[up_sect_firsta_pm] ;Скорострельность(1)10% ;---------------------- cost = 200 value = +10 rpm = +20 [up_sect_firstc_pm] ;Настильность(2)20% ;------------------ cost = 400 value = +20 bullet_speed = +45 fire_dispersion_base = -0.01 [up_sect_firstd_pm] ;Отдача(2)-20% ;------------ cost = 400 value = -20 cam_dispersion = -0.2 ;0.5 cam_dispersion_inc = -0.2 ;0.5 cam_step_angle_horz = -0.25; ;1.0 [up_sect_firste_pm] ;Скорострельность(3)25% ;---------------------- cost = 600 value = +25 rpm = +60 [up_sect_secona_pm] ;Настильность(1)10% ;------------------ cost = 200 value = +10 bullet_speed = +25 [up_sect_seconc_pm] ;Надежность(2)15% ;--------------- cost = 400 value = +15 ;увеличение дисперсии в процентах при максимальном износе fire_dispersion_condition_factor = -2 ;15 ;увеличение изношености при выстреле очередью condition_queue_shot_dec = -0.001 ;0.0013 ;увеличение изношености при одиночном выстреле condition_shot_dec = -0.001 ;0.0011 ;шанс осечки при изношености больше чем misfireStartCondition misfire_start_prob = -0.002 ;шанс осечки при изношености больше чем misfireEndCondition misfire_end_prob = -0.02 ;0.03 [up_sect_thirda_pm] ;Вес ;------------------ cost = 200 value = -0.35 inv_weight = -0.35 crosshair_inertion = -0.3 PDM_disp_base = -0.05 PDM_disp_vel_factor = -0.15 PDM_disp_accel_factor = -0.15 [up_sect_thirdc_pm] ;Удобство(2)15% ;-------------- cost = 400 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_thirdd_pm] ;Отдача(2)-20% ;------------ cost = 400 value = -20 cam_dispersion = -0.2 ;0.5 cam_dispersion_inc = -0.2 ;0.5 cam_step_angle_horz = -0.25; ;1.0 [up_sect_fourta_pm] ;Точность(1)10% ;--------------- cost = 200 value = +10 fire_dispersion_base = -0.03 fire_dispersion_condition_factor = -1 [up_sect_fourtc_pm] ;Точность(2)20% ;--------------- cost = 400 value = +20 fire_dispersion_base = -0.05 fire_dispersion_condition_factor = -1 [up_sect_fiftha_pm] ;Увеличенный объем магазина ;--------------- cost = 350 value = +4 ammo_mag_size = +4 [up_sect_fifthc_pm] ;Смена калибра на 9х19 ;--------------- cost = 550 value = "9x19" ammo_class = ammo_9x19_fmj, ammo_9x19_pbp ;увеличение изношености при выстреле очередью condition_queue_shot_dec = 0.0002 ;0.0013 ;увеличение изношености при одиночном выстреле condition_shot_dec = 0.0002 ;0.0011 ;шанс осечки при изношености больше чем misfireStartCondition misfire_start_prob = 0.0008 ;шанс осечки при изношености больше чем misfireEndCondition misfire_end_prob = 0.008 ;0.03 [up_firsta_pm] scheme_index = 0, 0 known = 1 ;;invented = 1 ; 0 effects = up_gr_firstcd_pm section = up_sect_firsta_pm 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_PMm_1 ;;... [up_firstc_pm] scheme_index = 1, 0 known = 1 effects = up_gr_firstef_pm section = up_sect_firstc_pm 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_b1_name description = st_up_zatp_b1_descr icon = ui_inGame2_upgrade_PMm_2 [up_firstd_pm] scheme_index = 1, 1 known = 1 effects = up_gr_firstef_pm section = up_sect_firstd_pm 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_PMm_3 [up_firste_pm] scheme_index = 2, 0 known = 1 effects = section = up_sect_firste_pm property = prop_rpm 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_c1_name description = st_up_zatp_c1_descr icon = ui_inGame2_upgrade_PMm_4 [up_secona_pm] scheme_index = 0, 1 known = 1 effects = up_gr_seconcd_pm section = up_sect_secona_pm 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 prereq_functor = inventory_upgrades.prereq_functor_a prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a prereq_params = name = st_up_barp_a1_name description = st_up_barp_a1_descr icon = ui_inGame2_upgrade_PMm_5 [up_seconc_pm] scheme_index = 1, 2 known = 1 effects = section = up_sect_seconc_pm 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_barp_b1_name description = st_up_barp_b1_descr icon = ui_inGame2_upgrade_PMm_6 [up_thirda_pm] scheme_index = 0, 2 known = 1 effects = up_gr_thirdcd_pm section = up_sect_thirda_pm 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_PMm_7 [up_thirdc_pm] scheme_index = 1, 3 known = 1 effects = section = up_sect_thirdc_pm 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_PMm_8 [up_thirdd_pm] scheme_index = 1, 4 known = 1 effects = section = up_sect_thirdd_pm 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_stvp_b3_name description = st_up_stvp_b3_descr icon = ui_inGame2_upgrade_PMm_9 [up_fourta_pm] scheme_index = 0, 3 known = 1 effects = up_gr_fourtcd_pm section = up_sect_fourta_pm 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_PMm_10 [up_fourtc_pm] scheme_index = 1, 5 known = 1 effects = section = up_sect_fourtc_pm 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_PMm_11 [up_fiftha_pm] scheme_index = 0, 4 known = 1 effects = section = up_sect_fiftha_pm 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_PMm_12 [up_fifthc_pm] scheme_index = 1, 6 known = 1 effects = section = up_sect_fifthc_pm property = prop_calibre 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_b4_name description = st_up_add_b4_descr icon = ui_inGame2_upgrade_PMm_13 [up_gr_firstab_pm] elements = up_firsta_pm [up_gr_firstcd_pm] elements = up_firstc_pm, up_firstd_pm [up_gr_firstef_pm] elements = up_firste_pm [up_gr_seconab_pm] elements = up_secona_pm [up_gr_seconcd_pm] elements = up_seconc_pm [up_gr_thirdab_pm] elements = up_thirda_pm [up_gr_thirdcd_pm] elements = up_thirdc_pm, up_thirdd_pm [up_gr_fourtab_pm] elements = up_fourta_pm [up_gr_fourtcd_pm] elements = up_fourtc_pm [up_gr_fifthab_pm] elements = up_fiftha_pm [up_gr_fifthcd_pm] elements = up_fifthc_pm