 0.5
wpn_hpsa = 1, 0.7
wpn_beretta = 1, 0.7
wpn_lr300 = 1, 0.5
wpn_wincheaster1300 = 1, 0.7
wpn_mp5 = 1, 0.7
;Àääîíû
wpn_addon_scope = 1, 0.6
wpn_addon_scope_night = 1, 0.6
wpn_addon_grenade_launcher = 1, 0.6
wpn_addon_scope_susat = 1, 0.6
wpn_addon_scope_x2.7 = 1, 0.4
wpn_addon_scope_susat_x1.6 = 1, 0.4
wpn_addon_scope_susat_night = 1, 0.4
wpn_addon_silencer = 2, 0.5
;Áðîíèêè
svoboda_light_outfit = 1, 0.7
dolg_outfit = 1, 0.7
helm_hardhat = 1, 0.3
helm_respirator = 1, 0.3
;Ïðåäìåòû
detector_elite = 2, 1
detector_advanced = 1, 0.0001
[sci_supplies_freedom_duty_tier]:supplies_freedom_duty_tier, supplies_scientific
[supplies_duty_tier_2]:supplies_duty_tier_1
;Àììóíèöèÿ
grenade_rgd5 = 1, 0.0001
grenade_f1 = 6, 0.7
ammo_vog-25 = 4, 0.7
ammo_pkm_100 = 2, 0.7
ammo_9x39_ap = 3, 0.7
ammo_9x39_pab9 = 5, 0.7
ammo_11.43x23_fmj = 5, 0.7
ammo_11.43x23_hydro = 3, 0.7
;Îðóæèå
wpn_ak74 = 1, 0.1
wpn_abakan = 1, 0.3
wpn_spas12 = 1, 0.3
wpn_pb = 1, 0.5
wpn_sig220 = 1, 0.8
wpn_usp = 1, 0.8
wpn_groza = 1, 0.7
wpn_val = 1, 0.8
wpn_pkm = 1, 0.5
wpn_protecta = 1, 0.7
wpn_vintorez = 1, 0.5
;Àääîíû
wpn_addon_scope = 1, 1
wpn_addon_scope_night = 1, 0.8
wpn_addon_grenade_launcher = 1, 0.8
wpn_addon_scope_x2.7 = 1, 0.5
;Áðîíèêè
stalker_outfit = 1, 0.0001
dolg_heavy_outfit = 1, 0.8
helm_battle = 1, 0.8
helm_hardhat = 1, 0.1
helm_respirator = 1, 0.1
;Ïðåäìåòû
detector_elite = 2, 1
detector_advanced = 1, 0.0001
[sci_supplies_duty_tier_2]:supplies_duty_tier_2, supplies_scientific
[supplies_freedom_tier_2]:supplies_generic, supplies_freedom_tier_1
;Àììóíèöèÿ
grenade_rgd5 = 1, 0.0001
grenade_f1 = 5, 0.7
ammo_m209 = 3, 0.7
ammo_7.62x54_7h1 = 4, 0.7
ammo_11.43x23_hydro = 3, 0.7
;Îðóæèå
wpn_l85 = 1, 0.1
wpn_wincheaster1300 = 1, 0.1
wpn_beretta = 1, 0.3
wpn_lr300 = 1, 0.3
wpn_sig220 = 1, 0.8
wpn_desert_eagle = 1, 0.8
wpn_svu = 1, 0.6
wpn_svd = 1, 0.7
wpn_sig550 = 1, 0.8
wpn_g36 = 1, 0.6
;Àääîíû
wpn_addon_scope_susat_dusk = 1, 0.7
wpn_addon_grenade_launcher_m203 = 1, 0.7
;Áðîíèêè
stalker_outfit = 1, 0.0001
svoboda_heavy_outfit = 1, 0.8
helm_protective = 1, 0.8
helm_hardhat = 1, 0.1
helm_respirator = 1, 0.1
[sci_supplies_freedom_tier_2]:supplies_freedom_tier_2, supplies_scientific
[supplies_duty_wealthy_tier_2]:supplies_duty_tier_2
;Îðóæèå
wpn_usp = 1, 1
wpn_groza = 1, 1
wpn_pkm = 1, 0.8
wpn_protecta = 1, 1
wpn_vintorez = 1, 0.9
wpn_rg-6 = 1, 0.5
wpn_rpg7 = 1, 0.5
;Àääîíû
wpn_addon_scope_detector = 1, 0.7
wpn_addon_scope_night = 1, 1
wpn_addon_grenade_launcher = 1, 1
;Áðîíèêè
exo_outfit = 1, 0.5
[sci_supplies_duty_wealthy_tier_2]:supplies_duty_wealthy_tier_2, supplies_scientific
[supplies_freedom_wealthy_tier_2]:supplies_freedom_tier_2
;Îðóæèå
wpn_desert_eagle = 1, 1
wpn_svd = 1, 1
wpn_svu = 1, 0.9
wpn_sig550 = 1, 1
wpn_g36 = 1, 0.9
wpn_fn2000 = 1, 0.5
;Àääîíû
wpn_addon_scope_susat_custom = 1, 0.8
wpn_addon_scope_susat_dusk = 1, 1
wpn_addon_scope_susat_night = 1, 1
wpn_addon_grenade_launcher_m203 = 1, 1
;Áðîíèêè
exo_outfit = 1, 0.5
[sci_supplies_freedom_wealthy_tier_2]:supplies_freedom_wealthy_tier_2, supplies_scientific

View file

@ -0,0 +1,595 @@
[trader]
buy_condition = trade_generic_buy
sell_condition = trade_generic_sell
buy_supplies = {=counter_greater(jup_a6_actor_help_freedom:1) =counter_greater(jup_a6_actor_help_duty:1)} supplies_duty_free, {=counter_greater(jup_a6_actor_help_freedom:1) =counter_greater(jup_a6_actor_help_stalkers:1)} supplies_st_free, {=counter_greater(jup_a6_actor_help_duty:1) =counter_greater(jup_a6_actor_help_stalkers:1)} supplies_st_duty, {=counter_greater(jup_a6_actor_help_duty:1)} supplies_duty, {=counter_greater(jup_a6_actor_help_stalkers:1)} supplies_stalkers, {=counter_greater(jup_a6_actor_help_freedom:1)} supplies_free, supplies_start
discounts = {=friend_of_stalkers_functor} discount
[discount]
buy = 1
sell = 0.85
[trade_generic_buy]
;Àðòåôàêòû
af_cristall ;NO TRADE
af_fireball ;NO TRADE
af_dummy_glassbeads ;NO TRADE
af_eye ;NO TRADE
af_fire ;NO TRADE
af_medusa ;NO TRADE
af_cristall_flower ;NO TRADE
af_night_star ;NO TRADE
af_vyvert ;NO TRADE
af_gravi ;NO TRADE
af_gold_fish ;NO TRADE
af_blood ;NO TRADE
af_mincer_meat ;NO TRADE
af_soul ;NO TRADE
af_fuzz_kolobok ;NO TRADE
af_baloon ;NO TRADE
af_glass ;NO TRADE
af_electra_sparkler ;NO TRADE
af_electra_flash ;NO TRADE
af_electra_moonlight ;NO TRADE
af_dummy_battery ;NO TRADE
af_dummy_dummy ;NO TRADE
af_ice ;NO TRADE
;Àììóíèöèÿ
ammo_9x18_fmj ;NO TRADE
ammo_9x18_pmm ;NO TRADE
ammo_9x19_pbp ;NO TRADE
ammo_9x19_fmj ;NO TRADE
ammo_11.43x23_hydro ;NO TRADE
ammo_11.43x23_fmj ;NO TRADE
ammo_12x70_buck ;NO TRADE
ammo_12x76_zhekan ;NO TRADE
ammo_5.45x39_ap ;NO TRADE
ammo_5.45x39_fmj ;NO TRADE
ammo_9x39_ap ;NO TRADE
ammo_9x39_pab9 ;NO TRADE
ammo_5.56x45_ss190 ;NO TRADE
ammo_5.56x45_ap ;NO TRADE
ammo_7.62x54_7h1 ;NO TRADE
ammo_og-7b ;NO TRADE
ammo_vog-25 ;NO TRADE
grenade_f1 ;NO TRADE
grenade_rgd5 ;NO TRADE
ammo_m209 ;NO TRADE
ammo_pkm_100 ;NO TRADE
ammo_gauss ;NO TRADE
ammo_gauss_cardan ;NO TRADE
;Îðóæèå
wpn_pm ;NO TRADE
wpn_pb ;NO TRADE
wpn_fort ;NO TRADE
wpn_hpsa ;NO TRADE
wpn_beretta ;NO TRADE
wpn_walther ;NO TRADE
wpn_sig220 ;NO TRADE
wpn_colt1911 ;NO TRADE
wpn_usp ;NO TRADE
wpn_desert_eagle ;NO TRADE
wpn_bm16 ;NO TRADE
wpn_toz34 ;NO TRADE
wpn_wincheaster1300 ;NO TRADE
wpn_spas12 ;NO TRADE
wpn_protecta ;NO TRADE
wpn_ak74u ;NO TRADE
wpn_mp5 ;NO TRADE
wpn_ak74 ;NO TRADE
wpn_abakan ;NO TRADE
wpn_l85 ;NO TRADE
wpn_lr300 ;NO TRADE
wpn_sig550 ;NO TRADE
wpn_groza ;NO TRADE
wpn_val ;NO TRADE
wpn_vintorez ;NO TRADE
wpn_svu ;NO TRADE
wpn_svd ;NO TRADE
wpn_rg-6 ;NO TRADE
wpn_rpg7 ;NO TRADE
wpn_g36 ;NO TRADE
wpn_fn2000 ;NO TRADE
wpn_pkm ;NO TRADE
;ADDONS
wpn_addon_scope ;NO TRADE
wpn_addon_scope_x2.7 ;NO TRADE
wpn_addon_scope_detector ;NO TRADE
wpn_addon_scope_night ;NO TRADE
wpn_addon_scope_susat ;NO TRADE
wpn_addon_scope_susat_x1.6 ;NO TRADE
wpn_addon_scope_susat_custom ;NO TRADE
wpn_addon_scope_susat_dusk ;NO TRADE
wpn_addon_scope_susat_night ;NO TRADE
wpn_addon_silencer ;NO TRADE
wpn_addon_grenade_launcher ;NO TRADE
wpn_addon_grenade_launcher_m203 ;NO TRADE
;Áðîíèêè
novice_outfit ;NO TRADE
specops_outfit ;NO TRADE
military_outfit ;NO TRADE
stalker_outfit ;NO TRADE
scientific_outfit ;NO TRADE
exo_outfit ;NO TRADE
svoboda_light_outfit ;NO TRADE
svoboda_heavy_outfit ;NO TRADE
cs_heavy_outfit ;NO TRADE
dolg_outfit ;NO TRADE
dolg_heavy_outfit ;NO TRADE
;Øëåìû
helm_respirator ;NO TRADE
helm_hardhat ;NO TRADE
helm_protective ;NO TRADE
helm_tactic ;NO TRADE
helm_battle ;NO TRADE
;Ìåäèêàìåíòû
bandage = 0.8, 0.4
medkit = 0.8, 0.4
medkit_scientic = 0.8, 0.4
medkit_army = 0.8, 0.4
antirad = 0.8, 0.4
;Áóñòåðû
drug_booster = 0.8, 0.4
drug_coagulant = 0.8, 0.4
drug_psy_blockade = 0.8, 0.4
drug_antidot = 0.8, 0.4
drug_radioprotector = 0.8, 0.4
drug_anabiotic = 0.8, 0.4
;Åäà
bread ;NO TRADE
kolbasa ;NO TRADE
conserva ;NO TRADE
vodka ;NO TRADE
energy_drink ;NO TRADE
;Ïðåäìåòû
device_torch ;NO TRADE
detector_simple ;NO TRADE
detector_advanced ;NO TRADE
detector_elite ;NO TRADE
detector_scientific ;NO TRADE
device_pda ;NO TRADE
hand_radio ;NO TRADE
guitar_a ;NO TRADE
harmonica_a ;NO TRADE
anomaly_scaner ;NO TRADE
;Êâåñòîâûå ïðåäìåòû
jup_a9_conservation_info ;NO TRADE
jup_a9_power_info ;NO TRADE
jup_a9_way_info ;NO TRADE
jup_a9_evacuation_info ;NO TRADE
jup_a9_meeting_info ;NO TRADE
jup_a9_losses_info ;NO TRADE
jup_a9_delivery_info ;NO TRADE
jup_b10_ufo_memory ;NO TRADE
jup_b10_ufo_memory_2 ;NO TRADE
jup_b10_notes_01 ;NO TRADE
jup_b10_notes_02 ;NO TRADE
jup_b10_notes_03 ;NO TRADE
jup_b205_sokolov_note ;NO TRADE
jup_b206_plant ;NO TRADE
jup_b209_monster_scanner ;NO TRADE
jup_b200_tech_materials_wire ;NO TRADE
jup_b200_tech_materials_acetone ;NO TRADE
jup_b200_tech_materials_textolite ;NO TRADE
jup_b200_tech_materials_transistor ;NO TRADE
jup_b200_tech_materials_capacitor ;NO TRADE
jup_b9_blackbox ;NO TRADE
jup_b32_scanner_device ;NO TRADE
jup_b46_duty_founder_pda ;NO TRADE
jup_b207_merc_pda_with_contract ;NO TRADE
jup_b47_jupiter_products_info ;NO TRADE
toolkit_2 ;NO TRADE
toolkit_1 ;NO TRADE
zat_b33_safe_container ;NO TRADE
zat_b57_gas ;NO TRADE
zat_b12_key_1 ;NO TRADE
zat_b12_key_2 ;NO TRADE
zat_b12_documents_1 ;NO TRADE
zat_b12_documents_2 ;NO TRADE
device_pda_port_bandit_leader ;NO TRADE
device_flash_snag ;NO TRADE
jup_b202_bandit_pda ;NO TRADE
zat_b40_notebook ;NO TRADE
zat_b40_pda_1 ;NO TRADE
zat_b40_pda_2 ;NO TRADE
device_pda_zat_b5_dealer ;NO TRADE
zat_b20_noah_pda ;NO TRADE
zat_a23_access_card ;NO TRADE
zat_a23_gauss_rifle_docs ;NO TRADE
zat_b44_barge_pda ;NO TRADE
zat_b39_joker_pda ;NO TRADE
zat_b22_medic_pda ;NO TRADE
toolkit_3 ;NO TRADE
pri_b35_lab_x8_key ;NO TRADE
pri_b306_envoy_pda ;NO TRADE
pri_b36_monolith_hiding_place_pda ;NO TRADE
pri_a25_explosive_charge_item ;NO TRADE
pri_a19_american_experiment_info ;NO TRADE
pri_a19_lab_x16_info ;NO TRADE
pri_a19_lab_x10_info ;NO TRADE
pri_a19_lab_x7_info ;NO TRADE
pri_a19_lab_x18_info ;NO TRADE
zat_a23_labx8_key ;NO TRADE
lx8_service_instruction ;NO TRADE
af_compass ;NO TRADE
af_oasis_heart ;NO TRADE
jup_b1_half_artifact ;NO TRADE
af_quest_b14_twisted ;NO TRADE
;Óíèêàëüíûå ïðåäìåòû
wpn_pm_actor ;NO TRADE
wpn_sig550_luckygun ;NO TRADE
wpn_pkm_zulus ;NO TRADE
wpn_wincheaster1300_trapper ;NO TRADE
wpn_desert_eagle_nimble ;NO TRADE
wpn_groza_nimble ;NO TRADE
wpn_mp5_nimble ;NO TRADE
wpn_sig220_nimble ;NO TRADE
wpn_spas12_nimble ;NO TRADE
wpn_svd_nimble ;NO TRADE
wpn_svu_nimble ;NO TRADE
wpn_usp_nimble ;NO TRADE
wpn_vintorez_nimble ;NO TRADE
wpn_g36_nimble ;NO TRADE
wpn_fn2000_nimble ;NO TRADE
wpn_protecta_nimble ;NO TRADE
stalker_outfit_barge ;NO TRADE
helm_respirator_joker ;NO TRADE
helm_hardhat_snag ;NO TRADE
wpn_ak74u_snag ;NO TRADE
wpn_fort_snag ;NO TRADE
[buy_tier_2]:trade_generic_buy
;Àðòåôàêòû
af_cristall ;NO TRADE
af_fireball ;NO TRADE
af_dummy_glassbeads ;NO TRADE
af_eye ;NO TRADE
af_fire ;NO TRADE
af_medusa ;NO TRADE
af_cristall_flower ;NO TRADE
af_night_star ;NO TRADE
af_vyvert ;NO TRADE
af_gravi ;NO TRADE
af_gold_fish ;NO TRADE
af_blood ;NO TRADE
af_mincer_meat ;NO TRADE
af_soul ;NO TRADE
af_fuzz_kolobok ;NO TRADE
af_baloon ;NO TRADE
af_glass ;NO TRADE
af_electra_sparkler ;NO TRADE
af_electra_flash ;NO TRADE
af_electra_moonlight ;NO TRADE
af_dummy_battery ;NO TRADE
af_dummy_dummy ;NO TRADE
af_ice ;NO TRADE
[trade_generic_sell]
;Àðòåôàêòû
af_cristall ;NO TRADE
af_fireball ;NO TRADE
af_dummy_glassbeads ;NO TRADE
af_eye ;NO TRADE
af_fire ;NO TRADE
af_medusa ;NO TRADE
af_cristall_flower ;NO TRADE
af_night_star ;NO TRADE
af_vyvert ;NO TRADE
af_gravi ;NO TRADE
af_gold_fish ;NO TRADE
af_blood ;NO TRADE
af_mincer_meat ;NO TRADE
af_soul ;NO TRADE
af_fuzz_kolobok ;NO TRADE
af_baloon ;NO TRADE
af_glass ;NO TRADE
af_electra_sparkler ;NO TRADE
af_electra_flash ;NO TRADE
af_electra_moonlight ;NO TRADE
af_dummy_battery ;NO TRADE
af_dummy_dummy ;NO TRADE
af_ice ;NO TRADE
;Àììóíèöèÿ
ammo_9x18_fmj ;NO TRADE
ammo_9x18_pmm ;NO TRADE
ammo_9x19_pbp ;NO TRADE
ammo_9x19_fmj ;NO TRADE
ammo_11.43x23_hydro ;NO TRADE
ammo_11.43x23_fmj ;NO TRADE
ammo_12x70_buck ;NO TRADE
ammo_12x76_zhekan ;NO TRADE
ammo_5.45x39_ap ;NO TRADE
ammo_5.45x39_fmj ;NO TRADE
ammo_9x39_ap ;NO TRADE
ammo_9x39_pab9 ;NO TRADE
ammo_5.56x45_ss190 ;NO TRADE
ammo_5.56x45_ap ;NO TRADE
ammo_7.62x54_7h1 ;NO TRADE
ammo_og-7b ;NO TRADE
ammo_vog-25 ;NO TRADE
grenade_f1 ;NO TRADE
grenade_rgd5 ;NO TRADE
ammo_m209 ;NO TRADE
ammo_gauss ;NO TRADE
ammo_gauss_cardan ;NO TRADE
;Îðóæèå
wpn_pm ;NO TRADE
wpn_pb ;NO TRADE
wpn_fort ;NO TRADE
wpn_hpsa ;NO TRADE
wpn_beretta ;NO TRADE
wpn_walther ;NO TRADE
wpn_sig220 ;NO TRADE
wpn_colt1911 ;NO TRADE
wpn_usp ;NO TRADE
wpn_desert_eagle ;NO TRADE
wpn_bm16 ;NO TRADE
wpn_toz34 ;NO TRADE
wpn_wincheaster1300 ;NO TRADE
wpn_spas12 ;NO TRADE
wpn_protecta ;NO TRADE
wpn_ak74u ;NO TRADE
wpn_mp5 ;NO TRADE
wpn_ak74 ;NO TRADE
wpn_abakan ;NO TRADE
wpn_l85 ;NO TRADE
wpn_lr300 ;NO TRADE
wpn_sig550 ;NO TRADE
wpn_groza ;NO TRADE
wpn_val ;NO TRADE
wpn_vintorez ;NO TRADE
wpn_svu ;NO TRADE
wpn_svd ;NO TRADE
wpn_rg-6 ;NO TRADE
wpn_rpg7 ;NO TRADE
wpn_g36 ;NO TRADE
wpn_fn2000 ;NO TRADE
;ADDONS
wpn_addon_scope ;NO TRADE
wpn_addon_scope_x2.7 ;NO TRADE
wpn_addon_scope_detector ;NO TRADE
wpn_addon_scope_night ;NO TRADE
wpn_addon_scope_susat ;NO TRADE
wpn_addon_scope_susat_x1.6 ;NO TRADE
wpn_addon_scope_susat_custom ;NO TRADE
wpn_addon_scope_susat_dusk ;NO TRADE
wpn_addon_scope_susat_night ;NO TRADE
wpn_addon_silencer ;NO TRADE
wpn_addon_grenade_launcher ;NO TRADE
wpn_addon_grenade_launcher_m203 ;NO TRADE
;Áðîíèêè
novice_outfit ;NO TRADE
specops_outfit ;NO TRADE
military_outfit ;NO TRADE
stalker_outfit ;NO TRADE
scientific_outfit ;NO TRADE
exo_outfit ;NO TRADE
svoboda_light_outfit ;NO TRADE
svoboda_heavy_outfit ;NO TRADE
cs_heavy_outfit ;NO TRADE
dolg_outfit ;NO TRADE
dolg_heavy_outfit ;NO TRADE
;Øëåìû
helm_respirator ;NO TRADE
helm_hardhat ;NO TRADE
helm_protective ;NO TRADE
helm_tactic ;NO TRADE
helm_battle ;NO TRADE
;Ìåäèêàìåíòû
bandage = 1, 1.8
medkit = 1, 1.8
medkit_scientic = 1, 1.8
medkit_army = 1, 1.8
antirad = 1, 1.8
;Áóñòåðû
drug_booster = 1, 2
drug_coagulant = 1, 2
drug_psy_blockade = 1, 2
drug_antidot = 1, 2
drug_radioprotector = 1, 2
drug_anabiotic = 1, 2
;Åäà
bread ;NO TRADE
kolbasa ;NO TRADE
conserva ;NO TRADE
vodka ;NO TRADE
energy_drink ;NO TRADE
;Ïðåäìåòû
device_torch ;NO TRADE
detector_simple ;NO TRADE
detector_advanced ;NO TRADE
detector_elite ;NO TRADE
detector_scientific ;NO TRADE
device_pda ;NO TRADE
guitar_a ;NO TRADE
harmonica_a ;NO TRADE
anomaly_scaner ;NO TRADE
;Êâåñòîâûå ïðåäìåòû
jup_a9_conservation_info ;NO TRADE
jup_a9_power_info ;NO TRADE
jup_a9_way_info ;NO TRADE
jup_a9_evacuation_info ;NO TRADE
jup_a9_meeting_info ;NO TRADE
jup_a9_losses_info ;NO TRADE
jup_a9_delivery_info ;NO TRADE
jup_b10_ufo_memory ;NO TRADE
jup_b10_ufo_memory_2 ;NO TRADE
jup_b10_notes_01 ;NO TRADE
jup_b10_notes_02 ;NO TRADE
jup_b10_notes_03 ;NO TRADE
jup_b205_sokolov_note ;NO TRADE
jup_b206_plant ;NO TRADE
jup_b209_monster_scanner ;NO TRADE
jup_b200_tech_materials_wire ;NO TRADE
jup_b200_tech_materials_acetone ;NO TRADE
jup_b200_tech_materials_textolite ;NO TRADE
jup_b200_tech_materials_transistor ;NO TRADE
jup_b200_tech_materials_capacitor ;NO TRADE
jup_b9_blackbox ;NO TRADE
jup_b32_scanner_device ;NO TRADE
jup_b46_duty_founder_pda ;NO TRADE
jup_b207_merc_pda_with_contract ;NO TRADE
jup_b47_jupiter_products_info ;NO TRADE
toolkit_2 ;NO TRADE
toolkit_1 ;NO TRADE
zat_b33_safe_container ;NO TRADE
zat_b57_gas ;NO TRADE
zat_b12_key_1 ;NO TRADE
zat_b12_key_2 ;NO TRADE
zat_b12_documents_1 ;NO TRADE
zat_b12_documents_2 ;NO TRADE
device_pda_port_bandit_leader ;NO TRADE
device_flash_snag ;NO TRADE
jup_b202_bandit_pda ;NO TRADE
zat_b40_notebook ;NO TRADE
zat_b40_pda_1 ;NO TRADE
zat_b40_pda_2 ;NO TRADE
device_pda_zat_b5_dealer ;NO TRADE
zat_b20_noah_pda ;NO TRADE
zat_a23_access_card ;NO TRADE
zat_a23_gauss_rifle_docs ;NO TRADE
zat_b44_barge_pda ;NO TRADE
zat_b39_joker_pda ;NO TRADE
zat_b22_medic_pda ;NO TRADE
toolkit_3 ;NO TRADE
pri_b35_lab_x8_key ;NO TRADE
pri_b306_envoy_pda ;NO TRADE
pri_b36_monolith_hiding_place_pda ;NO TRADE
pri_a25_explosive_charge_item ;NO TRADE
pri_a19_american_experiment_info ;NO TRADE
pri_a19_lab_x16_info ;NO TRADE
pri_a19_lab_x10_info ;NO TRADE
pri_a19_lab_x7_info ;NO TRADE
pri_a19_lab_x18_info ;NO TRADE
zat_a23_labx8_key ;NO TRADE
lx8_service_instruction ;NO TRADE
af_compass ;NO TRADE
af_oasis_heart ;NO TRADE
jup_b1_half_artifact ;NO TRADE
af_quest_b14_twisted ;NO TRADE
;Óíèêàëüíûå ïðåäìåòû
[supplies_start]
;Ìåäèêàìåíòû
bandage = 15, 0.8
medkit = 10, 0.8
antirad = 10, 0.8
;Áóñòåðû
drug_booster = 5, 0.25
drug_coagulant = 5, 0.25
drug_antidot = 5, 0.25
drug_radioprotector = 5, 0.25
drug_psy_blockade = 5, 0.2
[supplies_free]
;Ìåäèêàìåíòû
bandage = 16, 0.8
medkit = 12, 0.8
antirad = 12, 0.8
medkit_scientic = 4, 0.8
;Áóñòåðû
drug_booster = 5, 0.3
drug_coagulant = 5, 0.3
drug_antidot = 5, 0.3
drug_radioprotector = 5, 0.3
drug_psy_blockade = 5, 0.25
[supplies_stalkers]
;Ìåäèêàìåíòû
bandage = 16, 0.8
medkit = 12, 0.8
antirad = 12, 0.8
medkit_scientic = 2, 0.8
;Áóñòåðû
drug_booster = 6, 0.3
drug_coagulant = 6, 0.3
drug_antidot = 6, 0.3
drug_radioprotector = 6, 0.3
drug_psy_blockade = 6, 0.25
[supplies_duty]
;Ìåäèêàìåíòû
bandage = 16, 0.8
medkit = 12, 0.8
antirad = 12, 0.8
medkit_army = 6, 0.8
;Áóñòåðû
drug_booster = 5, 0.3
drug_coagulant = 5, 0.3
drug_antidot = 5, 0.3
drug_radioprotector = 5, 0.3
drug_psy_blockade = 5, 0.25
[supplies_st_duty]
;Ìåäèêàìåíòû
bandage = 16, 0.8
medkit = 12, 0.8
antirad = 12, 0.8
medkit_scientic = 2, 0.8
medkit_army = 6, 0.8
;Áóñòåðû
drug_booster = 6, 0.3
drug_coagulant = 6, 0.3
drug_antidot = 6, 0.3
drug_radioprotector = 6, 0.3
drug_psy_blockade = 6, 0.25
[supplies_st_free]
;Ìåäèêàìåíòû
bandage = 16, 0.8
medkit = 12, 0.8
antirad = 12, 0.8
medkit_scientic = 6, 0.8
;Áóñòåðû
drug_booster = 6, 0.3
drug_coagulant = 6, 0.3
drug_antidot = 6, 0.3
drug_radioprotector = 6, 0.3
drug_psy_blockade = 6, 0.25
[supplies_duty_free]
;Ìåäèêàìåíòû
bandage = 16, 0.8
medkit = 12, 0.8
antirad = 12, 0.8
medkit_scientic = 5, 0.8
medkit_army = 5, 0.8
;Áóñòåðû
drug_booster = 5, 0.3
drug_coagulant = 5, 0.3
drug_antidot = 5, 0.3
drug_radioprotector = 5, 0.3
drug_psy_blockade = 5, 0.25

View file

@ -0,0 +1,575 @@
[trader]
buy_condition = trade_generic_buy
sell_condition = trade_generic_sell
buy_supplies = {+pioneer_achievement_gained +research_man_gained} supplies_advanced_anobiotik, {+pioneer_achievement_gained} supplies_anobiotik, {+research_man_gained} supplies_advanced, supplies_start
discounts = {+pioneer_achievement_gained +research_man_gained} discount_2, {+research_man_gained} discount
[discount]
buy = 1
sell = 0.75
[discount_2]
buy = 1
sell = 0.6
[trade_generic_buy]
;Àðòåôàêòû
af_cristall ;NO TRADE
af_fireball ;NO TRADE
af_dummy_glassbeads ;NO TRADE
af_eye ;NO TRADE
af_fire ;NO TRADE
af_medusa ;NO TRADE
af_cristall_flower ;NO TRADE
af_night_star ;NO TRADE
af_vyvert ;NO TRADE
af_gravi ;NO TRADE
af_gold_fish ;NO TRADE
af_blood ;NO TRADE
af_mincer_meat ;NO TRADE
af_soul ;NO TRADE
af_fuzz_kolobok ;NO TRADE
af_baloon ;NO TRADE
af_glass ;NO TRADE
af_electra_sparkler ;NO TRADE
af_electra_flash ;NO TRADE
af_electra_moonlight ;NO TRADE
af_dummy_battery ;NO TRADE
af_dummy_dummy ;NO TRADE
af_ice ;NO TRADE
ammo_gauss ;NO TRADE
ammo_gauss_cardan ;NO TRADE
;Àììóíèöèÿ
ammo_9x18_fmj ;NO TRADE
ammo_9x18_pmm ;NO TRADE
ammo_9x19_pbp ;NO TRADE
ammo_9x19_fmj ;NO TRADE
ammo_11.43x23_hydro ;NO TRADE
ammo_11.43x23_fmj ;NO TRADE
ammo_12x70_buck ;NO TRADE
ammo_12x76_zhekan ;NO TRADE
ammo_5.45x39_ap ;NO TRADE
ammo_5.45x39_fmj ;NO TRADE
ammo_9x39_ap ;NO TRADE
ammo_9x39_pab9 ;NO TRADE
ammo_5.56x45_ss190 ;NO TRADE
ammo_5.56x45_ap ;NO TRADE
ammo_7.62x54_7h1 ;NO TRADE
ammo_og-7b ;NO TRADE
ammo_vog-25 ;NO TRADE
grenade_f1 ;NO TRADE
grenade_rgd5 ;NO TRADE
ammo_m209 ;NO TRADE
ammo_pkm_100 ;NO TRADE
;Îðóæèå
wpn_pm ;NO TRADE
wpn_pb ;NO TRADE
wpn_fort ;NO TRADE
wpn_hpsa ;NO TRADE
wpn_beretta ;NO TRADE
wpn_walther ;NO TRADE
wpn_sig220 ;NO TRADE
wpn_colt1911 ;NO TRADE
wpn_usp ;NO TRADE
wpn_desert_eagle ;NO TRADE
wpn_bm16 ;NO TRADE
wpn_toz34 ;NO TRADE
wpn_wincheaster1300 ;NO TRADE
wpn_spas12 ;NO TRADE
wpn_protecta ;NO TRADE
wpn_ak74u ;NO TRADE
wpn_mp5 ;NO TRADE
wpn_ak74 ;NO TRADE
wpn_abakan ;NO TRADE
wpn_l85 ;NO TRADE
wpn_lr300 ;NO TRADE
wpn_sig550 ;NO TRADE
wpn_groza ;NO TRADE
wpn_val ;NO TRADE
wpn_vintorez ;NO TRADE
wpn_svu ;NO TRADE
wpn_svd ;NO TRADE
wpn_rg-6 ;NO TRADE
wpn_rpg7 ;NO TRADE
wpn_g36 ;NO TRADE
wpn_fn2000 ;NO TRADE
wpn_pkm ;NO TRADE
;ADDONS
wpn_addon_scope ;NO TRADE
wpn_addon_scope_x2.7 ;NO TRADE
wpn_addon_scope_detector ;NO TRADE
wpn_addon_scope_night ;NO TRADE
wpn_addon_scope_susat ;NO TRADE
wpn_addon_scope_susat_x1.6 ;NO TRADE
wpn_addon_scope_susat_custom ;NO TRADE
wpn_addon_scope_susat_dusk ;NO TRADE
wpn_addon_scope_susat_night ;NO TRADE
wpn_addon_silencer ;NO TRADE
wpn_addon_grenade_launcher ;NO TRADE
wpn_addon_grenade_launcher_m203 ;NO TRADE
;Áðîíèêè
novice_outfit ;NO TRADE
specops_outfit ;NO TRADE
military_outfit ;NO TRADE
stalker_outfit ;NO TRADE
scientific_outfit ;NO TRADE
exo_outfit ;NO TRADE
svoboda_light_outfit ;NO TRADE
svoboda_heavy_outfit ;NO TRADE
cs_heavy_outfit ;NO TRADE
dolg_outfit ;NO TRADE
dolg_heavy_outfit ;NO TRADE
;Øëåìû
helm_respirator ;NO TRADE
helm_hardhat ;NO TRADE
helm_protective ;NO TRADE
helm_tactic ;NO TRADE
helm_battle ;NO TRADE
;Ìåäèêàìåíòû
bandage ;NO TRADE
medkit ;NO TRADE
medkit_scientic ;NO TRADE
medkit_army ;NO TRADE
antirad ;NO TRADE
;Áóñòåðû
drug_booster ;NO TRADE
drug_coagulant ;NO TRADE
drug_psy_blockade ;NO TRADE
drug_antidot ;NO TRADE
drug_radioprotector ;NO TRADE
drug_anabiotic ;NO TRADE
;Åäà
bread ;NO TRADE
kolbasa ;NO TRADE
conserva ;NO TRADE
vodka ;NO TRADE
energy_drink ;NO TRADE
;Ïðåäìåòû
device_torch ;NO TRADE
detector_simple ;NO TRADE
detector_advanced ;NO TRADE
detector_elite ;NO TRADE
detector_scientific ;NO TRADE
device_pda ;NO TRADE
hand_radio ;NO TRADE
guitar_a ;NO TRADE
harmonica_a ;NO TRADE
anomaly_scaner ;NO TRADE
;Êâåñòîâûå ïðåäìåòû
jup_a9_conservation_info ;NO TRADE
jup_a9_power_info ;NO TRADE
jup_a9_way_info ;NO TRADE
jup_a9_evacuation_info ;NO TRADE
jup_a9_meeting_info ;NO TRADE
jup_a9_losses_info ;NO TRADE
jup_a9_delivery_info ;NO TRADE
jup_b10_ufo_memory ;NO TRADE
jup_b10_ufo_memory_2 ;NO TRADE
jup_b10_notes_01 ;NO TRADE
jup_b10_notes_02 ;NO TRADE
jup_b10_notes_03 ;NO TRADE
jup_b205_sokolov_note ;NO TRADE
jup_b206_plant ;NO TRADE
jup_b209_monster_scanner ;NO TRADE
jup_b200_tech_materials_wire ;NO TRADE
jup_b200_tech_materials_acetone ;NO TRADE
jup_b200_tech_materials_textolite ;NO TRADE
jup_b200_tech_materials_transistor ;NO TRADE
jup_b200_tech_materials_capacitor ;NO TRADE
jup_b9_blackbox ;NO TRADE
jup_b32_scanner_device ;NO TRADE
jup_b46_duty_founder_pda ;NO TRADE
jup_b207_merc_pda_with_contract ;NO TRADE
jup_b47_jupiter_products_info ;NO TRADE
toolkit_2 ;NO TRADE
toolkit_1 ;NO TRADE
zat_b33_safe_container ;NO TRADE
zat_b57_gas ;NO TRADE
zat_b12_key_1 ;NO TRADE
zat_b12_key_2 ;NO TRADE
zat_b12_documents_1 ;NO TRADE
zat_b12_documents_2 ;NO TRADE
device_pda_port_bandit_leader ;NO TRADE
device_flash_snag ;NO TRADE
jup_b202_bandit_pda ;NO TRADE
zat_b40_notebook ;NO TRADE
zat_b40_pda_1 ;NO TRADE
zat_b40_pda_2 ;NO TRADE
device_pda_zat_b5_dealer ;NO TRADE
zat_b20_noah_pda ;NO TRADE
zat_a23_access_card ;NO TRADE
zat_a23_gauss_rifle_docs ;NO TRADE
zat_b44_barge_pda ;NO TRADE
zat_b39_joker_pda ;NO TRADE
zat_b22_medic_pda ;NO TRADE
toolkit_3 ;NO TRADE
pri_b35_lab_x8_key ;NO TRADE
pri_b306_envoy_pda ;NO TRADE
pri_b36_monolith_hiding_place_pda ;NO TRADE
pri_a25_explosive_charge_item ;NO TRADE
pri_a19_american_experiment_info ;NO TRADE
pri_a19_lab_x16_info ;NO TRADE
pri_a19_lab_x10_info ;NO TRADE
pri_a19_lab_x7_info ;NO TRADE
pri_a19_lab_x18_info ;NO TRADE
zat_a23_labx8_key ;NO TRADE
lx8_service_instruction ;NO TRADE
af_compass ;NO TRADE
af_oasis_heart ;NO TRADE
jup_b1_half_artifact ;NO TRADE
af_quest_b14_twisted ;NO TRADE
;Óíèêàëüíûå ïðåäìåòû
wpn_pm_actor ;NO TRADE
wpn_sig550_luckygun ;NO TRADE
wpn_pkm_zulus ;NO TRADE
wpn_wincheaster1300_trapper ;NO TRADE
wpn_desert_eagle_nimble ;NO TRADE
wpn_groza_nimble ;NO TRADE
wpn_mp5_nimble ;NO TRADE
wpn_sig220_nimble ;NO TRADE
wpn_spas12_nimble ;NO TRADE
wpn_svd_nimble ;NO TRADE
wpn_svu_nimble ;NO TRADE
wpn_usp_nimble ;NO TRADE
wpn_vintorez_nimble ;NO TRADE
wpn_g36_nimble ;NO TRADE
wpn_fn2000_nimble ;NO TRADE
wpn_protecta_nimble ;NO TRADE
stalker_outfit_barge ;NO TRADE
helm_respirator_joker ;NO TRADE
helm_hardhat_snag ;NO TRADE
wpn_ak74u_snag ;NO TRADE
wpn_fort_snag ;NO TRADE
[buy_tier_2]:trade_generic_buy
;Àðòåôàêòû
af_cristall ;NO TRADE
af_fireball ;NO TRADE
af_dummy_glassbeads ;NO TRADE
af_eye ;NO TRADE
af_fire ;NO TRADE
af_medusa ;NO TRADE
af_cristall_flower ;NO TRADE
af_night_star ;NO TRADE
af_vyvert ;NO TRADE
af_gravi ;NO TRADE
af_gold_fish ;NO TRADE
af_blood ;NO TRADE
af_mincer_meat ;NO TRADE
af_soul ;NO TRADE
af_fuzz_kolobok ;NO TRADE
af_baloon ;NO TRADE
af_glass ;NO TRADE
af_electra_sparkler ;NO TRADE
af_electra_flash ;NO TRADE
af_electra_moonlight ;NO TRADE
af_dummy_battery ;NO TRADE
af_dummy_dummy ;NO TRADE
af_ice ;NO TRADE
[trade_generic_sell]
;Àðòåôàêòû
af_cristall ;NO TRADE
af_fireball ;NO TRADE
af_dummy_glassbeads ;NO TRADE
af_eye ;NO TRADE
af_fire ;NO TRADE
af_medusa ;NO TRADE
af_cristall_flower ;NO TRADE
af_night_star ;NO TRADE
af_vyvert ;NO TRADE
af_gravi ;NO TRADE
af_gold_fish ;NO TRADE
af_blood ;NO TRADE
af_mincer_meat ;NO TRADE
af_soul ;NO TRADE
af_fuzz_kolobok ;NO TRADE
af_baloon ;NO TRADE
af_glass ;NO TRADE
af_electra_sparkler ;NO TRADE
af_electra_flash ;NO TRADE
af_electra_moonlight ;NO TRADE
af_dummy_battery ;NO TRADE
af_dummy_dummy ;NO TRADE
af_ice ;NO TRADE
;Àììóíèöèÿ
ammo_9x18_fmj ;NO TRADE
ammo_9x18_pmm ;NO TRADE
ammo_9x19_pbp ;NO TRADE
ammo_9x19_fmj ;NO TRADE
ammo_11.43x23_hydro ;NO TRADE
ammo_11.43x23_fmj ;NO TRADE
ammo_12x70_buck ;NO TRADE
ammo_12x76_zhekan ;NO TRADE
ammo_5.45x39_ap ;NO TRADE
ammo_5.45x39_fmj ;NO TRADE
ammo_9x39_ap ;NO TRADE
ammo_9x39_pab9 ;NO TRADE
ammo_5.56x45_ss190 ;NO TRADE
ammo_5.56x45_ap ;NO TRADE
ammo_7.62x54_7h1 ;NO TRADE
ammo_og-7b ;NO TRADE
ammo_vog-25 ;NO TRADE
grenade_f1 ;NO TRADE
grenade_rgd5 ;NO TRADE
ammo_m209 ;NO TRADE
ammo_gauss ;NO TRADE
ammo_gauss_cardan ;NO TRADE
;Îðóæèå
wpn_pm ;NO TRADE
wpn_pb ;NO TRADE
wpn_fort ;NO TRADE
wpn_hpsa ;NO TRADE
wpn_beretta ;NO TRADE
wpn_walther ;NO TRADE
wpn_sig220 ;NO TRADE
wpn_colt1911 ;NO TRADE
wpn_usp ;NO TRADE
wpn_desert_eagle ;NO TRADE
wpn_bm16 ;NO TRADE
wpn_toz34 ;NO TRADE
wpn_wincheaster1300 ;NO TRADE
wpn_spas12 ;NO TRADE
wpn_protecta ;NO TRADE
wpn_ak74u ;NO TRADE
wpn_mp5 ;NO TRADE
wpn_ak74 ;NO TRADE
wpn_abakan ;NO TRADE
wpn_l85 ;NO TRADE
wpn_lr300 ;NO TRADE
wpn_sig550 ;NO TRADE
wpn_groza ;NO TRADE
wpn_val ;NO TRADE
wpn_vintorez ;NO TRADE
wpn_svu ;NO TRADE
wpn_svd ;NO TRADE
wpn_rg-6 ;NO TRADE
wpn_rpg7 ;NO TRADE
wpn_g36 ;NO TRADE
wpn_fn2000 ;NO TRADE
;ADDONS
wpn_addon_scope ;NO TRADE
wpn_addon_scope_x2.7 ;NO TRADE
wpn_addon_scope_detector ;NO TRADE
wpn_addon_scope_night ;NO TRADE
wpn_addon_scope_susat ;NO TRADE
wpn_addon_scope_susat_x1.6 ;NO TRADE
wpn_addon_scope_susat_custom ;NO TRADE
wpn_addon_scope_susat_dusk ;NO TRADE
wpn_addon_scope_susat_night ;NO TRADE
wpn_addon_silencer ;NO TRADE
wpn_addon_grenade_launcher ;NO TRADE
wpn_addon_grenade_launcher_m203 ;NO TRADE
;Áðîíèêè
novice_outfit ;NO TRADE
specops_outfit ;NO TRADE
military_outfit ;NO TRADE
stalker_outfit ;NO TRADE
scientific_outfit ;NO TRADE
exo_outfit ;NO TRADE
svoboda_light_outfit ;NO TRADE
svoboda_heavy_outfit ;NO TRADE
cs_heavy_outfit ;NO TRADE
dolg_outfit ;NO TRADE
dolg_heavy_outfit ;NO TRADE
;Øëåìû
helm_respirator ;NO TRADE
helm_hardhat ;NO TRADE
helm_protective ;NO TRADE
helm_tactic ;NO TRADE
helm_battle ;NO TRADE
;Ìåäèêàìåíòû
bandage = 1, 2.2
medkit = 1, 2.2
medkit_scientic = 1, 2.2
medkit_army = 1, 2.2
antirad = 1, 2.2
;Áóñòåðû
drug_booster = 1, 2.2
drug_coagulant = 1, 2.2
drug_psy_blockade = 1, 2.2
drug_antidot = 1, 2.2
drug_radioprotector = 1, 2.2
drug_anabiotic = 1, 2.2
;Åäà
bread ;NO TRADE
kolbasa ;NO TRADE
conserva ;NO TRADE
vodka ;NO TRADE
energy_drink ;NO TRADE
;Ïðåäìåòû
device_torch ;NO TRADE
detector_simple ;NO TRADE
detector_advanced ;NO TRADE
detector_elite = 1, 2.2
detector_scientific = 1, 2.2
device_pda ;NO TRADE
guitar_a ;NO TRADE
harmonica_a ;NO TRADE
anomaly_scaner ;NO TRADE
;Êâåñòîâûå ïðåäìåòû
jup_a9_conservation_info ;NO TRADE
jup_a9_power_info ;NO TRADE
jup_a9_way_info ;NO TRADE
jup_a9_evacuation_info ;NO TRADE
jup_a9_meeting_info ;NO TRADE
jup_a9_losses_info ;NO TRADE
jup_a9_delivery_info ;NO TRADE
jup_b10_ufo_memory ;NO TRADE
jup_b10_ufo_memory_2 ;NO TRADE
jup_b10_notes_01 ;NO TRADE
jup_b10_notes_02 ;NO TRADE
jup_b10_notes_03 ;NO TRADE
jup_b205_sokolov_note ;NO TRADE
jup_b206_plant ;NO TRADE
jup_b209_monster_scanner ;NO TRADE
jup_b200_tech_materials_wire ;NO TRADE
jup_b200_tech_materials_acetone ;NO TRADE
jup_b200_tech_materials_textolite ;NO TRADE
jup_b200_tech_materials_transistor ;NO TRADE
jup_b200_tech_materials_capacitor ;NO TRADE
jup_b9_blackbox ;NO TRADE
jup_b32_scanner_device ;NO TRADE
jup_b46_duty_founder_pda ;NO TRADE
jup_b207_merc_pda_with_contract ;NO TRADE
jup_b47_jupiter_products_info ;NO TRADE
toolkit_2 ;NO TRADE
toolkit_1 ;NO TRADE
zat_b33_safe_container ;NO TRADE
zat_b57_gas ;NO TRADE
zat_b12_key_1 ;NO TRADE
zat_b12_key_2 ;NO TRADE
zat_b12_documents_1 ;NO TRADE
zat_b12_documents_2 ;NO TRADE
device_pda_port_bandit_leader ;NO TRADE
device_flash_snag ;NO TRADE
jup_b202_bandit_pda ;NO TRADE
zat_b40_notebook ;NO TRADE
zat_b40_pda_1 ;NO TRADE
zat_b40_pda_2 ;NO TRADE
device_pda_zat_b5_dealer ;NO TRADE
zat_b20_noah_pda ;NO TRADE
zat_a23_access_card ;NO TRADE
zat_a23_gauss_rifle_docs ;NO TRADE
zat_b44_barge_pda ;NO TRADE
zat_b39_joker_pda ;NO TRADE
zat_b22_medic_pda ;NO TRADE
toolkit_3 ;NO TRADE
pri_b35_lab_x8_key ;NO TRADE
pri_b306_envoy_pda ;NO TRADE
pri_b36_monolith_hiding_place_pda ;NO TRADE
pri_a25_explosive_charge_item ;NO TRADE
pri_a19_american_experiment_info ;NO TRADE
pri_a19_lab_x16_info ;NO TRADE
pri_a19_lab_x10_info ;NO TRADE
pri_a19_lab_x7_info ;NO TRADE
pri_a19_lab_x18_info ;NO TRADE
zat_a23_labx8_key ;NO TRADE
lx8_service_instruction ;NO TRADE
af_compass ;NO TRADE
af_oasis_heart ;NO TRADE
jup_b1_half_artifact ;NO TRADE
af_quest_b14_twisted ;NO TRADE
;Óíèêàëüíûå ïðåäìåòû
wpn_pm_actor ;NO TRADE
wpn_sig550_luckygun ;NO TRADE
wpn_pkm_zulus ;NO TRADE
wpn_wincheaster1300_trapper ;NO TRADE
wpn_desert_eagle_nimble ;NO TRADE
wpn_groza_nimble ;NO TRADE
wpn_mp5_nimble ;NO TRADE
wpn_sig220_nimble ;NO TRADE
wpn_spas12_nimble ;NO TRADE
wpn_svd_nimble ;NO TRADE
wpn_svu_nimble ;NO TRADE
wpn_usp_nimble ;NO TRADE
wpn_vintorez_nimble ;NO TRADE
wpn_g36_nimble ;NO TRADE
wpn_fn2000_nimble ;NO TRADE
wpn_protecta_nimble ;NO TRADE
stalker_outfit_barge ;NO TRADE
helm_respirator_joker ;NO TRADE
helm_hardhat_snag ;NO TRADE
wpn_ak74u_snag ;NO TRADE
wpn_fort_snag ;NO TRADE
[supplies_start]
;Ìåäèêàìåíòû
bandage = 30, 0.8
medkit = 20, 0.8
antirad = 20, 0.8
;Áóñòåðû
drug_coagulant = 10, 0.4
drug_antidot = 10, 0.4
drug_radioprotector = 10, 0.4
;Ïðåäìåòû
detector_elite = 2, 1
[supplies_advanced]:supplies_start
;Ìåäèêàìåíòû
bandage = 30, 0.8
medkit = 20, 0.8
antirad = 20, 0.8
medkit_scientic = 6, 0.8
;Áóñòåðû
drug_coagulant = 10, 0.4
drug_antidot = 10, 0.4
drug_radioprotector = 10, 0.4
drug_psy_blockade = 10, 0.35
;Ïðåäìåòû
detector_scientific = 2, 1
detector_elite = 1, 0.0001
[supplies_anobiotik]:supplies_start
drug_anabiotic = 1, 1
[supplies_advanced_anobiotik]
;Ìåäèêàìåíòû
bandage = 30, 0.8
medkit = 20, 0.8
antirad = 20, 0.8
medkit_scientic = 10, 0.8
;Áóñòåðû
drug_coagulant = 10, 0.5
drug_antidot = 10, 0.5
drug_radioprotector = 10, 0.5
drug_psy_blockade = 10, 0.45
drug_anabiotic = 1, 1
;Ïðåäìåòû
detector_scientific = 2, 1
detector_elite = 1, 0.0001

View file

@ -0,0 +1,539 @@
[trader]
buy_condition = {+zat_b30_sultan_loose} buy_tier_2, trade_generic_buy
sell_condition = trade_generic_sell
buy_supplies = {=wealthy_functor +zat_b30_sultan_loose} supplies_tier_4, {=wealthy_functor +zat_b29_exclusive_conditions} supplies_tier_3, {+zat_b30_sultan_loose} supplies_tier_3, {+zat_b29_exclusive_conditions} supplies_tier_2, supplies_start
[trade_generic_buy]
;Àðòåôàêòû
af_cristall = 1, 0.6
af_fireball = 1, 0.6
af_dummy_glassbeads = 1, 0.6
af_eye = 1, 0.6
af_fire = 1, 0.6
af_medusa = 1, 0.6
af_cristall_flower = 1, 0.6
af_night_star = 1, 0.6
af_vyvert = 1, 0.6
af_gravi = 1, 0.6
af_gold_fish = 1, 0.6
af_blood = 1, 0.6
af_mincer_meat = 1, 0.6
af_soul = 1, 0.6
af_fuzz_kolobok = 1, 0.6
af_baloon = 1, 0.6
af_glass = 1, 0.6
af_electra_sparkler = 1, 0.6
af_electra_flash = 1, 0.6
af_electra_moonlight = 1, 0.6
af_dummy_battery = 1, 0.6
af_dummy_dummy = 1, 0.6
af_ice = 1, 0.6
;Àììóíèöèÿ
ammo_9x18_fmj ;NO TRADE
ammo_9x18_pmm ;NO TRADE
ammo_9x19_pbp ;NO TRADE
ammo_9x19_fmj ;NO TRADE
ammo_11.43x23_hydro ;NO TRADE
ammo_11.43x23_fmj ;NO TRADE
ammo_12x70_buck ;NO TRADE
ammo_12x76_zhekan ;NO TRADE
ammo_5.45x39_ap ;NO TRADE
ammo_5.45x39_fmj ;NO TRADE
ammo_9x39_ap ;NO TRADE
ammo_9x39_pab9 ;NO TRADE
ammo_5.56x45_ss190 ;NO TRADE
ammo_5.56x45_ap ;NO TRADE
ammo_7.62x54_7h1 ;NO TRADE
ammo_og-7b ;NO TRADE
ammo_vog-25 ;NO TRADE
grenade_f1 ;NO TRADE
grenade_rgd5 ;NO TRADE
ammo_m209 ;NO TRADE
ammo_pkm_100 ;NO TRADE
;Îðóæèå
wpn_pm ;NO TRADE
wpn_pb ;NO TRADE
wpn_fort ;NO TRADE
wpn_hpsa ;NO TRADE
wpn_beretta ;NO TRADE
wpn_walther ;NO TRADE
wpn_sig220 ;NO TRADE
wpn_colt1911 ;NO TRADE
wpn_usp ;NO TRADE
wpn_desert_eagle ;NO TRADE
wpn_bm16 ;NO TRADE
wpn_toz34 ;NO TRADE
wpn_wincheaster1300 ;NO TRADE
wpn_spas12 ;NO TRADE
wpn_protecta ;NO TRADE
wpn_ak74u ;NO TRADE
wpn_mp5 ;NO TRADE
wpn_ak74 ;NO TRADE
wpn_abakan ;NO TRADE
wpn_l85 ;NO TRADE
wpn_lr300 ;NO TRADE
wpn_sig550 ;NO TRADE
wpn_groza ;NO TRADE
wpn_val ;NO TRADE
wpn_vintorez ;NO TRADE
wpn_svu ;NO TRADE
wpn_svd ;NO TRADE
wpn_rg-6 ;NO TRADE
wpn_rpg7 ;NO TRADE
wpn_g36 ;NO TRADE
wpn_fn2000 ;NO TRADE
wpn_pkm ;NO TRADE
;ADDONS
wpn_addon_scope ;NO TRADE
wpn_addon_scope_x2.7 ;NO TRADE
wpn_addon_scope_detector ;NO TRADE
wpn_addon_scope_night ;NO TRADE
wpn_addon_scope_susat ;NO TRADE
wpn_addon_scope_susat_x1.6 ;NO TRADE
wpn_addon_scope_susat_custom ;NO TRADE
wpn_addon_scope_susat_dusk ;NO TRADE
wpn_addon_scope_susat_night ;NO TRADE
wpn_addon_silencer ;NO TRADE
wpn_addon_grenade_launcher ;NO TRADE
wpn_addon_grenade_launcher_m203 ;NO TRADE
;Áðîíèêè
novice_outfit ;NO TRADE
specops_outfit ;NO TRADE
military_outfit ;NO TRADE
stalker_outfit ;NO TRADE
scientific_outfit ;NO TRADE
exo_outfit ;NO TRADE
svoboda_light_outfit ;NO TRADE
svoboda_heavy_outfit ;NO TRADE
cs_heavy_outfit ;NO TRADE
dolg_outfit ;NO TRADE
dolg_heavy_outfit ;NO TRADE
;Øëåìû
helm_respirator ;NO TRADE
helm_hardhat ;NO TRADE
helm_protective ;NO TRADE
helm_tactic ;NO TRADE
helm_battle ;NO TRADE
;Ìåäèêàìåíòû
bandage ;NO TRADE
medkit ;NO TRADE
medkit_scientic ;NO TRADE
medkit_army ;NO TRADE
antirad ;NO TRADE
;Áóñòåðû
drug_booster ;NO TRADE
drug_coagulant ;NO TRADE
drug_psy_blockade ;NO TRADE
drug_antidot ;NO TRADE
drug_radioprotector ;NO TRADE
drug_anabiotic ;NO TRADE
;Åäà
bread = 0.6, 0.3
kolbasa = 0.6, 0.3
conserva = 0.6, 0.3
vodka = 0.6, 0.3
energy_drink = 0.6, 0.3
;Ïðåäìåòû
device_torch ;NO TRADE
detector_simple ;NO TRADE
detector_advanced ;NO TRADE
detector_elite ;NO TRADE
detector_scientific ;NO TRADE
device_pda ;NO TRADE
hand_radio ;NO TRADE
guitar_a ;NO TRADE
harmonica_a ;NO TRADE
anomaly_scaner ;NO TRADE
;Êâåñòîâûå ïðåäìåòû
jup_a9_conservation_info ;NO TRADE
jup_a9_power_info ;NO TRADE
jup_a9_way_info ;NO TRADE
jup_a9_evacuation_info ;NO TRADE
jup_a9_meeting_info ;NO TRADE
jup_a9_losses_info ;NO TRADE
jup_a9_delivery_info ;NO TRADE
jup_b10_ufo_memory ;NO TRADE
jup_b10_ufo_memory_2 ;NO TRADE
jup_b10_notes_01 ;NO TRADE
jup_b10_notes_02 ;NO TRADE
jup_b10_notes_03 ;NO TRADE
jup_b205_sokolov_note ;NO TRADE
jup_b206_plant ;NO TRADE
jup_b209_monster_scanner ;NO TRADE
jup_b200_tech_materials_wire ;NO TRADE
jup_b200_tech_materials_acetone ;NO TRADE
jup_b200_tech_materials_textolite ;NO TRADE
jup_b200_tech_materials_transistor ;NO TRADE
jup_b200_tech_materials_capacitor ;NO TRADE
jup_b9_blackbox ;NO TRADE
jup_b32_scanner_device ;NO TRADE
jup_b46_duty_founder_pda ;NO TRADE
jup_b207_merc_pda_with_contract ;NO TRADE
jup_b47_jupiter_products_info ;NO TRADE
toolkit_2 ;NO TRADE
toolkit_1 ;NO TRADE
zat_b33_safe_container ;NO TRADE
zat_b57_gas ;NO TRADE
zat_b12_key_1 ;NO TRADE
zat_b12_key_2 ;NO TRADE
zat_b12_documents_1 ;NO TRADE
zat_b12_documents_2 ;NO TRADE
device_pda_port_bandit_leader ;NO TRADE
device_flash_snag ;NO TRADE
jup_b202_bandit_pda ;NO TRADE
zat_b40_notebook ;NO TRADE
zat_b40_pda_1 ;NO TRADE
zat_b40_pda_2 ;NO TRADE
device_pda_zat_b5_dealer ;NO TRADE
zat_b20_noah_pda ;NO TRADE
zat_a23_access_card ;NO TRADE
zat_a23_gauss_rifle_docs ;NO TRADE
zat_b44_barge_pda ;NO TRADE
zat_b39_joker_pda ;NO TRADE
zat_b22_medic_pda ;NO TRADE
toolkit_3 ;NO TRADE
pri_b35_lab_x8_key ;NO TRADE
pri_b306_envoy_pda ;NO TRADE
pri_b36_monolith_hiding_place_pda ;NO TRADE
pri_a25_explosive_charge_item ;NO TRADE
pri_a19_american_experiment_info ;NO TRADE
pri_a19_lab_x16_info ;NO TRADE
pri_a19_lab_x10_info ;NO TRADE
pri_a19_lab_x7_info ;NO TRADE
pri_a19_lab_x18_info ;NO TRADE
zat_a23_labx8_key ;NO TRADE
lx8_service_instruction ;NO TRADE
af_compass ;NO TRADE
af_oasis_heart ;NO TRADE
jup_b1_half_artifact ;NO TRADE
af_quest_b14_twisted ;NO TRADE
;Óíèêàëüíûå ïðåäìåòû
wpn_pm_actor ;NO TRADE
wpn_sig550_luckygun ;NO TRADE
wpn_pkm_zulus ;NO TRADE
wpn_wincheaster1300_trapper ;NO TRADE
wpn_desert_eagle_nimble ;NO TRADE
wpn_groza_nimble ;NO TRADE
wpn_mp5_nimble ;NO TRADE
wpn_sig220_nimble ;NO TRADE
wpn_spas12_nimble ;NO TRADE
wpn_svd_nimble ;NO TRADE
wpn_svu_nimble ;NO TRADE
wpn_usp_nimble ;NO TRADE
wpn_vintorez_nimble ;NO TRADE
wpn_g36_nimble ;NO TRADE
wpn_fn2000_nimble ;NO TRADE
wpn_protecta_nimble ;NO TRADE
stalker_outfit_barge ;NO TRADE
helm_respirator_joker ;NO TRADE
helm_hardhat_snag ;NO TRADE
wpn_ak74u_snag ;NO TRADE
wpn_fort_snag ;NO TRADE
[buy_tier_2]:trade_generic_buy
;Àðòåôàêòû
af_cristall = 1.2, 0.6
af_fireball = 1.2, 0.6
af_dummy_glassbeads = 1.2, 0.6
af_eye = 1.2, 0.6
af_fire = 1.2, 0.6
af_medusa = 1.2, 0.6
af_cristall_flower = 1.2, 0.6
af_night_star = 1.2, 0.6
af_vyvert = 1.2, 0.6
af_gravi = 1.2, 0.6
af_gold_fish = 1.2, 0.6
af_blood = 1.2, 0.6
af_mincer_meat = 1.2, 0.6
af_soul = 1.2, 0.6
af_fuzz_kolobok = 1.2, 0.6
af_baloon = 1.2, 0.6
af_glass = 1.2, 0.6
af_electra_sparkler = 1.2, 0.6
af_electra_flash = 1.2, 0.6
af_electra_moonlight = 1.2, 0.6
af_dummy_battery = 1.2, 0.6
af_dummy_dummy = 1.2, 0.6
af_ice = 1.2, 0.6
[trade_generic_sell]
;Àðòåôàêòû
af_cristall = 1.2, 2
af_fireball = 1.2, 2
af_dummy_glassbeads = 1.2, 2
af_eye ;NO TRADE
af_fire ;NO TRADE
af_medusa = 1.2, 2
af_cristall_flower = 1.2, 2
af_night_star = 1.2, 2
af_vyvert = 1.2, 2
af_gravi ;NO TRADE
af_gold_fish ;NO TRADE
af_blood = 1.2, 2
af_mincer_meat = 1.2, 2
af_soul = 1.2, 2
af_fuzz_kolobok = 1.2, 2
af_baloon ;NO TRADE
af_glass ;NO TRADE
af_electra_sparkler = 1.2, 2
af_electra_flash = 1.2, 2
af_electra_moonlight = 1.2, 2
af_dummy_battery = 1.2, 2
af_dummy_dummy ;NO TRADE
af_ice ;NO TRADE
;Àììóíèöèÿ
ammo_9x18_fmj ;NO TRADE
ammo_9x18_pmm ;NO TRADE
ammo_9x19_pbp ;NO TRADE
ammo_9x19_fmj ;NO TRADE
ammo_11.43x23_hydro ;NO TRADE
ammo_11.43x23_fmj ;NO TRADE
ammo_12x70_buck ;NO TRADE
ammo_12x76_zhekan ;NO TRADE
ammo_5.45x39_ap ;NO TRADE
ammo_5.45x39_fmj ;NO TRADE
ammo_9x39_ap ;NO TRADE
ammo_9x39_pab9 ;NO TRADE
ammo_5.56x45_ss190 ;NO TRADE
ammo_5.56x45_ap ;NO TRADE
ammo_7.62x54_7h1 ;NO TRADE
ammo_og-7b ;NO TRADE
ammo_vog-25 ;NO TRADE
grenade_f1 ;NO TRADE
grenade_rgd5 ;NO TRADE
ammo_m209 ;NO TRADE
ammo_gauss ;NO TRADE
ammo_gauss_cardan ;NO TRADE
;Îðóæèå
wpn_pm ;NO TRADE
wpn_pb ;NO TRADE
wpn_fort ;NO TRADE
wpn_hpsa ;NO TRADE
wpn_beretta ;NO TRADE
wpn_walther ;NO TRADE
wpn_sig220 ;NO TRADE
wpn_colt1911 ;NO TRADE
wpn_usp ;NO TRADE
wpn_desert_eagle ;NO TRADE
wpn_bm16 ;NO TRADE
wpn_toz34 ;NO TRADE
wpn_wincheaster1300 ;NO TRADE
wpn_spas12 ;NO TRADE
wpn_protecta ;NO TRADE
wpn_ak74u ;NO TRADE
wpn_mp5 ;NO TRADE
wpn_ak74 ;NO TRADE
wpn_abakan ;NO TRADE
wpn_l85 ;NO TRADE
wpn_lr300 ;NO TRADE
wpn_sig550 ;NO TRADE
wpn_groza ;NO TRADE
wpn_val ;NO TRADE
wpn_vintorez ;NO TRADE
wpn_svu ;NO TRADE
wpn_svd ;NO TRADE
wpn_rg-6 ;NO TRADE
wpn_rpg7 ;NO TRADE
wpn_g36 ;NO TRADE
wpn_fn2000 ;NO TRADE
;ADDONS
wpn_addon_scope ;NO TRADE
wpn_addon_scope_x2.7 ;NO TRADE
wpn_addon_scope_detector ;NO TRADE
wpn_addon_scope_night ;NO TRADE
wpn_addon_scope_susat ;NO TRADE
wpn_addon_scope_susat_x1.6 ;NO TRADE
wpn_addon_scope_susat_custom ;NO TRADE
wpn_addon_scope_susat_dusk ;NO TRADE
wpn_addon_scope_susat_night ;NO TRADE
wpn_addon_silencer ;NO TRADE
wpn_addon_grenade_launcher ;NO TRADE
wpn_addon_grenade_launcher_m203 ;NO TRADE
;Áðîíèêè
novice_outfit ;NO TRADE
specops_outfit ;NO TRADE
military_outfit ;NO TRADE
stalker_outfit ;NO TRADE
scientific_outfit ;NO TRADE
exo_outfit ;NO TRADE
svoboda_light_outfit ;NO TRADE
svoboda_heavy_outfit ;NO TRADE
cs_heavy_outfit ;NO TRADE
dolg_outfit ;NO TRADE
dolg_heavy_outfit ;NO TRADE
;Øëåìû
helm_respirator ;NO TRADE
helm_hardhat ;NO TRADE
helm_protective ;NO TRADE
helm_tactic ;NO TRADE
helm_battle ;NO TRADE
;Ìåäèêàìåíòû
bandage ;NO TRADE
medkit ;NO TRADE
medkit_scientic ;NO TRADE
medkit_army ;NO TRADE
antirad ;NO TRADE
;Áóñòåðû
drug_booster ;NO TRADE
drug_coagulant ;NO TRADE
drug_psy_blockade ;NO TRADE
drug_antidot ;NO TRADE
drug_radioprotector ;NO TRADE
drug_anabiotic ;NO TRADE
;Åäà
bread = 1, 2
kolbasa = 1, 2
conserva = 1, 2
vodka = 1, 2
energy_drink = 1, 2
;Ïðåäìåòû
device_torch ;NO TRADE
detector_simple ;NO TRADE
detector_advanced ;NO TRADE
detector_elite ;NO TRADE
detector_scientific ;NO TRADE
device_pda ;NO TRADE
guitar_a ;NO TRADE
harmonica_a ;NO TRADE
anomaly_scaner ;NO TRADE
;Êâåñòîâûå ïðåäìåòû
jup_a9_conservation_info ;NO TRADE
jup_a9_power_info ;NO TRADE
jup_a9_way_info ;NO TRADE
jup_a9_evacuation_info ;NO TRADE
jup_a9_meeting_info ;NO TRADE
jup_a9_losses_info ;NO TRADE
jup_a9_delivery_info ;NO TRADE
jup_b10_ufo_memory ;NO TRADE
jup_b10_ufo_memory_2 ;NO TRADE
jup_b10_notes_01 ;NO TRADE
jup_b10_notes_02 ;NO TRADE
jup_b10_notes_03 ;NO TRADE
jup_b205_sokolov_note ;NO TRADE
jup_b206_plant ;NO TRADE
jup_b209_monster_scanner ;NO TRADE
jup_b200_tech_materials_wire ;NO TRADE
jup_b200_tech_materials_acetone ;NO TRADE
jup_b200_tech_materials_textolite ;NO TRADE
jup_b200_tech_materials_transistor ;NO TRADE
jup_b200_tech_materials_capacitor ;NO TRADE
jup_b9_blackbox ;NO TRADE
jup_b32_scanner_device ;NO TRADE
jup_b46_duty_founder_pda ;NO TRADE
jup_b207_merc_pda_with_contract ;NO TRADE
jup_b47_jupiter_products_info ;NO TRADE
toolkit_2 ;NO TRADE
toolkit_1 ;NO TRADE
zat_b33_safe_container ;NO TRADE
zat_b57_gas ;NO TRADE
zat_b12_key_1 ;NO TRADE
zat_b12_key_2 ;NO TRADE
zat_b12_documents_1 ;NO TRADE
zat_b12_documents_2 ;NO TRADE
device_pda_port_bandit_leader ;NO TRADE
device_flash_snag ;NO TRADE
jup_b202_bandit_pda ;NO TRADE
zat_b40_notebook ;NO TRADE
zat_b40_pda_1 ;NO TRADE
zat_b40_pda_2 ;NO TRADE
device_pda_zat_b5_dealer ;NO TRADE
zat_b20_noah_pda ;NO TRADE
zat_a23_access_card ;NO TRADE
zat_a23_gauss_rifle_docs ;NO TRADE
zat_b44_barge_pda ;NO TRADE
zat_b39_joker_pda ;NO TRADE
zat_b22_medic_pda ;NO TRADE
toolkit_3 ;NO TRADE
pri_b35_lab_x8_key ;NO TRADE
pri_b306_envoy_pda ;NO TRADE
pri_b36_monolith_hiding_place_pda ;NO TRADE
pri_a25_explosive_charge_item ;NO TRADE
pri_a19_american_experiment_info ;NO TRADE
pri_a19_lab_x16_info ;NO TRADE
pri_a19_lab_x10_info ;NO TRADE
pri_a19_lab_x7_info ;NO TRADE
pri_a19_lab_x18_info ;NO TRADE
zat_a23_labx8_key ;NO TRADE
lx8_service_instruction ;NO TRADE
af_compass ;NO TRADE
af_oasis_heart ;NO TRADE
jup_b1_half_artifact ;NO TRADE
af_quest_b14_twisted ;NO TRADE
;Óíèêàëüíûå ïðåäìåòû
[supplies_start]
;Åäà
bread = 15, 0.8
kolbasa = 15, 0.8
conserva = 15, 0.8
vodka = 15, 0.8
energy_drink = 15, 0.8
[supplies_tier_2]:supplies_start
af_cristall = 1, 0.4
af_dummy_glassbeads = 1, 0.4
af_medusa = 1, 0.4
af_cristall_flower = 1, 0.4
af_night_star = 1, 0.4
af_blood = 1, 0.4
af_soul = 1, 0.4
af_fuzz_kolobok = 1, 0.4
af_electra_sparkler = 1, 0.4
[supplies_tier_3]:supplies_start
af_cristall = 2, 0.4
af_dummy_glassbeads = 2, 0.4
af_medusa = 2, 0.4
af_cristall_flower = 2, 0.4
af_night_star = 2, 0.4
af_blood = 2, 0.4
af_soul = 2, 0.4
af_fuzz_kolobok = 2, 0.4
af_electra_sparkler = 2, 0.4
af_fireball = 1, 0.4
af_vyvert = 1, 0.4
af_mincer_meat = 1, 0.4
af_electra_flash = 1, 0.4
af_electra_moonlight = 1, 0.4
af_dummy_battery = 1, 0.4
[supplies_tier_4]:supplies_start
af_cristall = 3, 0.4
af_dummy_glassbeads = 3, 0.4
af_medusa = 3, 0.4
af_cristall_flower = 3, 0.4
af_night_star = 3, 0.4
af_blood = 3, 0.4
af_soul = 3, 0.4
af_fuzz_kolobok = 3, 0.4
af_electra_sparkler = 3, 0.4
af_fireball = 2, 0.4
af_vyvert = 2, 0.4
af_mincer_meat = 2, 0.4
af_electra_flash = 2, 0.4
af_electra_moonlight = 2, 0.4
af_dummy_battery = 2, 0.4

View file

@ -0,0 +1,508 @@
[trader]
buy_condition = trade_generic_buy
sell_condition = trade_generic_sell
buy_supplies = supplies_start
discounts = {=friend_of_stalkers_functor} discount
[discount]
buy = 1
sell = 0.9
[trade_generic_buy]
;Àðòåôàêòû
af_cristall ;NO TRADE
af_fireball ;NO TRADE
af_dummy_glassbeads ;NO TRADE
af_eye ;NO TRADE
af_fire ;NO TRADE
af_medusa ;NO TRADE
af_cristall_flower ;NO TRADE
af_night_star ;NO TRADE
af_vyvert ;NO TRADE
af_gravi ;NO TRADE
af_gold_fish ;NO TRADE
af_blood ;NO TRADE
af_mincer_meat ;NO TRADE
af_soul ;NO TRADE
af_fuzz_kolobok ;NO TRADE
af_baloon ;NO TRADE
af_glass ;NO TRADE
af_electra_sparkler ;NO TRADE
af_electra_flash ;NO TRADE
af_electra_moonlight ;NO TRADE
af_dummy_battery ;NO TRADE
af_dummy_dummy ;NO TRADE
af_ice ;NO TRADE
;Àììóíèöèÿ
ammo_9x18_fmj ;NO TRADE
ammo_9x18_pmm ;NO TRADE
ammo_9x19_pbp ;NO TRADE
ammo_9x19_fmj ;NO TRADE
ammo_11.43x23_hydro ;NO TRADE
ammo_11.43x23_fmj ;NO TRADE
ammo_12x70_buck ;NO TRADE
ammo_12x76_zhekan ;NO TRADE
ammo_5.45x39_ap ;NO TRADE
ammo_5.45x39_fmj ;NO TRADE
ammo_9x39_ap ;NO TRADE
ammo_9x39_pab9 ;NO TRADE
ammo_5.56x45_ss190 ;NO TRADE
ammo_5.56x45_ap ;NO TRADE
ammo_7.62x54_7h1 ;NO TRADE
ammo_og-7b ;NO TRADE
ammo_vog-25 ;NO TRADE
grenade_f1 ;NO TRADE
grenade_rgd5 ;NO TRADE
ammo_m209 ;NO TRADE
ammo_pkm_100 ;NO TRADE
ammo_gauss ;NO TRADE
ammo_gauss_cardan ;NO TRADE
;Îðóæèå
wpn_pm ;NO TRADE
wpn_pb ;NO TRADE
wpn_fort ;NO TRADE
wpn_hpsa ;NO TRADE
wpn_beretta ;NO TRADE
wpn_walther ;NO TRADE
wpn_sig220 ;NO TRADE
wpn_colt1911 ;NO TRADE
wpn_usp ;NO TRADE
wpn_desert_eagle ;NO TRADE
wpn_bm16 ;NO TRADE
wpn_toz34 ;NO TRADE
wpn_wincheaster1300 ;NO TRADE
wpn_spas12 ;NO TRADE
wpn_protecta ;NO TRADE
wpn_ak74u ;NO TRADE
wpn_mp5 ;NO TRADE
wpn_ak74 ;NO TRADE
wpn_abakan ;NO TRADE
wpn_l85 ;NO TRADE
wpn_lr300 ;NO TRADE
wpn_sig550 ;NO TRADE
wpn_groza ;NO TRADE
wpn_val ;NO TRADE
wpn_vintorez ;NO TRADE
wpn_svu ;NO TRADE
wpn_svd ;NO TRADE
wpn_rg-6 ;NO TRADE
wpn_rpg7 ;NO TRADE
wpn_g36 ;NO TRADE
wpn_fn2000 ;NO TRADE
wpn_pkm ;NO TRADE
;ADDONS
wpn_addon_scope ;NO TRADE
wpn_addon_scope_x2.7 ;NO TRADE
wpn_addon_scope_detector ;NO TRADE
wpn_addon_scope_night ;NO TRADE
wpn_addon_scope_susat ;NO TRADE
wpn_addon_scope_susat_x1.6 ;NO TRADE
wpn_addon_scope_susat_custom ;NO TRADE
wpn_addon_scope_susat_dusk ;NO TRADE
wpn_addon_scope_susat_night ;NO TRADE
wpn_addon_silencer ;NO TRADE
wpn_addon_grenade_launcher ;NO TRADE
wpn_addon_grenade_launcher_m203 ;NO TRADE
;Áðîíèêè
novice_outfit ;NO TRADE
specops_outfit ;NO TRADE
military_outfit ;NO TRADE
stalker_outfit ;NO TRADE
scientific_outfit ;NO TRADE
exo_outfit ;NO TRADE
svoboda_light_outfit ;NO TRADE
svoboda_heavy_outfit ;NO TRADE
cs_heavy_outfit ;NO TRADE
dolg_outfit ;NO TRADE
dolg_heavy_outfit ;NO TRADE
;Øëåìû
helm_respirator ;NO TRADE
helm_hardhat ;NO TRADE
helm_protective ;NO TRADE
helm_tactic ;NO TRADE
helm_battle ;NO TRADE
;Ìåäèêàìåíòû
bandage = 0.8, 0.4
medkit = 0.8, 0.4
medkit_scientic = 0.8, 0.4
medkit_army = 0.8, 0.4
antirad = 0.8, 0.4
;Áóñòåðû
drug_booster = 0.8, 0.4
drug_coagulant = 0.8, 0.4
drug_psy_blockade = 0.8, 0.4
drug_antidot = 0.8, 0.4
drug_radioprotector = 0.8, 0.4
drug_anabiotic = 0.8, 0.4
;Åäà
bread ;NO TRADE
kolbasa ;NO TRADE
conserva ;NO TRADE
vodka ;NO TRADE
energy_drink ;NO TRADE
;Ïðåäìåòû
device_torch ;NO TRADE
detector_simple ;NO TRADE
detector_advanced ;NO TRADE
detector_elite ;NO TRADE
detector_scientific ;NO TRADE
device_pda ;NO TRADE
hand_radio ;NO TRADE
guitar_a ;NO TRADE
harmonica_a ;NO TRADE
anomaly_scaner ;NO TRADE
;Êâåñòîâûå ïðåäìåòû
jup_a9_conservation_info ;NO TRADE
jup_a9_power_info ;NO TRADE
jup_a9_way_info ;NO TRADE
jup_a9_evacuation_info ;NO TRADE
jup_a9_meeting_info ;NO TRADE
jup_a9_losses_info ;NO TRADE
jup_a9_delivery_info ;NO TRADE
jup_b10_ufo_memory ;NO TRADE
jup_b10_ufo_memory_2 ;NO TRADE
jup_b10_notes_01 ;NO TRADE
jup_b10_notes_02 ;NO TRADE
jup_b10_notes_03 ;NO TRADE
jup_b205_sokolov_note ;NO TRADE
jup_b206_plant ;NO TRADE
jup_b209_monster_scanner ;NO TRADE
jup_b200_tech_materials_wire ;NO TRADE
jup_b200_tech_materials_acetone ;NO TRADE
jup_b200_tech_materials_textolite ;NO TRADE
jup_b200_tech_materials_transistor ;NO TRADE
jup_b200_tech_materials_capacitor ;NO TRADE
jup_b9_blackbox ;NO TRADE
jup_b32_scanner_device ;NO TRADE
jup_b46_duty_founder_pda ;NO TRADE
jup_b207_merc_pda_with_contract ;NO TRADE
jup_b47_jupiter_products_info ;NO TRADE
toolkit_2 ;NO TRADE
toolkit_1 ;NO TRADE
zat_b33_safe_container ;NO TRADE
zat_b57_gas ;NO TRADE
zat_b12_key_1 ;NO TRADE
zat_b12_key_2 ;NO TRADE
zat_b12_documents_1 ;NO TRADE
zat_b12_documents_2 ;NO TRADE
device_pda_port_bandit_leader ;NO TRADE
device_flash_snag ;NO TRADE
jup_b202_bandit_pda ;NO TRADE
zat_b40_notebook ;NO TRADE
zat_b40_pda_1 ;NO TRADE
zat_b40_pda_2 ;NO TRADE
device_pda_zat_b5_dealer ;NO TRADE
zat_b20_noah_pda ;NO TRADE
zat_a23_access_card ;NO TRADE
zat_a23_gauss_rifle_docs ;NO TRADE
zat_b44_barge_pda ;NO TRADE
zat_b39_joker_pda ;NO TRADE
zat_b22_medic_pda ;NO TRADE
toolkit_3 ;NO TRADE
pri_b35_lab_x8_key ;NO TRADE
pri_b306_envoy_pda ;NO TRADE
pri_b36_monolith_hiding_place_pda ;NO TRADE
pri_a25_explosive_charge_item ;NO TRADE
pri_a19_american_experiment_info ;NO TRADE
pri_a19_lab_x16_info ;NO TRADE
pri_a19_lab_x10_info ;NO TRADE
pri_a19_lab_x7_info ;NO TRADE
pri_a19_lab_x18_info ;NO TRADE
zat_a23_labx8_key ;NO TRADE
lx8_service_instruction ;NO TRADE
af_compass ;NO TRADE
af_oasis_heart ;NO TRADE
jup_b1_half_artifact ;NO TRADE
af_quest_b14_twisted ;NO TRADE
;Óíèêàëüíûå ïðåäìåòû
wpn_pm_actor ;NO TRADE
wpn_sig550_luckygun ;NO TRADE
wpn_pkm_zulus ;NO TRADE
wpn_wincheaster1300_trapper ;NO TRADE
wpn_desert_eagle_nimble ;NO TRADE
wpn_groza_nimble ;NO TRADE
wpn_mp5_nimble ;NO TRADE
wpn_sig220_nimble ;NO TRADE
wpn_spas12_nimble ;NO TRADE
wpn_svd_nimble ;NO TRADE
wpn_svu_nimble ;NO TRADE
wpn_usp_nimble ;NO TRADE
wpn_vintorez_nimble ;NO TRADE
wpn_g36_nimble ;NO TRADE
wpn_fn2000_nimble ;NO TRADE
wpn_protecta_nimble ;NO TRADE
stalker_outfit_barge ;NO TRADE
helm_respirator_joker ;NO TRADE
helm_hardhat_snag ;NO TRADE
wpn_ak74u_snag ;NO TRADE
wpn_fort_snag ;NO TRADE
[buy_tier_2]:trade_generic_buy
;Àðòåôàêòû
af_cristall ;NO TRADE
af_fireball ;NO TRADE
af_dummy_glassbeads ;NO TRADE
af_eye ;NO TRADE
af_fire ;NO TRADE
af_medusa ;NO TRADE
af_cristall_flower ;NO TRADE
af_night_star ;NO TRADE
af_vyvert ;NO TRADE
af_gravi ;NO TRADE
af_gold_fish ;NO TRADE
af_blood ;NO TRADE
af_mincer_meat ;NO TRADE
af_soul ;NO TRADE
af_fuzz_kolobok ;NO TRADE
af_baloon ;NO TRADE
af_glass ;NO TRADE
af_electra_sparkler ;NO TRADE
af_electra_flash ;NO TRADE
af_electra_moonlight ;NO TRADE
af_dummy_battery ;NO TRADE
af_dummy_dummy ;NO TRADE
af_ice ;NO TRADE
[trade_generic_sell]
;Àðòåôàêòû
af_cristall ;NO TRADE
af_fireball ;NO TRADE
af_dummy_glassbeads ;NO TRADE
af_eye ;NO TRADE
af_fire ;NO TRADE
af_medusa ;NO TRADE
af_cristall_flower ;NO TRADE
af_night_star ;NO TRADE
af_vyvert ;NO TRADE
af_gravi ;NO TRADE
af_gold_fish ;NO TRADE
af_blood ;NO TRADE
af_mincer_meat ;NO TRADE
af_soul ;NO TRADE
af_fuzz_kolobok ;NO TRADE
af_baloon ;NO TRADE
af_glass ;NO TRADE
af_electra_sparkler ;NO TRADE
af_electra_flash ;NO TRADE
af_electra_moonlight ;NO TRADE
af_dummy_battery ;NO TRADE
af_dummy_dummy ;NO TRADE
af_ice ;NO TRADE
;Àììóíèöèÿ
ammo_9x18_fmj ;NO TRADE
ammo_9x18_pmm ;NO TRADE
ammo_9x19_pbp ;NO TRADE
ammo_9x19_fmj ;NO TRADE
ammo_11.43x23_hydro ;NO TRADE
ammo_11.43x23_fmj ;NO TRADE
ammo_12x70_buck ;NO TRADE
ammo_12x76_zhekan ;NO TRADE
ammo_5.45x39_ap ;NO TRADE
ammo_5.45x39_fmj ;NO TRADE
ammo_9x39_ap ;NO TRADE
ammo_9x39_pab9 ;NO TRADE
ammo_5.56x45_ss190 ;NO TRADE
ammo_5.56x45_ap ;NO TRADE
ammo_7.62x54_7h1 ;NO TRADE
ammo_og-7b ;NO TRADE
ammo_vog-25 ;NO TRADE
grenade_f1 ;NO TRADE
grenade_rgd5 ;NO TRADE
ammo_m209 ;NO TRADE
ammo_gauss ;NO TRADE
ammo_gauss_cardan ;NO TRADE
;Îðóæèå
wpn_pm ;NO TRADE
wpn_pb ;NO TRADE
wpn_fort ;NO TRADE
wpn_hpsa ;NO TRADE
wpn_beretta ;NO TRADE
wpn_walther ;NO TRADE
wpn_sig220 ;NO TRADE
wpn_colt1911 ;NO TRADE
wpn_usp ;NO TRADE
wpn_desert_eagle ;NO TRADE
wpn_bm16 ;NO TRADE
wpn_toz34 ;NO TRADE
wpn_wincheaster1300 ;NO TRADE
wpn_spas12 ;NO TRADE
wpn_protecta ;NO TRADE
wpn_ak74u ;NO TRADE
wpn_mp5 ;NO TRADE
wpn_ak74 ;NO TRADE
wpn_abakan ;NO TRADE
wpn_l85 ;NO TRADE
wpn_lr300 ;NO TRADE
wpn_sig550 ;NO TRADE
wpn_groza ;NO TRADE
wpn_val ;NO TRADE
wpn_vintorez ;NO TRADE
wpn_svu ;NO TRADE
wpn_svd ;NO TRADE
wpn_rg-6 ;NO TRADE
wpn_rpg7 ;NO TRADE
wpn_g36 ;NO TRADE
wpn_fn2000 ;NO TRADE
;ADDONS
wpn_addon_scope ;NO TRADE
wpn_addon_scope_x2.7 ;NO TRADE
wpn_addon_scope_detector ;NO TRADE
wpn_addon_scope_night ;NO TRADE
wpn_addon_scope_susat ;NO TRADE
wpn_addon_scope_susat_x1.6 ;NO TRADE
wpn_addon_scope_susat_custom ;NO TRADE
wpn_addon_scope_susat_dusk ;NO TRADE
wpn_addon_scope_susat_night ;NO TRADE
wpn_addon_silencer ;NO TRADE
wpn_addon_grenade_launcher ;NO TRADE
wpn_addon_grenade_launcher_m203 ;NO TRADE
;Áðîíèêè
novice_outfit ;NO TRADE
specops_outfit ;NO TRADE
military_outfit ;NO TRADE
stalker_outfit ;NO TRADE
scientific_outfit ;NO TRADE
exo_outfit ;NO TRADE
svoboda_light_outfit ;NO TRADE
svoboda_heavy_outfit ;NO TRADE
cs_heavy_outfit ;NO TRADE
dolg_outfit ;NO TRADE
dolg_heavy_outfit ;NO TRADE
;Øëåìû
helm_respirator ;NO TRADE
helm_hardhat ;NO TRADE
helm_protective ;NO TRADE
helm_tactic ;NO TRADE
helm_battle ;NO TRADE
;Ìåäèêàìåíòû
bandage = 1, 1.8
medkit = 1, 1.8
medkit_scientic = 1, 1.8
medkit_army = 1, 1.8
antirad = 1, 1.8
;Áóñòåðû
drug_booster = 1, 2
drug_coagulant = 1, 2
drug_psy_blockade = 1, 2
drug_antidot = 1, 2
drug_radioprotector = 1, 2
drug_anabiotic = 1, 2
;Åäà
bread ;NO TRADE
kolbasa ;NO TRADE
conserva ;NO TRADE
vodka ;NO TRADE
energy_drink ;NO TRADE
;Ïðåäìåòû
device_torch ;NO TRADE
detector_simple ;NO TRADE
detector_advanced ;NO TRADE
detector_elite ;NO TRADE
detector_scientific ;NO TRADE
device_pda ;NO TRADE
guitar_a ;NO TRADE
harmonica_a ;NO TRADE
anomaly_scaner ;NO TRADE
;Êâåñòîâûå ïðåäìåòû
jup_a9_conservation_info ;NO TRADE
jup_a9_power_info ;NO TRADE
jup_a9_way_info ;NO TRADE
jup_a9_evacuation_info ;NO TRADE
jup_a9_meeting_info ;NO TRADE
jup_a9_losses_info ;NO TRADE
jup_a9_delivery_info ;NO TRADE
jup_b10_ufo_memory ;NO TRADE
jup_b10_ufo_memory_2 ;NO TRADE
jup_b10_notes_01 ;NO TRADE
jup_b10_notes_02 ;NO TRADE
jup_b10_notes_03 ;NO TRADE
jup_b205_sokolov_note ;NO TRADE
jup_b206_plant ;NO TRADE
jup_b209_monster_scanner ;NO TRADE
jup_b200_tech_materials_wire ;NO TRADE
jup_b200_tech_materials_acetone ;NO TRADE
jup_b200_tech_materials_textolite ;NO TRADE
jup_b200_tech_materials_transistor ;NO TRADE
jup_b200_tech_materials_capacitor ;NO TRADE
jup_b9_blackbox ;NO TRADE
jup_b32_scanner_device ;NO TRADE
jup_b46_duty_founder_pda ;NO TRADE
jup_b207_merc_pda_with_contract ;NO TRADE
jup_b47_jupiter_products_info ;NO TRADE
toolkit_2 ;NO TRADE
toolkit_1 ;NO TRADE
zat_b33_safe_container ;NO TRADE
zat_b57_gas ;NO TRADE
zat_b12_key_1 ;NO TRADE
zat_b12_key_2 ;NO TRADE
zat_b12_documents_1 ;NO TRADE
zat_b12_documents_2 ;NO TRADE
device_pda_port_bandit_leader ;NO TRADE
device_flash_snag ;NO TRADE
jup_b202_bandit_pda ;NO TRADE
zat_b40_notebook ;NO TRADE
zat_b40_pda_1 ;NO TRADE
zat_b40_pda_2 ;NO TRADE
device_pda_zat_b5_dealer ;NO TRADE
zat_b20_noah_pda ;NO TRADE
zat_a23_access_card ;NO TRADE
zat_a23_gauss_rifle_docs ;NO TRADE
zat_b44_barge_pda ;NO TRADE
zat_b39_joker_pda ;NO TRADE
zat_b22_medic_pda ;NO TRADE
toolkit_3 ;NO TRADE
pri_b35_lab_x8_key ;NO TRADE
pri_b306_envoy_pda ;NO TRADE
pri_b36_monolith_hiding_place_pda ;NO TRADE
pri_a25_explosive_charge_item ;NO TRADE
pri_a19_american_experiment_info ;NO TRADE
pri_a19_lab_x16_info ;NO TRADE
pri_a19_lab_x10_info ;NO TRADE
pri_a19_lab_x7_info ;NO TRADE
pri_a19_lab_x18_info ;NO TRADE
zat_a23_labx8_key ;NO TRADE
lx8_service_instruction ;NO TRADE
af_compass ;NO TRADE
af_oasis_heart ;NO TRADE
jup_b1_half_artifact ;NO TRADE
af_quest_b14_twisted ;NO TRADE
;Óíèêàëüíûå ïðåäìåòû
[supplies_start]
;Ìåäèêàìåíòû
bandage = 15, 0.8
medkit = 10, 0.8
antirad = 10, 0.8
;Áóñòåðû
drug_booster = 5, 0.25
drug_coagulant = 5, 0.25
drug_antidot = 5, 0.25
drug_radioprotector = 5, 0.25

View file

@ -0,0 +1,862 @@
[trader]
buy_condition = {+zat_b22_medic_respawn} buy_tier_2, trade_generic_buy
sell_condition = {+zat_b22_medic_respawn} sell_tier_2, trade_generic_sell
buy_supplies = {+jup_a9_tech_way_info =is_faction_friend_to_actor(stalker) +zat_b30_sultan_loose =wealthy_functor} sci_supplies_stalker_wealthy_tier_2, {=is_faction_friend_to_actor(stalker) +zat_b30_sultan_loose =wealthy_functor} supplies_stalker_wealthy_tier_2, {+jup_a9_tech_way_info =is_faction_friend_to_actor(bandit) +zat_b30_barmen_under_sultan =wealthy_functor} sci_supplies_bandit_wealthy_tier_2, {=is_faction_friend_to_actor(bandit) +zat_b30_barmen_under_sultan =wealthy_functor} supplies_bandit_wealthy_tier_2, {+jup_a9_tech_way_info =is_faction_friend_to_actor(stalker) +zat_b30_sultan_loose} sci_supplies_stalker_tier_2, {=is_faction_friend_to_actor(stalker) +zat_b30_sultan_loose} supplies_stalker_tier_2, {+jup_a9_tech_way_info =is_faction_friend_to_actor(bandit) +zat_b30_barmen_under_sultan} sci_supplies_bandit_tier_2, {=is_faction_friend_to_actor(bandit) +zat_b30_barmen_under_sultan} supplies_bandit_tier_2, {+jup_a9_tech_way_info =is_faction_friend_to_actor(stalker) =is_faction_friend_to_actor(bandit)} sci_supplies_stalker_bandit_tier, {=is_faction_friend_to_actor(stalker) =is_faction_friend_to_actor(bandit)} supplies_stalker_bandit_tier, {+jup_a9_tech_way_info =is_faction_friend_to_actor(stalker)} sci_supplies_stalker_tier_1, {=is_faction_friend_to_actor(stalker)} supplies_stalker_tier_1, {+jup_a9_tech_way_info =is_faction_friend_to_actor(bandit)} sci_supplies_bandit_tier_1, {=is_faction_friend_to_actor(bandit)} supplies_bandit_tier_1, {+jup_a9_tech_way_info} sci_supplies_generic, supplies_generic
discounts = {+zat_b7_actor_really_helped_bandits +zat_b30_barmen_under_sultan =information_dealer_functor} discount_3, {+zat_b7_actor_really_helped_stalkers +zat_b30_sultan_loose =information_dealer_functor} discount_3, {+zat_b7_actor_really_helped_stalkers +zat_b30_sultan_loose} discount_1, {+zat_b30_barmen_under_sultan +zat_b7_actor_really_helped_bandits} discount_1, {=information_dealer_functor} discount_2
buy_item_condition_factor = 0.7
[discount_1]
buy = 1
sell = 0.90
[discount_2]
buy = 1
sell = 0.85
[discount_3]
buy = 1
sell = 0.80
[trade_generic_buy]
;Àðòåôàêòû
af_cristall = 1, 0.6
af_fireball = 1, 0.6
af_dummy_glassbeads = 1, 0.6
af_eye = 1, 0.6
af_fire = 1, 0.6
af_medusa = 1, 0.6
af_cristall_flower = 1, 0.6
af_night_star = 1, 0.6
af_vyvert = 1, 0.6
af_gravi = 1, 0.6
af_gold_fish = 1, 0.6
af_blood = 1, 0.6
af_mincer_meat = 1, 0.6
af_soul = 1, 0.6
af_fuzz_kolobok = 1, 0.6
af_baloon = 1, 0.6
af_glass = 1, 0.6
af_electra_sparkler = 1, 0.6
af_electra_flash = 1, 0.6
af_electra_moonlight = 1, 0.6
af_dummy_battery = 1, 0.6
af_dummy_dummy = 1, 0.6
af_ice = 1, 0.6
;Àììóíèöèÿ
ammo_9x18_fmj = 0.2, 0.1
ammo_9x18_pmm = 0.2, 0.1
ammo_9x19_pbp = 0.2, 0.1
ammo_9x19_fmj = 0.2, 0.1
ammo_11.43x23_hydro = 0.4, 0.2
ammo_11.43x23_fmj = 0.2, 0.1
ammo_12x70_buck = 0.2, 0.1
ammo_12x76_zhekan = 0.3, 0.15
ammo_5.45x39_ap = 0.3, 0.15
ammo_5.45x39_fmj = 0.2, 0.1
ammo_9x39_ap = 0.4, 0.2
ammo_9x39_pab9 = 0.3, 0.15
ammo_5.56x45_ss190 = 0.2, 0.1
ammo_5.56x45_ap = 0.3, 0.15
ammo_7.62x54_7h1 = 0.4, 0.2
ammo_og-7b = 0.6, 0.3
ammo_vog-25 = 0.4, 0.2
grenade_f1 = 0.4, 0.2
grenade_rgd5 = 0.4, 0.2
ammo_m209 = 0.4, 0.2
ammo_pkm_100 = 0.4, 0.2
ammo_gauss ;NO TRADE
ammo_gauss_cardan ;NO TRADE
;Îðóæèå
wpn_pm = 0.3, 0.2
wpn_pb = 0.3, 0.2
wpn_fort = 0.3, 0.2
wpn_hpsa = 0.3, 0.2
wpn_beretta = 0.3, 0.2
wpn_walther = 0.3, 0.2
wpn_sig220 = 0.3, 0.2
wpn_colt1911 = 0.3, 0.2
wpn_usp = 0.3, 0.2
wpn_desert_eagle = 0.3, 0.2
wpn_bm16 = 0.3, 0.2
wpn_toz34 = 0.3, 0.2
wpn_wincheaster1300 = 0.3, 0.2
wpn_spas12 = 0.3, 0.2
wpn_ak74u = 0.3, 0.2
wpn_mp5 = 0.3, 0.2
wpn_ak74 = 0.3, 0.2
wpn_abakan = 0.3, 0.2
wpn_l85 = 0.3, 0.2
wpn_lr300 = 0.3, 0.2
wpn_protecta = 0.25, 0.15
wpn_sig550 = 0.25, 0.15
wpn_groza = 0.25, 0.15
wpn_val = 0.25, 0.15
wpn_vintorez = 0.25, 0.15
wpn_svu = 0.15, 0.1
wpn_svd = 0.15, 0.1
wpn_rg-6 = 0.2, 0.1
wpn_rpg7 = 0.2, 0.1
wpn_g36 = 0.25, 0.15
wpn_fn2000 = 0.2, 0.15
wpn_pkm = 0.15, 0.1
;ADDONS
wpn_addon_scope = 0.3, 0.2
wpn_addon_scope_x2.7 = 0.3, 0.2
wpn_addon_scope_detector = 0.2, 0.1
wpn_addon_scope_night = 0.3, 0.2
wpn_addon_scope_susat = 0.3, 0.2
wpn_addon_scope_susat_x1.6 = 0.3, 0.2
wpn_addon_scope_susat_custom = 0.2, 0.1
wpn_addon_scope_susat_dusk = 0.3, 0.2
wpn_addon_scope_susat_night = 0.3, 0.2
wpn_addon_silencer = 0.3, 0.2
wpn_addon_grenade_launcher = 0.3, 0.2
wpn_addon_grenade_launcher_m203 = 0.3, 0.2
;Áðîíèêè
novice_outfit = 0.5, 0.3
specops_outfit = 0.5, 0.3
military_outfit = 0.5, 0.3
stalker_outfit = 0.5, 0.3
scientific_outfit = 0.5, 0.3
exo_outfit = 0.5, 0.3
svoboda_light_outfit = 0.5, 0.3
svoboda_heavy_outfit = 0.5, 0.3
cs_heavy_outfit = 0.5, 0.3
dolg_outfit = 0.5, 0.3
dolg_heavy_outfit = 0.5, 0.3
;Øëåìû
helm_respirator = 0.5, 0.3
helm_hardhat = 0.5, 0.3
helm_protective = 0.5, 0.3
helm_tactic = 0.5, 0.3
helm_battle = 0.5, 0.3
;Ìåäèêàìåíòû
bandage ;NO TRADE
medkit ;NO TRADE
medkit_scientic ;NO TRADE
medkit_army ;NO TRADE
antirad ;NO TRADE
;Áóñòåðû
drug_booster ;NO TRADE
drug_coagulant ;NO TRADE
drug_psy_blockade ;NO TRADE
drug_antidot ;NO TRADE
drug_radioprotector ;NO TRADE
drug_anabiotic ;NO TRADE
;Åäà
bread ;NO TRADE
kolbasa ;NO TRADE
conserva ;NO TRADE
vodka ;NO TRADE
energy_drink ;NO TRADE
;Ïðåäìåòû
device_torch ;NO TRADE
detector_simple = 0.3, 0.1
detector_advanced = 0.4, 0.2
detector_elite = 0.5, 0.3
detector_scientific ;NO TRADE
device_pda ;NO TRADE
hand_radio ;NO TRADE
guitar_a ;NO TRADE
harmonica_a ;NO TRADE
anomaly_scaner ;NO TRADE
;Êâåñòîâûå ïðåäìåòû
jup_a9_conservation_info ;NO TRADE
jup_a9_power_info ;NO TRADE
jup_a9_way_info ;NO TRADE
jup_a9_evacuation_info ;NO TRADE
jup_a9_meeting_info ;NO TRADE
jup_a9_losses_info ;NO TRADE
jup_a9_delivery_info ;NO TRADE
jup_b10_ufo_memory ;NO TRADE
jup_b10_ufo_memory_2 ;NO TRADE
jup_b10_notes_01 ;NO TRADE
jup_b10_notes_02 ;NO TRADE
jup_b10_notes_03 ;NO TRADE
jup_b205_sokolov_note ;NO TRADE
jup_b206_plant ;NO TRADE
jup_b209_monster_scanner ;NO TRADE
jup_b200_tech_materials_wire ;NO TRADE
jup_b200_tech_materials_acetone ;NO TRADE
jup_b200_tech_materials_textolite ;NO TRADE
jup_b200_tech_materials_transistor ;NO TRADE
jup_b200_tech_materials_capacitor ;NO TRADE
jup_b9_blackbox ;NO TRADE
jup_b32_scanner_device ;NO TRADE
jup_b46_duty_founder_pda ;NO TRADE
jup_b207_merc_pda_with_contract ;NO TRADE
jup_b47_jupiter_products_info ;NO TRADE
toolkit_2 ;NO TRADE
toolkit_1 ;NO TRADE
zat_b33_safe_container ;NO TRADE
zat_b57_gas ;NO TRADE
zat_b12_key_1 ;NO TRADE
zat_b12_key_2 ;NO TRADE
zat_b12_documents_1 ;NO TRADE
zat_b12_documents_2 ;NO TRADE
device_pda_port_bandit_leader ;NO TRADE
device_flash_snag ;NO TRADE
jup_b202_bandit_pda ;NO TRADE
zat_b40_notebook ;NO TRADE
zat_b40_pda_1 ;NO TRADE
zat_b40_pda_2 ;NO TRADE
device_pda_zat_b5_dealer ;NO TRADE
zat_b20_noah_pda ;NO TRADE
zat_a23_access_card ;NO TRADE
zat_a23_gauss_rifle_docs ;NO TRADE
zat_b44_barge_pda ;NO TRADE
zat_b39_joker_pda ;NO TRADE
zat_b22_medic_pda ;NO TRADE
toolkit_3 ;NO TRADE
pri_b35_lab_x8_key ;NO TRADE
pri_b306_envoy_pda ;NO TRADE
pri_b36_monolith_hiding_place_pda ;NO TRADE
pri_a25_explosive_charge_item ;NO TRADE
pri_a19_american_experiment_info ;NO TRADE
pri_a19_lab_x16_info ;NO TRADE
pri_a19_lab_x10_info ;NO TRADE
pri_a19_lab_x7_info ;NO TRADE
pri_a19_lab_x18_info ;NO TRADE
zat_a23_labx8_key ;NO TRADE
lx8_service_instruction ;NO TRADE
af_compass ;NO TRADE
af_oasis_heart ;NO TRADE
jup_b1_half_artifact ;NO TRADE
af_quest_b14_twisted ;NO TRADE
;Óíèêàëüíûå ïðåäìåòû
wpn_pm_actor = 0.5, 0.2
wpn_sig550_luckygun = 0.5, 0.2
wpn_pkm_zulus = 0.5, 0.2
wpn_wincheaster1300_trapper = 0.5, 0.2
wpn_desert_eagle_nimble = 0.5, 0.2
wpn_groza_nimble = 0.5, 0.2
wpn_mp5_nimble = 0.5, 0.2
wpn_sig220_nimble = 0.5, 0.2
wpn_spas12_nimble = 0.5, 0.2
wpn_svd_nimble = 0.5, 0.2
wpn_svu_nimble = 0.5, 0.2
wpn_usp_nimble = 0.5, 0.2
wpn_vintorez_nimble = 0.5, 0.2
wpn_g36_nimble = 0.5, 0.2
wpn_fn2000_nimble = 0.5, 0.2
wpn_protecta_nimble = 0.5, 0.2
stalker_outfit_barge = 0.5, 0.3
helm_respirator_joker = 0.5, 0.3
helm_hardhat_snag = 0.5, 0.3
wpn_ak74u_snag = 0.5, 0.2
wpn_fort_snag = 0.5, 0.2
[buy_tier_2]:trade_generic_buy
;Ìåäèêàìåíòû
bandage = 0.6, 0.3
medkit = 0.6, 0.3
medkit_scientic = 0.6, 0.3
medkit_army = 0.6, 0.3
antirad = 0.6, 0.3
;Áóñòåðû
drug_booster = 0.6, 0.3
drug_coagulant = 0.6, 0.3
drug_psy_blockade = 0.6, 0.3
drug_antidot = 0.6, 0.3
drug_radioprotector = 0.6, 0.3
drug_anabiotic = 0.6, 0.3
[trade_generic_sell]
;Àðòåôàêòû
af_cristall ;NO TRADE
af_fireball ;NO TRADE
af_dummy_glassbeads ;NO TRADE
af_eye ;NO TRADE
af_fire ;NO TRADE
af_medusa ;NO TRADE
af_cristall_flower ;NO TRADE
af_night_star ;NO TRADE
af_vyvert ;NO TRADE
af_gravi ;NO TRADE
af_gold_fish ;NO TRADE
af_blood ;NO TRADE
af_mincer_meat ;NO TRADE
af_soul ;NO TRADE
af_fuzz_kolobok ;NO TRADE
af_baloon ;NO TRADE
af_glass ;NO TRADE
af_electra_sparkler ;NO TRADE
af_electra_flash ;NO TRADE
af_electra_moonlight ;NO TRADE
af_dummy_battery ;NO TRADE
af_dummy_dummy ;NO TRADE
af_ice ;NO TRADE
;Àììóíèöèÿ
ammo_9x18_fmj = 1, 2.2
ammo_9x18_pmm = 1, 2.2
ammo_9x19_pbp = 1, 2.2
ammo_9x19_fmj = 1, 2.2
ammo_11.43x23_hydro = 1, 2.2
ammo_11.43x23_fmj = 1, 2.2
ammo_12x70_buck = 1, 2.2
ammo_12x76_zhekan = 1, 2.2
ammo_5.45x39_ap = 1, 2.2
ammo_5.45x39_fmj = 1, 2.2
ammo_9x39_ap = 1, 2.2
ammo_9x39_pab9 = 1, 2.2
ammo_5.56x45_ss190 = 1, 2.2
ammo_5.56x45_ap = 1, 2.2
ammo_7.62x54_7h1 = 1, 2.2
ammo_og-7b = 1, 2.2
ammo_vog-25 = 1, 2.2
grenade_f1 = 1, 2.2
grenade_rgd5 = 1, 2.2
ammo_m209 = 1, 2.2
ammo_gauss ;NO TRADE
ammo_gauss_cardan ;NO TRADE
;Îðóæèå
wpn_pm = 1, 2.2
wpn_pb = 1, 2.2
wpn_fort = 1, 2.2
wpn_hpsa = 1, 2.2
wpn_beretta = 1, 2.2
wpn_walther = 1, 2.2
wpn_sig220 = 1, 2.2
wpn_colt1911 = 1, 2.2
wpn_usp = 1, 2.2
wpn_desert_eagle = 1, 2.2
wpn_bm16 = 1, 2.2
wpn_toz34 = 1, 2.2
wpn_wincheaster1300 = 1, 2.2
wpn_spas12 = 1, 2.2
wpn_ak74u = 1, 2.2
wpn_mp5 = 1, 2.2
wpn_ak74 = 1, 2.2
wpn_abakan = 1, 2.2
wpn_l85 = 1, 2.2
wpn_lr300 = 1, 2.2
wpn_sig550 = 1, 2.2
wpn_protecta = 1, 2.2
wpn_groza = 1, 2.2
wpn_val = 1, 2.2
wpn_vintorez = 1, 2.2
wpn_svu = 1, 2.2
wpn_svd = 1, 2.2
wpn_rg-6 = 1, 2.2
wpn_rpg7 = 1, 2.2
wpn_g36 = 1, 2.2
wpn_fn2000 = 1, 2.2
;ADDONS
wpn_addon_scope = 1, 2.2
wpn_addon_scope_x2.7 = 1, 2.2
wpn_addon_scope_detector = 1, 2.2
wpn_addon_scope_night = 1, 2.2
wpn_addon_scope_susat = 1, 2.2
wpn_addon_scope_susat_x1.6 = 1, 2.2
wpn_addon_scope_susat_custom = 1, 2.2
wpn_addon_scope_susat_dusk = 1, 2.2
wpn_addon_scope_susat_night = 1, 2.2
wpn_addon_silencer = 1, 2.2
wpn_addon_grenade_launcher = 1, 2.2
wpn_addon_grenade_launcher_m203 = 1, 2.2
;Áðîíèêè
novice_outfit = 1, 2.2
specops_outfit = 1, 2.2
military_outfit = 1, 2.2
stalker_outfit = 1, 2.2
scientific_outfit = 1, 2.2
exo_outfit = 1, 2.2
svoboda_light_outfit = 1, 2.2
svoboda_heavy_outfit = 1, 2.2
cs_heavy_outfit = 1, 2.2
dolg_outfit = 1, 2.2
dolg_heavy_outfit = 1, 2.2
;Øëåìû
helm_respirator = 1, 2.2
helm_hardhat = 1, 2.2
helm_protective = 1, 2.2
helm_tactic = 1, 2.2
helm_battle = 1, 2.2
;Ìåäèêàìåíòû
bandage ;NO TRADE
medkit ;NO TRADE
medkit_scientic ;NO TRADE
medkit_army ;NO TRADE
antirad ;NO TRADE
;Áóñòåðû
drug_booster ;NO TRADE
drug_coagulant ;NO TRADE
drug_psy_blockade ;NO TRADE
drug_antidot ;NO TRADE
drug_radioprotector ;NO TRADE
drug_anabiotic ;NO TRADE
;Åäà
bread ;NO TRADE
kolbasa ;NO TRADE
conserva ;NO TRADE
vodka ;NO TRADE
energy_drink ;NO TRADE
;Ïðåäìåòû
device_torch ;NO TRADE
hand_radio ;NO TRADE
detector_simple = 1, 2.2
detector_advanced = 1, 2.2
detector_elite = 1, 2.2
detector_scientific ;NO TRADE
device_pda ;NO TRADE
guitar_a ;NO TRADE
harmonica_a ;NO TRADE
anomaly_scaner ;NO TRADE
;Êâåñòîâûå ïðåäìåòû
jup_a9_conservation_info ;NO TRADE
jup_a9_power_info ;NO TRADE
jup_a9_way_info ;NO TRADE
jup_a9_evacuation_info ;NO TRADE
jup_a9_meeting_info ;NO TRADE
jup_a9_losses_info ;NO TRADE
jup_a9_delivery_info ;NO TRADE
jup_b10_ufo_memory ;NO TRADE
jup_b10_ufo_memory_2 ;NO TRADE
jup_b10_notes_01 ;NO TRADE
jup_b10_notes_02 ;NO TRADE
jup_b10_notes_03 ;NO TRADE
jup_b205_sokolov_note ;NO TRADE
jup_b206_plant ;NO TRADE
jup_b209_monster_scanner ;NO TRADE
jup_b200_tech_materials_wire ;NO TRADE
jup_b200_tech_materials_acetone ;NO TRADE
jup_b200_tech_materials_textolite ;NO TRADE
jup_b200_tech_materials_transistor ;NO TRADE
jup_b200_tech_materials_capacitor ;NO TRADE
jup_b9_blackbox ;NO TRADE
jup_b32_scanner_device ;NO TRADE
jup_b46_duty_founder_pda ;NO TRADE
jup_b207_merc_pda_with_contract ;NO TRADE
jup_b47_jupiter_products_info ;NO TRADE
toolkit_2 ;NO TRADE
toolkit_1 ;NO TRADE
zat_b33_safe_container ;NO TRADE
zat_b57_gas ;NO TRADE
zat_b12_key_1 ;NO TRADE
zat_b12_key_2 ;NO TRADE
zat_b12_documents_1 ;NO TRADE
zat_b12_documents_2 ;NO TRADE
device_pda_port_bandit_leader ;NO TRADE
device_flash_snag ;NO TRADE
jup_b202_bandit_pda ;NO TRADE
zat_b40_notebook ;NO TRADE
zat_b40_pda_1 ;NO TRADE
zat_b40_pda_2 ;NO TRADE
device_pda_zat_b5_dealer ;NO TRADE
zat_b20_noah_pda ;NO TRADE
zat_a23_access_card ;NO TRADE
zat_a23_gauss_rifle_docs ;NO TRADE
zat_b44_barge_pda ;NO TRADE
zat_b39_joker_pda ;NO TRADE
zat_b22_medic_pda ;NO TRADE
toolkit_3 ;NO TRADE
pri_b35_lab_x8_key ;NO TRADE
pri_b306_envoy_pda ;NO TRADE
pri_b36_monolith_hiding_place_pda ;NO TRADE
pri_a25_explosive_charge_item ;NO TRADE
pri_a19_american_experiment_info ;NO TRADE
pri_a19_lab_x16_info ;NO TRADE
pri_a19_lab_x10_info ;NO TRADE
pri_a19_lab_x7_info ;NO TRADE
pri_a19_lab_x18_info ;NO TRADE
zat_a23_labx8_key ;NO TRADE
lx8_service_instruction ;NO TRADE
af_compass ;NO TRADE
af_oasis_heart ;NO TRADE
jup_b1_half_artifact ;NO TRADE
af_quest_b14_twisted ;NO TRADE
;Óíèêàëüíûå âåùè
wpn_pm_actor = 1.5, 3
wpn_sig550_luckygun = 1.5, 3
wpn_pkm_zulus = 1.5, 3
wpn_wincheaster1300_trapper = 1.5, 3
wpn_desert_eagle_nimble = 1.5, 3
wpn_groza_nimble = 1.5, 3
wpn_mp5_nimble = 1.5, 3
wpn_sig220_nimble = 1.5, 3
wpn_spas12_nimble = 1.5, 3
wpn_svd_nimble = 1.5, 3
wpn_svu_nimble = 1.5, 3
wpn_usp_nimble = 1.5, 3
wpn_vintorez_nimble = 1.5, 3
wpn_g36_nimble = 1.5, 3
wpn_fn2000_nimble = 1.5, 3
wpn_protecta_nimble = 1.5, 3
stalker_outfit_barge = 1.5, 3
helm_respirator_joker = 1.5, 3
helm_hardhat_snag = 1.5, 3
wpn_ak74u_snag = 1.5, 3
wpn_fort_snag = 1.5, 3
[sell_tier_2]:trade_generic_sell
;Ìåäèêàìåíòû
bandage = 1, 2.2
medkit = 1, 2.2
medkit_scientic = 1, 2.2
medkit_army = 1, 2.2
antirad = 1, 2.2
;Áóñòåðû
drug_booster = 1, 2.2
drug_coagulant = 1, 2.2
drug_psy_blockade = 1, 2.2
drug_antidot = 1, 2.2
drug_radioprotector = 1, 2.2
drug_anabiotic = 1, 2.2
;----------------------------------------------------------------------------------------------------
[supplies_scientific]
scientific_outfit = 1, 1
[supplies_generic]
;Àììóíèöèÿ
ammo_9x18_fmj = 4, 0.7
ammo_9x18_pmm = 4, 0.5
ammo_9x19_fmj = 4, 0.7
ammo_9x19_pbp = 4, 0.5
ammo_11.43x23_fmj = 2, 0.7
ammo_12x70_buck = 6, 0.7
ammo_5.45x39_fmj = 4, 0.7
ammo_5.56x45_ss190 = 4, 0.7
ammo_9x39_pab9 = 5, 0.5
ammo_7.62x54_7h1 = 3, 0.5
grenade_rgd5 = 4, 0.7
;Îðóæèå
wpn_pm = 1, 0.9
wpn_fort = 1, 0.9
wpn_hpsa = 1, 0.7
wpn_beretta = 1, 0.5
wpn_colt1911 = 1, 0.5
wpn_ak74u = 1, 0.9
wpn_ak74 = 1, 0.7
wpn_mp5 = 1, 0.5
wpn_bm16 = 1, 1
wpn_toz34 = 1, 0.8
wpn_wincheaster1300 = 1, 0.7
wpn_spas12 = 1, 0.2
wpn_abakan = 1, 0.1
wpn_groza = 1, 0.05
wpn_val = 1, 0.05
;Àääîíû
wpn_addon_scope = 1, 0.7
wpn_addon_silencer = 2, 0.5
;Áðîíèêè
novice_outfit = 1, 1
stalker_outfit = 1, 0.7
specops_outfit = 1, 0.4
helm_respirator = 1, 0.7
helm_hardhat = 1, 0.7
;ìåäèêàìåíòû
bandage = 10, 0.7
medkit = 10, 0.7
antirad = 10, 0.7
;Áóñòåðû
drug_booster = 6, 0.5
drug_coagulant = 6, 0.5
drug_radioprotector = 6, 0.5
;Ïðåäìåòû
detector_advanced = 2, 1
[sci_supplies_generic]:supplies_generic, supplies_scientific
[supplies_bandit_tier_1]:supplies_generic
;Àììóíèöèÿ
ammo_12x76_zhekan = 8, 0.8
ammo_9x19_pbp = 5, 0.8
ammo_9x18_pmm = 5, 0.8
ammo_11.43x23_fmj = 4, 0.8
ammo_5.45x39_fmj = 5, 0.8
ammo_5.56x45_ss190 = 5, 0.8
ammo_9x39_pab9 = 5, 0.7
ammo_7.62x54_7h1 = 3, 0.7
grenade_rgd5 = 5, 0.8
;Îðóæèå
wpn_pm = 1, 0.2
wpn_fort = 1, 0.2
wpn_hpsa = 1, 0.2
wpn_ak74u = 1, 0.2
wpn_bm16 = 1, 0.3
wpn_wincheaster1300 = 1, 0.3
wpn_toz34 = 1, 0.0001
wpn_beretta = 1, 0.8
wpn_desert_eagle = 1, 0.4
wpn_mp5 = 1, 0.8
wpn_spas12 = 1, 0.8
;Àääîíû
wpn_addon_scope = 1, 0.7
wpn_addon_silencer = 1, 0.7
;Áðîíèêè
stalker_outfit = 1, 0.5
specops_outfit = 1, 0.8
helm_respirator = 1, 0.1
helm_hardhat = 1, 0.4
;Ïðåäìåòû
detector_advanced = 1, 0.0001
[sci_supplies_bandit_tier_1]:supplies_bandit_tier_1, supplies_scientific
[supplies_stalker_tier_1]:supplies_generic
;Àììóíèöèÿ
ammo_12x76_zhekan = 8, 0.8
ammo_9x19_pbp = 5, 0.8
ammo_9x18_pmm = 5, 0.8
ammo_11.43x23_fmj = 4, 0.8
ammo_5.45x39_fmj = 5, 0.8
ammo_5.56x45_ss190 = 5, 0.8
ammo_9x39_pab9 = 5, 0.7
ammo_7.62x54_7h1 = 3, 0.7
grenade_rgd5 = 5, 0.8
;Îðóæèå
wpn_pm = 1, 0.2
wpn_fort = 1, 0.2
wpn_hpsa = 1, 0.2
wpn_ak74u = 1, 0.2
wpn_bm16 = 1, 0.3
wpn_wincheaster1300 = 1, 0.3
wpn_toz34 = 1, 0.3
wpn_mp5 = 1, 0.4
wpn_walther = 1, 0.7
wpn_sig220 = 1, 0.4
wpn_l85 = 1, 0.6
wpn_abakan = 1, 0.3
wpn_lr300 = 1, 0.5
wpn_spas12 = 1, 0.4
;Àääîíû
wpn_addon_scope_susat = 1, 0.7
wpn_addon_scope = 1, 0.7
;Áðîíèêè
stalker_outfit = 1, 0.9
specops_outfit = 1, 0.7
helm_respirator = 1, 0.4
helm_hardhat = 1, 0.4
;Ïðåäìåòû
detector_elite = 2, 1
[sci_supplies_stalker_tier_1]:supplies_stalker_tier_1, supplies_scientific
[supplies_stalker_bandit_tier]:supplies_generic
;Àììóíèöèÿ
ammo_12x76_zhekan = 8, 0.8
ammo_9x19_pbp = 5, 0.8
ammo_9x18_pmm = 5, 0.8
ammo_11.43x23_fmj = 4, 0.8
ammo_5.45x39_fmj = 5, 0.8
ammo_5.56x45_ss190 = 5, 0.8
ammo_9x39_pab9 = 5, 0.7
ammo_7.62x54_7h1 = 3, 0.7
grenade_rgd5 = 5, 0.8
grenade_f1 = 4, 0.8
;Îðóæèå
wpn_pm = 1, 0.2
wpn_fort = 1, 0.2
wpn_hpsa = 1, 0.2
wpn_ak74u = 1, 0.2
wpn_bm16 = 1, 0.3
wpn_wincheaster1300 = 1, 0.3
wpn_toz34 = 1, 0.3
wpn_mp5 = 1, 0.4
wpn_walther = 1, 0.7
wpn_abakan = 1, 0.3
wpn_l85 = 1, 0.6
wpn_lr300 = 1, 0.7
wpn_spas12 = 1, 0.7
;Áðîíèêè
stalker_outfit = 1, 0.7
specops_outfit = 1, 1
helm_respirator = 1, 0.4
helm_hardhat = 1, 0.4
;Àääîíû
wpn_addon_scope_susat = 1, 0.7
wpn_addon_scope = 1, 0.7
wpn_addon_silencer = 1, 0.7
;Ïðåäìåòû
detector_elite = 2, 0.5
[sci_supplies_stalker_bandit_tier]:supplies_stalker_bandit_tier, supplies_scientific
[supplies_bandit_tier_2]:supplies_bandit_tier_1
;Àììóíèöèÿ
ammo_5.45x39_ap = 3, 0.8
ammo_5.56x45_ap = 3, 0.8
ammo_vog-25 = 5, 0.8
ammo_m209 = 5, 0.8
ammo_9x39_ap = 3, 0.8
ammo_9x39_pab9 = 5, 0.8
ammo_7.62x54_7h1 = 3, 0.8
grenade_rgd5 = 1, 0.0001
grenade_f1 = 5, 0.8
;Îðóæèå
wpn_pm = 1, 0.1
wpn_fort = 1, 0.1
wpn_hpsa = 1, 0.1
wpn_ak74u = 1, 0.1
wpn_ak74 = 1, 0.3
wpn_bm16 = 1, 0.0001
wpn_wincheaster1300 = 1, 0.1
wpn_toz34 = 1, 0.0001
wpn_mp5 = 1, 0.1
wpn_desert_eagle = 1, 0.6
wpn_val = 1, 0.8
wpn_protecta = 1, 0.8
wpn_rg-6 = 1, 0.4
;Àääîíû
wpn_addon_scope_susat = 1, 0.7
wpn_addon_scope_x2.7 = 1, 0.5
wpn_addon_scope_susat_x1.6 = 1, 0.5
wpn_addon_grenade_launcher = 1, 0.5
wpn_addon_grenade_launcher_m203 = 1, 0.5
;Áðîíèêè
stalker_outfit = 1, 0.0001
military_outfit = 1, 0.7
helm_battle = 1, 0.7
helm_respirator = 1, 0.1
helm_hardhat = 1, 0.1
[sci_supplies_bandit_tier_2]:supplies_bandit_tier_2, supplies_scientific
[supplies_stalker_tier_2]:supplies_stalker_tier_1
;Àììóíèöèÿ
ammo_5.45x39_ap = 3, 0.8
ammo_vog-25 = 5, 0.8
ammo_m209 = 5, 0.8
ammo_9x39_ap = 3, 0.8
ammo_9x39_pab9 = 5, 0.8
ammo_7.62x54_7h1 = 3, 0.8
grenade_rgd5 = 1, 0.0001
grenade_f1 = 2, 0.8
;Îðóæèå
wpn_pm = 1, 0.1
wpn_fort = 1, 0.1
wpn_hpsa = 1, 0.1
wpn_ak74u = 1, 0.1
wpn_ak74 = 1, 0.1
wpn_l85 = 1, 0.2
wpn_bm16 = 1, 0.0001
wpn_wincheaster1300 = 1, 0.1
wpn_toz34 = 1, 0.0001
wpn_mp5 = 1, 0.1
wpn_sig220 = 1, 0.5
wpn_usp = 1, 0.5
wpn_sig550 = 1, 0.6
wpn_groza = 1, 0.6
wpn_vintorez = 1, 0.6
;Àääîíû
wpn_addon_scope_x2.7 = 1, 0.7
wpn_addon_scope_susat_x1.6 = 1, 0.7
wpn_addon_grenade_launcher = 1, 0.7
wpn_addon_grenade_launcher_m203 = 1, 0.7
;Áðîíèêè
exo_outfit = 1, 0.2
stalker_outfit = 1, 0.4
novice_outfit = 1, 0.0001
military_outfit = 1, 0.7
helm_protective = 1, 0.5
helm_battle = 1, 0.15
[sci_supplies_stalker_tier_2]:supplies_stalker_tier_2, supplies_scientific
[supplies_stalker_wealthy_tier_2]:supplies_stalker_tier_2
;Àììóíèöèÿ
ammo_vog-25 = 6, 0.8
ammo_m209 = 6, 0.8
ammo_og-7b = 3, 0.8
;Îðóæèå
wpn_rg-6 = 1, 0.5
wpn_rpg7 = 1, 0.5
;Àääîíû
wpn_addon_scope_night = 1, 0.7
wpn_addon_scope_susat_night = 1, 0.7
;Áðîíèêè
exo_outfit = 1, 0.5
helm_battle = 1, 0.3
helm_protective = 1, 0.7
helm_tactic = 1, 0.5
[sci_supplies_stalker_wealthy_tier_2]:supplies_stalker_wealthy_tier_2, supplies_scientific
[supplies_bandit_wealthy_tier_2]:supplies_bandit_tier_2
;Àììóíèöèÿ
ammo_vog-25 = 6, 0.8
ammo_m209 = 6, 0.8
ammo_og-7b = 3, 0.8
;Îðóæèå
wpn_rg-6 = 1, 0.6
wpn_rpg7 = 1, 0.6
;Àääîíû
wpn_addon_scope_night = 1, 0.7
;Áðîíèêè
exo_outfit = 1, 0.5
helm_battle = 1, 0.7
helm_tactic = 1, 0.5
helm_respirator = 1, 0.1
helm_hardhat = 1, 0.1
[sci_supplies_bandit_wealthy_tier_2]:supplies_bandit_wealthy_tier_2, supplies_scientific

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[locations] ; Èìåíîâàíèå ñìàðòîâ íà Çàòîíå
zat_sim_1 = st_stalker_zat_sim_1 ;Òåêñò îòâå÷àåò íà âîïðîñ "Êóäà âû íàïðàâëÿåòåñü?". Ôèíàëüíûé ñòðèíãòåéáë èìååò èäåíòèôèêàòîð st_<êîìüþíèòè>_zaton_smart_name_1
zat_sim_2 = st_stalker_zat_sim_2
zat_sim_3 = st_stalker_zat_sim_3
zat_sim_4 = st_stalker_zat_sim_4
zat_sim_5 = st_stalker_zat_sim_5
zat_sim_6 = st_stalker_zat_sim_6
zat_sim_7 = st_stalker_zat_sim_7
zat_sim_8 = st_stalker_zat_sim_8
zat_sim_9 = st_stalker_zat_sim_9
zat_sim_10 = st_stalker_zat_sim_10
zat_sim_11 = st_stalker_zat_sim_11
zat_sim_12 = st_stalker_zat_sim_12
zat_sim_13 = st_stalker_zat_sim_13
zat_sim_14 = st_stalker_zat_sim_14
zat_sim_15 = st_stalker_zat_sim_15
zat_sim_16 = st_stalker_zat_sim_16
zat_sim_17 = st_stalker_zat_sim_17
zat_sim_18 = st_stalker_zat_sim_18
zat_sim_19 = st_stalker_zat_sim_19
zat_sim_20 = st_stalker_zat_sim_20
zat_sim_21 = st_stalker_zat_sim_21
zat_sim_22 = st_stalker_zat_sim_22
zat_sim_23 = st_stalker_zat_sim_23
zat_sim_24 = st_stalker_zat_sim_24
zat_sim_25 = st_stalker_zat_sim_25
zat_sim_26 = st_stalker_zat_sim_26
zat_sim_27 = st_stalker_zat_sim_27
zat_b55 = st_stalker_zat_b55
zat_a1 = st_stalker_zat_a1
zat_a23_smart_terrain = st_stalker_zat_a23_smart_terrain
zat_b100 = st_stalker_zat_b100
zat_b101 = st_stalker_zat_b101
zat_b103_merc_smart = st_stalker_zat_b103_merc_smart
zat_b104_zombied = st_stalker_zat_b104_zombied
zat_b106_smart_terrain = st_stalker_zat_b106_smart_terrain
zat_b12 = st_stalker_zat_b12
zat_b14_smart_terrain = st_stalker_zat_b14_smart_terrain
zat_b18 = st_stalker_zat_b18
zat_b20_smart_terrain = st_stalker_zat_b20_smart_terrain
zat_b28 = st_stalker_zat_b28
zat_b33 = st_stalker_zat_b33
zat_b38 = st_stalker_zat_b38
zat_b38u = st_stalker_zat_b38u
zat_b39 = st_stalker_zat_b39
zat_b40_smart_terrain = st_stalker_zat_b40_smart_terrain
zat_b42_smart_terrain = st_stalker_zat_b42_smart_terrain
zat_b52 = st_stalker_zat_b52
zat_b53 = st_stalker_zat_b53
zat_b54 = st_stalker_zat_b54
zat_b56 = st_stalker_zat_b56
zat_b5_smart_terrain = st_stalker_zat_b5_smart_terrain
zat_b7 = st_stalker_zat_b7
zat_b7_stalker_raider = st_stalker_zat_b7_stalker_raider
zat_medic_home_smart = st_stalker_zat_medic_home_smart
zat_stalker_base_smart = st_stalker_zat_stalker_base_smart
jup_a10_smart_terrain = st_stalker_jup_a10_smart_terrain
jup_a12 = st_stalker_jup_a12
jup_a12_merc = st_stalker_jup_a12_merc
jup_a6 = st_stalker_jup_a6
jup_a9 = st_stalker_jup_a9
jup_b1 = st_stalker_jup_b1
jup_b19 = st_stalker_jup_b19
jup_b200 = st_stalker_jup_b200
jup_b200_tushkan_smart_terrain = st_stalker_jup_b200_tushkan_smart_terrain
jup_b202 = st_stalker_jup_b202
jup_b203 = st_stalker_jup_b203
jup_b204 = st_stalker_jup_b204
jup_b205_smart_terrain = st_stalker_jup_b205_smart_terrain
jup_b205_smart_terrain_tushkano = st_stalker_jup_b205_smart_terrain_tushkano
jup_b206 = st_stalker_jup_b206
jup_b207 = st_stalker_jup_b207
jup_b207_depot_attack = st_stalker_jup_b207_depot_attack
jup_b208 = st_stalker_jup_b208
jup_b209 = st_stalker_jup_b209
jup_b211 = st_stalker_jup_b211
jup_b212 = st_stalker_jup_b212
jup_b219 = st_stalker_jup_b219
jup_b25 = st_stalker_jup_b25
jup_b32 = st_stalker_jup_b32
jup_b4 = st_stalker_jup_b4
jup_b41 = st_stalker_jup_b41
jup_b46 = st_stalker_jup_b46
jup_b47 = st_stalker_jup_b47
jup_b6_anom_2 = st_stalker_jup_b6_anom_2
jup_b8_smart_terrain = st_stalker_jup_b8_smart_terrain
jup_sim_1 = st_stalker_jup_sim_1
jup_sim_2 = st_stalker_jup_sim_2
jup_sim_3 = st_stalker_jup_sim_3
jup_sim_4 = st_stalker_jup_sim_4
jup_sim_5 = st_stalker_jup_sim_5
jup_sim_6 = st_stalker_jup_sim_6
jup_sim_7 = st_stalker_jup_sim_7
jup_sim_8 = st_stalker_jup_sim_8
jup_sim_9 = st_stalker_jup_sim_9
jup_sim_10 = st_stalker_jup_sim_10
jup_sim_11 = st_stalker_jup_sim_11
jup_sim_12 = st_stalker_jup_sim_12
jup_sim_13 = st_stalker_jup_sim_13
jup_sim_14 = st_stalker_jup_sim_14
jup_sim_15 = st_stalker_jup_sim_15
jup_sim_16 = st_stalker_jup_sim_16
jup_sim_17 = st_stalker_jup_sim_17
jup_sim_18 = st_stalker_jup_sim_18
jup_sim_19 = st_stalker_jup_sim_19
pri_a15 = st_stalker_pri_a15
pri_a16 = st_stalker_pri_a16
pri_a17 = st_stalker_pri_a17
pri_a18_smart_terrain = st_stalker_pri_a18_smart_terrain
pri_a20 = st_stalker_pri_a20 ; íå èñïîëüçóåòñÿ
pri_a21_smart_terrain = st_stalker_pri_a21_smart_terrain
pri_a22_smart_terrain = st_stalker_pri_a22_smart_terrain
pri_a25_smart_terrain = st_stalker_pri_a25_smart_terrain
pri_a28 = st_stalker_pri_a28 ; íå èñïîëüçóåòñÿ
pri_b301 = st_stalker_pri_b301
pri_b303 = st_stalker_pri_b303
pri_b304 = st_stalker_pri_b304 ; íå èñïîëüçóåòñÿ
pri_b304_monsters_smart_terrain = st_stalker_pri_b304_monsters_smart_terrain
pri_b305_dogs = st_stalker_pri_b305_dogs
pri_b306 = st_stalker_pri_b306
pri_b307 = st_stalker_pri_b307
pri_b35_envoy = st_stalker_pri_b35_envoy ; íå èñïîëüçóåòñÿ
pri_b35_mercs = st_stalker_pri_b35_mercs
pri_b35_military = st_stalker_pri_b35_military
pri_b36_smart_terrain = st_stalker_pri_b36_smart_terrain
pri_b302 = st_stalker_pri_b302
pri_sim_1 = st_stalker_pri_sim_1
pri_sim_2 = st_stalker_pri_sim_2
pri_sim_3 = st_stalker_pri_sim_3
pri_sim_4 = st_stalker_pri_sim_4
pri_sim_5 = st_stalker_pri_sim_5
[traveler] ; Ïåðå÷åíü òî÷åê, êóäà ïðîâîäíèêè ìîãóò îòâåñòè çà áàáîñû.
zat_stalker_base_smart ; name ñìàðòà
zat_b55
zat_b100
zat_b104_zombied
zat_b38
zat_b40_smart_terrain
zat_b53
zat_b56
zat_b5_smart_terrain
jup_a6
jup_b41
jup_b6_anom_2
jup_b209
jup_sim_17
jup_b200
jup_b212
jup_a12
pri_b307
pri_b302
pri_a16
pri_a18_smart_terrain
[zat_b55]
level = zaton
name = st_zat_b55_name
condlist = true
[zat_b100]
level = zaton
name = st_zat_b100_name
condlist = true
[zat_b104_zombied]
level = zaton
name = st_zat_b104_name
condlist = true
[zat_b38]
level = zaton
name = st_zat_b38_name
condlist = true
[zat_b40_smart_terrain]
level = zaton
name = st_zat_b40_name
condlist = true
[zat_b53]
level = zaton
name = st_zat_b53_name
condlist = true
[zat_b56]
level = zaton
name = st_zat_b56_name
condlist = true
[zat_b5_smart_terrain]
level = zaton
name = st_zat_b5_name
condlist = true
[zat_stalker_base_smart]
level = zaton
name = st_zat_a2_name ; Èìÿ ñìàðòà, â äàííîì ñëó÷àå "Ñêàäîâñê"
condlist = true ; óñëîâèå, êîãäà äîñòóïåí ïåðåõîä.
[jup_a6]
level = jupiter
name = st_jup_a6_name
condlist = true
[jup_b41]
level = jupiter
name = st_jup_b6_name
condlist = true
[jup_b6_anom_2]
level = jupiter
name = st_jup_b1_name
condlist = true
[jup_b209]
level = jupiter
name = st_jup_b209_name
condlist = true
[jup_sim_17]
level = jupiter
name = st_jup_b201_name
condlist = true
[jup_b200]
level = jupiter
name = st_jup_b200_name
condlist = true
[jup_b212]
level = jupiter
name = st_jup_b212_name
condlist = true
[jup_a12]
level = jupiter
name = st_jup_a12_name
condlist = true
[pri_b307]
level = pripyat
name = st_pri_b307_name
condlist = true
[pri_b302]
level = pripyat
name = st_pri_b302_name
condlist = true
[pri_a16]
level = pripyat
name = st_pri_a16_name
condlist = true
[pri_a18_smart_terrain]
level = pripyat
name = st_pri_a18_name
condlist = true