[up_sect_a_cs_light_outfit]
cost 		= 2100
value2		= st_upg_cevlars_armor_battle
inv_weight	= 2.0
bones_koeff_protection = actor_light_armor_1

[up_sect_b_cs_light_outfit]
cost 		= 2100
value		= +5
additional_inventory_weight		= 5		; +max_walk_weight
additional_inventory_weight2	= 5	

[up_sect_c_cs_light_outfit]
cost 		= 2100
value		= +30
inv_weight	= 0.5
strike_protection 			= 0.02	;0.25
wound_protection			= 0.02	;0.25
explosion_protection 		= 0.02	;0.25
;hit_fraction_actor			= -0.05

[up_sect_d_cs_light_outfit]
cost 		= 2100
value		= +20
inv_weight	= 0.5
burn_protection 			= 0.007 ;0.3
shock_protection 			= 0.007 ;0.3

[up_sect_e_cs_light_outfit]
cost 		= 2100
value		= +50
immunities_sect		= sect_cs_light_outfit_immunities_1

[up_sect_f_cs_light_outfit]
cost 		= 2100
value		= +20
burn_protection 			= 0.007 ;0.3
shock_protection 			= 0.007 ;0.3

[up_sect_g_cs_light_outfit]
cost 		= 2100
nightvision_sect = effector_nightvision_bad

[up_sect_h_cs_light_outfit]
cost 		= 2100
value		= +50
radiation_protection 		= 0.007 ;0.1
chemical_burn_protection 	= 0.007 ;0.1

[up_sect_i_cs_light_outfit]
cost 		= 2100
inv_weight	= 1.0
artefact_count				= 1

[up_sect_ac_cs_light_outfit]
cost 		= 3150
value2		= st_upg_cevlars_armor_battle
inv_weight	= 2.0
bones_koeff_protection = actor_light_armor_2

[up_sect_bd_cs_light_outfit]
cost 		= 3150
value		= +10
additional_inventory_weight		= 10		; +max_walk_weight
additional_inventory_weight2	= 10

[up_sect_eg_cs_light_outfit]
cost 		= 3150
value		= +50
inv_weight	= 0.3 
strike_protection 			= 0.03	;0.15
wound_protection			= 0.03	;0.15
explosion_protection 		= 0.03	;0.15
;hit_fraction_actor			= -0.05

[up_sect_fh_cs_light_outfit]
cost 		= 3150
value 		= +50
radiation_protection 		= 0.007 ;0.1
chemical_burn_protection 	= 0.007 ;0.1

[up_sect_i2_cs_light_outfit]
cost 		= 2100
inv_weight	= 1.0
artefact_count				= 1


[up_a_cs_light_outfit]
scheme_index            = 0, 0
known                   = 1
effects                 = up_gr_ac_cs_light_outfit
section                 = up_sect_a_cs_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           = money(1000), item(habar)
name                    = st_upg_cevlars_armor_battle
description             = st_upg_cevlars_armor_battle_descr
icon                    = ui_am_upgrade_06

[up_b_cs_light_outfit]
scheme_index            = 0, 1
known                   = 1
effects                 = up_gr_bd_cs_light_outfit
section                 = up_sect_b_cs_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           = money(1000), item(habar)
name                    = st_upg_outfit_a_stalk
description             = st_upg_outfit_a_stalk_descr
icon                    = ui_am_upgrade_01

[up_c_cs_light_outfit]
scheme_index            = 0, 2
known                   = 1
effects                 = up_gr_ac_cs_light_outfit
section                 = up_sect_c_cs_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           = money(1000), item(habar)
name                    = st_upg_slice_leather_battle
description             = st_upg_slice_leather_battle_descr
icon                    = ui_am_upgrade_13

[up_d_cs_light_outfit]
scheme_index            = 0, 3
known                   = 1
effects                 = up_gr_bd_cs_light_outfit
section                 = up_sect_d_cs_light_outfit
property                = prop_thermo_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           = money(1000), item(habar)
name                    = st_upg_brigandine_suit_stalk
description             = st_upg_brigandine_suit_stalk_descr
icon                    = ui_am_upgrade_09

[up_e_cs_light_outfit]
scheme_index            = 0, 4
known                   = 1
effects                 = up_gr_eg_cs_light_outfit
section                 = up_sect_e_cs_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           = money(1000), item(habar)
name                    = st_upg_double_layer_body_armor_battle
description             = st_upg_double_layer_body_armor_battle_descr
icon                    = ui_am_upgrade_25

[up_f_cs_light_outfit]
scheme_index            = 0, 5
known                   = 1
effects                 = up_gr_fh_cs_light_outfit
section                 = up_sect_f_cs_light_outfit
property                = prop_thermo_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           = money(1000), item(habar)
name                    = st_upg_spec_coating_stalk
description             = st_upg_spec_coating_stalk_descr
icon                    = ui_am_upgrade_11

[up_g_cs_light_outfit]
scheme_index            = 0, 6
known                   = 1
effects                 = up_gr_eg_cs_light_outfit
section                 = up_sect_g_cs_light_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           = money(1000), item(habar)
name                    = st_upg_night_vision_battle
description             = st_upg_night_vision_battle_descr
icon                    = ui_am_upgrade_22

[up_h_cs_light_outfit]
scheme_index            = 0, 7
known                   = 1
effects                 = up_gr_fh_cs_light_outfit
section                 = up_sect_h_cs_light_outfit
property                = prop_radio_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           = money(1000), item(habar)
name                    = st_upg_anti_gas_stalk
description             = st_upg_anti_gas_stalk_descr
icon                    = ui_am_upgrade_18

[up_i_cs_light_outfit]
scheme_index            = 0, 8
known                   = 1
effects                 = up_gr_i2_cs_light_outfit
section                 = up_sect_i_cs_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           = money(1000), item(habar)
name                    = st_upg_artefact_slot
description             = st_upg_artefact_slot_descr
icon                    = ui_am_upgrade_05

[up_ac_cs_light_outfit]
scheme_index            = 1, 0
known                   = 1
effects                 = 
section                 = up_sect_ac_cs_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           = money(1000), item(habar)
name                    = st_upg_cevlars_armor_battle
description             = st_upg_cevlars_armor_battle_descr
icon                    = ui_am_upgrade_06

[up_bd_cs_light_outfit]
scheme_index            = 1, 1
known                   = 1
effects                 = 
section                 = up_sect_bd_cs_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           = money(1000), item(habar)
name                    = st_upg_outfit_b_stalk
description             = st_upg_outfit_b_stalk_descr
icon                    = ui_am_upgrade_02

[up_eg_cs_light_outfit]
scheme_index            = 1, 2
known                   = 1
effects                 = 
section                 = up_sect_eg_cs_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           = money(1000), item(habar)
name                    = st_upg_sintetic_pillow_battle
description             = st_upg_sintetic_pillow_battle_descr
icon                    = ui_am_upgrade_14

[up_fh_cs_light_outfit]
scheme_index            = 1, 3
known                   = 1
effects                 = 
section                 = up_sect_fh_cs_light_outfit
property                = prop_radio_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           = money(1000), item(habar)
name                    = st_upg_active_filter_stalk
description             = st_upg_active_filter_stalk_descr
icon                    = ui_am_upgrade_19

[up_i2_cs_light_outfit]
scheme_index            = 1, 4
known                   = 1
effects                 = 
section                 = up_sect_i2_cs_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           = money(1000), item(habar)
name                    = st_upg_artefact_slot
description             = st_upg_artefact_slot_descr
icon                    = ui_am_upgrade_05


[up_gr_ab_cs_light_outfit]
elements                = up_a_cs_light_outfit, up_b_cs_light_outfit
[up_gr_cd_cs_light_outfit]
elements                = up_c_cs_light_outfit, up_d_cs_light_outfit
[up_gr_ef_cs_light_outfit]
elements                = up_e_cs_light_outfit, up_f_cs_light_outfit
[up_gr_gh_cs_light_outfit]
elements                = up_g_cs_light_outfit, up_h_cs_light_outfit
[up_gr_i_cs_light_outfit]
elements                = up_i_cs_light_outfit

[up_gr_ac_cs_light_outfit]
elements                = up_ac_cs_light_outfit
[up_gr_bd_cs_light_outfit]
elements                = up_bd_cs_light_outfit
[up_gr_eg_cs_light_outfit]
elements                = up_eg_cs_light_outfit
[up_gr_fh_cs_light_outfit]
elements                = up_fh_cs_light_outfit
[up_gr_i2_cs_light_outfit]
elements                = up_i2_cs_light_outfit
