[up_sect_firsta_spas12] ;Надежность(1)10% ;--------------- cost = 650 value = +10 ;увеличение изношености при выстреле очередью condition_queue_shot_dec = -0.0003 ;0.0013 ;увеличение изношености при одиночном выстреле condition_shot_dec = -0.0003 ;0.0011 [up_sect_firstc_spas12] ;Настильность(2)20% ;------------------ cost = 900 value = +20 bullet_speed = +80 hit_impulse = +20 fire_dispersion_base = -0.02 [up_sect_firstd_spas12] ;Надежность(2)15% ;--------------- cost = 900 value = +15 ;увеличение изношености при выстреле очередью condition_queue_shot_dec = -0.0005 ;0.0013 ;увеличение изношености при одиночном выстреле condition_shot_dec = -0.0005 ;0.0011 [up_sect_firste_spas12] ;Точность(3)30% ;--------------- cost = 1150 value = +30 fire_dispersion_base = -0.07 fire_dispersion_condition_factor = -0.02 [up_sect_firstf_spas12] ;Скорострельность(3)25% ;---------------------- cost = 1150 value = +25 rpm = +35 [up_sect_secona_spas12] ;Уменьшение веса ;--------------- cost = 650 value = -1.4 inv_weight = -1.4 crosshair_inertion = -0.5 PDM_disp_vel_factor = -0.2 PDM_disp_accel_factor = -0.2 [up_sect_seconc_spas12] ;Удобство(2)15% ;-------------- cost = 900 value = +15 crosshair_inertion = -1.5 PDM_disp_base = -0.1 PDM_disp_vel_factor = -0.5 PDM_disp_accel_factor = -0.5 [up_sect_second_spas12] ;Отдача(2)-20% ;------------ cost = 900 value = -20 cam_dispersion = -1.25 ;0.7 cam_dispersion_inc = -0.5 ;0.7 cam_step_angle_horz = -1.25 ;0.7 zoom_cam_dispersion = -1.25 ;0.6 zoom_cam_dispersion_inc = -0.5 ;0.6 zoom_cam_step_angle_horz = -1.25 ;0.6 [up_sect_thirda_spas12] ;Надежность(1)10% ;--------------- cost = 650 value = +10 ;увеличение изношености при выстреле очередью condition_queue_shot_dec = -0.0003 ;0.0013 ;увеличение изношености при одиночном выстреле condition_shot_dec = -0.0003 ;0.0011 [up_sect_thirdc_spas12] ;Точность(2)20% ;--------------- cost = 900 value = +20 fire_dispersion_base = -0.05 fire_dispersion_base = -0.01 [up_sect_thirdd_spas12] ;Скорострельность(2)15% ;---------------------- cost = 900 value = +25 rpm = +25 [up_sect_thirde_spas12] ;Надежность(3)30% ;--------------- cost = 1150 value = +10 ;увеличение изношености при выстреле очередью condition_queue_shot_dec = -0.0007 ;0.0013 ;увеличение изношености при одиночном выстреле condition_shot_dec = -0.0007 ;0.0011 [up_sect_thirdf_spas12] ;Отдача(3)-30% ;------------ cost = 1150 value = -20 cam_dispersion = -1.75 ;0.7 cam_dispersion_inc = -0.75 ;0.7 cam_step_angle_horz = -1.75 ;0.7 zoom_cam_dispersion = -2.25 ;0.6 zoom_cam_dispersion_inc = -0.75 ;0.6 zoom_cam_step_angle_horz = -2.25 ;0.6 [up_sect_fourta_spas12] ;Расширенный объем магазина ;---------------------- cost = 1500 value = +2 ammo_mag_size = 2 [up_firsta_spas12] scheme_index = 0, 0 known = 1 effects = up_gr_firstcd_spas12 section = up_sect_firsta_spas12 property = prop_reliability 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_bard_a1_name description = st_up_bard_a1_descr icon = ui_inGame2_upgrade_SPSA14_1 [up_firstc_spas12] scheme_index = 1, 0 known = 1 effects = up_gr_firstef_spas12 section = up_sect_firstc_spas12 property = prop_bullet_speed 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_bard_b5_name description = st_up_bard_b5_descr icon = ui_inGame2_upgrade_SPSA14_2 [up_firstd_spas12] scheme_index = 1, 1 known = 1 effects = up_gr_firstef_spas12 section = up_sect_firstd_spas12 property = prop_reliability 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_bard_b6_name description = st_up_bard_b6_descr icon = ui_inGame2_upgrade_SPSA14_3 [up_firste_spas12] scheme_index = 2, 0 known = 1 effects = section = up_sect_firste_spas12 property = prop_dispersion 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_bard_c3_name description = st_up_bard_c3_descr icon = ui_inGame2_upgrade_SPSA14_4 [up_firstf_spas12] scheme_index = 2, 1 known = 1 effects = section = up_sect_firste_spas12 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_bard_c4_name description = st_up_bard_c4_descr icon = ui_inGame2_upgrade_SPSA14_5 [up_secona_spas12] scheme_index = 0, 1 known = 1 effects = up_gr_seconcd_spas12 section = up_sect_secona_spas12 property = prop_weight 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_stvd_a3_name description = st_up_stvd_a3_descr icon = ui_inGame2_upgrade_SPSA14_6 [up_seconc_spas12] scheme_index = 1, 2 known = 1 effects = section = up_sect_seconc_spas12 property = prop_inertion 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_stvd_b2_name description = st_up_stvd_b2_descr icon = ui_inGame2_upgrade_SPSA14_7 [up_second_spas12] scheme_index = 1, 3 known = 1 effects = section = up_sect_second_spas12 property = prop_recoil 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_stvd_b3_name description = st_up_stvd_b3_descr icon = ui_inGame2_upgrade_SPSA14_8 [up_thirda_spas12] scheme_index = 0, 2 known = 1 effects = up_gr_thirdcd_spas12 section = up_sect_thirda_spas12 property = prop_reliability 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_autd_a2_name description = st_up_autd_a2_descr icon = ui_inGame2_upgrade_SPSA14_9 [up_thirdc_spas12] scheme_index = 1, 4 known = 1 effects = up_gr_thirdef_spas12 section = up_sect_thirdc_spas12 property = prop_dispersion 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_autd_b2_name description = st_up_autd_b2_descr icon = ui_inGame2_upgrade_SPSA14_10 [up_thirdd_spas12] scheme_index = 1, 5 known = 1 effects = up_gr_thirdef_spas12 section = up_sect_thirdd_spas12 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_autd_b3_name description = st_up_autd_b3_descr icon = ui_inGame2_upgrade_SPSA14_11 [up_thirde_spas12] scheme_index = 2, 2 known = 1 effects = section = up_sect_thirde_spas12 property = prop_reliability 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_autd_c1_name description = st_up_autd_c1_descr icon = ui_inGame2_upgrade_SPSA14_12 [up_thirdf_spas12] scheme_index = 2, 3 known = 1 effects = section = up_sect_thirdf_spas12 property = prop_recoil 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_autd_c4_name description = st_up_autd_c4_descr icon = ui_inGame2_upgrade_SPSA14_13 [up_fourta_spas12] scheme_index = 0, 3 known = 1 effects = section = up_sect_fourta_spas12 property = prop_ammo_size 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_addd_a1_name description = st_up_addd_a1_descr icon = ui_inGame2_upgrade_SPSA14_14 [up_gr_firstab_spas12] elements = up_firsta_spas12 [up_gr_firstcd_spas12] elements = up_firstc_spas12, up_firstd_spas12 [up_gr_firstef_spas12] elements = up_firste_spas12, up_firstf_spas12 [up_gr_seconab_spas12] elements = up_secona_spas12 [up_gr_seconcd_spas12] elements = up_seconc_spas12, up_second_spas12 [up_gr_thirdab_spas12] elements = up_thirda_spas12 [up_gr_thirdcd_spas12] elements = up_thirdc_spas12, up_thirdd_spas12 [up_gr_thirdef_spas12] elements = up_thirde_spas12, up_thirdf_spas12 [up_gr_fourtab_spas12] elements = up_fourta_spas12