;#########################################
; ABC MOD v1.01
; by Speed aka Cabrobro.
; updated 15/08/2007
; (repair & upgrade kits)
;#########################################

[abc_repair]:identity_immunities
GroupControlSection = spawn_group
discovery_dependency =
$spawn    		= "devices\abc_repair_kit"
$prefetch   	= 32
class		 	= II_FOOD
cform           = skeleton
visual          = equipments\abc_repair_tool.ogf
radius			= 1
description  	= enc_equipment_abc_kit
inv_name   		= abc_kit
inv_name_short  = abc_kit
inv_weight   	= 1.2
inv_grid_width		= 2
inv_grid_height		= 2
inv_grid_x			= 19
inv_grid_y			= 36
cost    = 15000
eat_health = 0
eat_satiety = 0
eat_power = 0
eat_radiation = 0
eat_alcohol = 0
wounds_heal_perc = 0
eat_portions_num = 1
animation_slot  = 4


[sleep_bag]:identity_immunities
GroupControlSection = spawn_group
discovery_dependency =
$spawn    		= "devices\sleep_bag"
$prefetch   	= 32
class		 	= II_FOOD
cform           = skeleton
visual          = equipments\sleep_bag.ogf
radius			= 1
description  	= enc_equipment_abc_bag
inv_name   		= abc_bag
inv_name_short  = abc_bag
inv_weight   	= 1.2
inv_grid_width		= 2
inv_grid_height		= 2
inv_grid_x			= 19
inv_grid_y			= 34
cost    = 700
eat_health = 0
eat_satiety = 0
eat_power = 0
eat_radiation = 0
eat_alcohol = 0
wounds_heal_perc = 0
eat_portions_num = 1
animation_slot  = 4


[abc_meteoro]:delayed_action_fuse
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn 				= "weapons\explosive\dinamit"
$prefetch			= 16
class				= II_EXPLO
cform				= skeleton
visual		 		= physics\box\expl_dinamit.ogf
inv_name			= Dynamitebox
inv_name_short		= 
inv_weight			= 6

inv_grid_width		= 2
inv_grid_height		= 1
inv_grid_x			= 14
inv_grid_y			= 32
can_take			= false

cost				= 100

blast				= 3.00
blast_r				= 8
blast_impulse		= 400
;delete
blast_impulse_factor = 2

frags				= 6
frags_r				= 9
frag_hit			= 0.7
frag_hit_impulse	= 300

hit_type_blast		= explosion
hit_type_frag		= burn

up_throw_factor		= 1.0
wm_size                  = 1.0 ;0.1

explode_particles		 = explosions\explosion_dynamite

light_color		         = 1.9,1.3,0.5
light_range		         = 30.0
light_time 		         = 1.5
fragment_speed			 = 100
explode_duration		 = 5

snd_explode 			= weapons\f1_explode
immunities_sect			= abc_meteoro_immunities_sect
wallmark_section		= explosion_marks

[abc_meteoro_immunities_sect]
burn_immunity			= 1.0
strike_immunity			= 1.0
shock_immunity			= 1.0
wound_immunity			= 1.0
radiation_immunity		= 1.0
telepatic_immunity		= 1.0
chemical_burn_immunity	= 1.0
explosion_immunity		= 1.0
fire_wound_immunity		= 1.0


[suit_power_upgrade]:identity_immunities
GroupControlSection	= spawn_group
$spawn				= "artifacts\electra moonlight"
$prefetch 			= 64
cform				= skeleton
class				= SCRPTART

visual				= equipments\upgrade_power.ogf
description			= suit-power-upgrade_desc
inv_name			= suit-power-upgrade
inv_name_short		= suit-power-upgrade

hud							= suit_upgrade_hud
animation_slot				= 11
allow_inertion				= true
slot						= 10
attach_angle_offset			= 0,0,0
attach_position_offset		= -0.1,-0.1,0
attach_bone_name			= bip01_r_hand
inv_grid_width				= 1
inv_grid_height				= 1
belt						= true
af_actor_properties			= on
actor_properties			= on
inv_weight			= 0.5
inv_grid_x			= 11
inv_grid_y			= 29
cost				= 30000
jump_height			= 0
particles			= anomaly2\artefact\artefact_electra
lights_enabled = false
trail_light_color = 0.6,0.7,0.9
trail_light_range = 1.0

artefact_activation_seq		=

health_restore_speed = 0.0			
radiation_restore_speed = 0.0
satiety_restore_speed = 0.0
power_restore_speed = 0.008
bleeding_restore_speed = 0.0
hit_absorbation_sect = suit_power_upgrade_absorbation

[suit_power_upgrade_absorbation]
burn_immunity = 1.0				;коэффициенты иммунитета 
strike_immunity = 1.0
shock_immunity = 1.0
wound_immunity = 1.0		
radiation_immunity = 1.0
telepatic_immunity = 1.0
chemical_burn_immunity = 1.0
explosion_immunity = 1.0
fire_wound_immunity  = 1.0


[suit_health_upgrade]:identity_immunities
GroupControlSection	= spawn_group
$spawn				= "artifacts\electra moonlight"
$prefetch 			= 64
cform				= skeleton
class				= SCRPTART

visual				= equipments\upgrade_health.ogf
description			= des-health-upgrade
inv_name			= suit-health-upgrade
inv_name_short		= suit-health-upgrade
hud							= suit_upgrade_hud
animation_slot				= 11
allow_inertion				= true
slot						= 10
attach_angle_offset			= 0,0,0
attach_position_offset		= -0.1,-0.1,0
attach_bone_name			= bip01_r_hand
inv_grid_width				= 1
inv_grid_height				= 1
belt						= true
af_actor_properties			= on
actor_properties			= on
inv_weight			= 0.5
inv_grid_x			= 9
inv_grid_y			= 29
cost				= 30000
jump_height			= 0
particles			= anomaly2\artefact\artefact_electra
lights_enabled 		= false
trail_light_color = 0.5.0.1,0.1 ;0.6,0.7,0.9
trail_light_range = 1.0
artefact_activation_seq		=


health_restore_speed = 0.0004			
radiation_restore_speed = 0.0
satiety_restore_speed = 0.0
power_restore_speed = 0.0
bleeding_restore_speed = 0.0
hit_absorbation_sect = suit_health_upgrade_absorbation

[suit_health_upgrade_absorbation]
burn_immunity = 1.0				;коэффициенты иммунитета 
strike_immunity = 1.0
shock_immunity = 1.0
wound_immunity = 1.0		
radiation_immunity = 1.0
telepatic_immunity = 1.0
chemical_burn_immunity = 1.0
explosion_immunity = 1.0
fire_wound_immunity  = 1.0


[suit_kev1_upgrade]:identity_immunities
GroupControlSection	= spawn_group
$spawn				= "artifacts\electra moonlight"
$prefetch 			= 64
cform				= skeleton
class				= SCRPTART

visual				= equipments\upgrade_kevlar1.ogf
description			= des-kev1-upgrade
inv_name			= suit-kev1-upgrade
inv_name_short		= suit-kev1-upgrade
hud							= suit_upgrade_hud
animation_slot				= 11
allow_inertion				= true
slot						= 10
attach_angle_offset			= 0,0,0
attach_position_offset		= -0.1,-0.1,0
attach_bone_name			= bip01_r_hand
inv_grid_width				= 1
inv_grid_height				= 1
belt						= true
af_actor_properties			= on
actor_properties			= on
inv_weight			= 0.5
inv_grid_x			= 12
inv_grid_y			= 30
cost				= 25000
jump_height			= 0
particles			= anomaly2\artefact\artefact_electra
lights_enabled 		= false
trail_light_color = 0.6,0.7,0.9
trail_light_range = 1.0
artefact_activation_seq		=

health_restore_speed = 0.0			
radiation_restore_speed = 0.0
satiety_restore_speed = 0.0
power_restore_speed = 0.0
bleeding_restore_speed = 0.0
hit_absorbation_sect = suit_kev1_upgrade_absorbation

[suit_kev1_upgrade_absorbation]
burn_immunity = 1.0				;коэффициенты иммунитета 
strike_immunity = 1.0
shock_immunity = 1.0
wound_immunity = 1.0		
radiation_immunity = 1.0
telepatic_immunity = 1.0
chemical_burn_immunity = 1.0
explosion_immunity = 1.0
fire_wound_immunity  = 0.9

[suit_kev2_upgrade]:identity_immunities
GroupControlSection	= spawn_group
$spawn				= "artifacts\electra moonlight"
$prefetch 			= 64
cform				= skeleton
class				= SCRPTART

visual				= equipments\upgrade_kevlar2.ogf
description			= des-kev2-upgrade
inv_name			= suit-kev2-upgrade
inv_name_short		= suit-kev2-upgrade
hud							= suit_upgrade_hud
animation_slot				= 11
allow_inertion				= true
slot						= 10
attach_angle_offset			= 0,0,0
attach_position_offset		= -0.1,-0.1,0
attach_bone_name			= bip01_r_hand
inv_grid_width				= 1
inv_grid_height				= 1
belt						= true
af_actor_properties			= on
actor_properties			= on
inv_weight			= 0.5
inv_grid_x			= 13
inv_grid_y			= 29
cost				= 35000
jump_height			= 0
particles			= anomaly2\artefact\artefact_electra
lights_enabled 		= false
trail_light_color = 0.6,0.7,0.9
trail_light_range = 1.0

artefact_activation_seq		=

health_restore_speed = 0.0			
radiation_restore_speed = 0.0
satiety_restore_speed = 0.0
power_restore_speed = 0.0
bleeding_restore_speed = 0.0
hit_absorbation_sect = suit_kev2_upgrade_absorbation

[suit_kev2_upgrade_absorbation]
burn_immunity = 1.0				;коэффициенты иммунитета 
strike_immunity = 1.0
shock_immunity = 1.0
wound_immunity = 1.0		
radiation_immunity = 1.0
telepatic_immunity = 1.0
chemical_burn_immunity = 1.0
explosion_immunity = 1.0
fire_wound_immunity  = 0.8


[suit_kev3_upgrade]:identity_immunities
GroupControlSection	= spawn_group
$spawn				= "artifacts\electra moonlight"
$prefetch 			= 64
cform				= skeleton
class				= SCRPTART

visual				= equipments\upgrade_kevlar3.ogf
description			= des-kev3-upgrade
inv_name			= suit-kev3-upgrade
inv_name_short		= suit-kev3-upgrade

hud							= suit_upgrade_hud
animation_slot				= 11
allow_inertion				= true
slot						= 10
attach_angle_offset			= 0,0,0
attach_position_offset		= -0.1,-0.1,0
attach_bone_name			= bip01_r_hand
inv_grid_width				= 1
inv_grid_height				= 1
belt						= true
af_actor_properties			= on
actor_properties			= on
inv_weight					= 0.5
inv_grid_x					= 10
inv_grid_y					= 28
cost						= 45000
jump_height					= 0
particles					= anomaly2\artefact\artefact_electra
lights_enabled 				= false
trail_light_color 			= 0.6,0.7,0.9
trail_light_range 			= 1.0

artefact_activation_seq		=

health_restore_speed = 0.0			
radiation_restore_speed = 0.0
satiety_restore_speed = 0.0
power_restore_speed = 0.0
bleeding_restore_speed = 0.0
hit_absorbation_sect = suit_kev3_upgrade_absorbation

[suit_kev3_upgrade_absorbation]
burn_immunity = 1.0				;коэффициенты иммунитета 
strike_immunity = 1.0
shock_immunity = 1.0
wound_immunity = 1.0		
radiation_immunity = 1.0
telepatic_immunity = 1.0
chemical_burn_immunity = 1.0
explosion_immunity = 1.0
fire_wound_immunity  = 0.7


[suit_upgrade_hud]
orientation             	= 0, 0, 0		
position                	= 0, 0, 0
visual                  	= weapons\artefact\wpn_artefact_hud.ogf
anim_idle					= idle
anim_idle_sprint			= idle_sprint
anim_hide					= holster
anim_show					= draw
anim_activate				= activate

[h_1]:identity_immunities
GroupControlSection		= spawn_group
$spawn					= "food and drugs\harmonica_a"
discovery_dependency =
cform                   = skeleton
class					= II_ATTCH
visual                  = weapons\sigaret\sigaret.ogf
cost					= 0
inv_name				= h-1
inv_name_short			= h-1
inv_weight				= 0
inv_grid_width			= 0
inv_grid_height			= 0
inv_grid_x				= 1  ;11 ;1
inv_grid_y				= 37 ;9  ;37
auto_attach				= false

[h_2]:identity_immunities
GroupControlSection		= spawn_group
$spawn					= "food and drugs\harmonica_a"
discovery_dependency =
cform                   = skeleton
class					= II_ATTCH
visual                  = weapons\sigaret\sigaret.ogf
cost					= 0
inv_name				= h-2
inv_name_short			= h-2
inv_weight				= 0
inv_grid_width			= 0
inv_grid_height			= 0
inv_grid_x				= 1;  11 ;1
inv_grid_y				= 37; 9  ;37
auto_attach				= false
