[up_sect_firsta_pb] ;Скорострельность(1)10% ;---------------------- cost = 250 value = +10 rpm = +30 [up_sect_firstc_pb] ;Надежность(2)15% ;--------------- cost = 500 value = +15 ;увеличение дисперсии в процентах при максимальном износе fire_dispersion_condition_factor = -2 ;15 ;увеличение изношености при выстреле очередью condition_queue_shot_dec = -0.0015 ;0.0013 ;увеличение изношености при одиночном выстреле condition_shot_dec = -0.0015 ;0.0011 ;шанс осечки при изношености больше чем misfireStartCondition misfire_start_prob = -0.0025 ;шанс осечки при изношености больше чем misfireEndCondition misfire_end_prob = -0.025 ;0.03 [up_sect_firstd_pb] ;Отдача(2)-20% ;------------ cost = 500 value = -20 cam_dispersion = -0.125 ;0.3 cam_dispersion_inc = -0.125 ;0.3 cam_step_angle_horz = -0.25 ;1.0 [up_sect_firste_pb] ;Настильность(3)30% ;------------------ cost = 750 value = +30 bullet_speed = +60 fire_dispersion_base = -0.02 [up_sect_secona_pb] ;Отдача(1)-10% ;------------ cost = 250 value = -10 cam_dispersion = -0.05 ;0.3 cam_dispersion_inc = -0.05 ;0.3 cam_step_angle_horz = -0.15 ;1.0 [up_sect_seconc_pb] ;Отдача(2)-20% ;------------ cost = 500 value = -20 cam_dispersion = -0.125 ;0.3 cam_dispersion_inc = -0.125 ;0.3 cam_step_angle_horz = -0.25 ;1.0 [up_sect_thirda_pb] ;Вес ;------------------ cost = 250 value = -0.2 inv_weight = -0.2 crosshair_inertion = -0.3 PDM_disp_base = -0.05 PDM_disp_vel_factor = -0.15 PDM_disp_accel_factor = -0.15 [up_sect_thirdc_pb] ;Удобство(2)15% ;-------------- cost = 500 value = +15 crosshair_inertion = -0.7 PDM_disp_base = -0.15 PDM_disp_vel_factor = -0.35 PDM_disp_accel_factor = -0.35 [up_sect_thirde_pb] ;Точность(3)30% ;--------------- cost = 750 value = +30 fire_dispersion_base = -0.05 [up_sect_fourta_pb] ;Точность(1)10% ;--------------- cost = 250 value = +10 fire_dispersion_base = -0.02 [up_sect_fourtc_pb] ;Точность(2)20% ;--------------- cost = 500 value = +20 fire_dispersion_base = -0.03 [up_sect_fiftha_pb] ;Увеличенный объем магазина ;--------------- cost = 650 value = +4 ammo_mag_size = +4 [up_firsta_pb] scheme_index = 0, 0 known = 1 ;;invented = 1 ; 0 effects = up_gr_firstcd_pb section = up_sect_firsta_pb property = prop_rpm precondition_functor = inventory_upgrades.precondition_functor_a precondition_parameter = a & b effect_functor = inventory_upgrades.effect_functor_a effect_parameter = on_weapon_upgrade_something_here ; ui prereq_functor = inventory_upgrades.prereq_functor_a prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a prereq_params = name = st_up_zatp_a1_name description = st_up_zatp_a1_descr icon = ui_inGame2_upgrade_PB_1S_1 ;;... [up_firstc_pb] scheme_index = 1, 0 known = 1 effects = up_gr_firstef_pb section = up_sect_firstc_pb property = prop_reliability precondition_functor = inventory_upgrades.precondition_functor_a precondition_parameter = a & b effect_functor = inventory_upgrades.effect_functor_a effect_parameter = something_here ; ui prereq_functor = inventory_upgrades.prereq_functor_a prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a prereq_params = name = st_up_zatp_b3_name description = st_up_zatp_b3_descr icon = ui_inGame2_upgrade_PB_1S_2 [up_firstd_pb] scheme_index = 1, 1 known = 1 effects = up_gr_firstef_pb section = up_sect_firstd_pb property = prop_recoil 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_zatp_b2_name description = st_up_zatp_b2_descr icon = ui_inGame2_upgrade_PB_1S_3 [up_firste_pb] scheme_index = 2, 0 known = 1 effects = section = up_sect_firste_pb property = prop_bullet_speed precondition_functor = inventory_upgrades.precondition_functor_a precondition_parameter = a & b effect_functor = inventory_upgrades.effect_functor_a effect_parameter = something_here ; ui prereq_functor = inventory_upgrades.prereq_functor_a prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a prereq_params = name = st_up_zatp_c2_name description = st_up_zatp_c2_descr icon = ui_inGame2_upgrade_PB_1S_4 [up_secona_pb] scheme_index = 0, 1 known = 1 effects = up_gr_seconcd_pb section = up_sect_secona_pb property = prop_recoil 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_barp_a2_name description = st_up_barp_a2_descr icon = ui_inGame2_upgrade_PB_1S_5 [up_seconc_pb] scheme_index = 1, 2 known = 1 effects = section = up_sect_seconc_pb property = prop_recoil precondition_functor = inventory_upgrades.precondition_functor_a precondition_parameter = a & b effect_functor = inventory_upgrades.effect_functor_a effect_parameter = something_here ; ui prereq_functor = inventory_upgrades.prereq_functor_a prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a prereq_params = name = st_up_barp_b2_name description = st_up_barp_b2_descr icon = ui_inGame2_upgrade_PB_1S_6 [up_thirda_pb] scheme_index = 0, 2 known = 1 effects = up_gr_thirdcd_pb section = up_sect_thirda_pb property = prop_weight 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_stvp_b1_name description = st_up_stvp_b1_descr icon = ui_inGame2_upgrade_PB_1S_7 [up_thirdc_pb] scheme_index = 1, 3 known = 1 effects = up_gr_thirdef_pb section = up_sect_thirdc_pb property = prop_inertion 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_stvp_b2_name description = st_up_stvp_b2_descr icon = ui_inGame2_upgrade_PB_1S_8 [up_thirde_pb] scheme_index = 2, 1 known = 1 effects = section = up_sect_thirde_pb property = prop_dispersion 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_stvp_c1_name description = st_up_stvp_c1_descr icon = ui_inGame2_upgrade_PB_1S_9 [up_fourta_pb] scheme_index = 0, 3 known = 1 effects = up_gr_fourtcd_pb section = up_sect_fourta_pb property = prop_dispersion 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_usmp_b1_name description = st_up_usmp_b1_descr icon = ui_inGame2_upgrade_PB_1S_10 [up_fourtc_pb] scheme_index = 1, 4 known = 1 effects = section = up_sect_fourtc_pb property = prop_dispersion 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_usmp_b2_name description = st_up_usmp_b2_descr icon = ui_inGame2_upgrade_PB_1S_11 [up_fiftha_pb] scheme_index = 0, 4 known = 1 effects = section = up_sect_fiftha_pb property = prop_ammo_size precondition_functor = inventory_upgrades.precondition_functor_a precondition_parameter = a & b effect_functor = inventory_upgrades.effect_functor_a effect_parameter = something_here ; ui prereq_functor = inventory_upgrades.prereq_functor_a prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a prereq_params = name = st_up_add_a4_name description = st_up_addd_a1_descr icon = ui_inGame2_upgrade_PB_1S_12 [up_gr_firstab_pb] elements = up_firsta_pb [up_gr_firstcd_pb] elements = up_firstc_pb, up_firstd_pb [up_gr_firstef_pb] elements = up_firste_pb [up_gr_seconab_pb] elements = up_secona_pb [up_gr_seconcd_pb] elements = up_seconc_pb [up_gr_thirdab_pb] elements = up_thirda_pb [up_gr_thirdcd_pb] elements = up_thirdc_pb [up_gr_thirdef_pb] elements = up_thirde_pb [up_gr_fourtab_pb] elements = up_fourta_pb [up_gr_fourtcd_pb] elements = up_fourtc_pb [up_gr_fifthab_pb] elements = up_fiftha_pb