;------------------------S.T.A.L.K.E.R. REDUX-----------------------------
;
;
;-------------------------additional---armors-----------------------------
;-------------------------------------------------------------------------
;---------------------------work-in-progress!-----------------------------
;
;
;-------------------------------------------------------------------------
;---------------------------bandit---suits--------------------------------
;-------------------------------------------------------------------------

[bandit_re]:bandit_outfit
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn 			= "outfit\bandit_outfit"
;$prefetch 		= 32
class			= E_STLK
cform           	= skeleton
visual          	= equipments\bandit_suit
actor_visual		= actors\hero\stalker_bandit.ogf

ef_equipment_type	= 3

inv_name		= bandit_re_name
inv_name_short		= bandit_re_name
description		= bandit_re_description
inv_weight		= 3.75
inv_grid_width		= 2
inv_grid_height		= 2
inv_grid_x		= 20
inv_grid_y		= 0
full_icon_name		= icon_bandit_re

cost				= 1350
slot				= 6
full_scale_icon			= 0,6		

immunities_sect		= sect_bandit_re_immunities

; NO RESISTANCE
burn_protection 			= 0.05
strike_protection 			= 0.08
shock_protection 			= 0.0
wound_protection			= 0.05
radiation_protection 			= 0.0
telepatic_protection 			= 0.0
chemical_burn_protection 		= 0.1
explosion_protection 			= 0.08
fire_wound_protection  			= 0.04

bones_koeff_protection = kurtka_antigas_damage

[sect_bandit_re_immunities]
burn_immunity				= 0.05			
strike_immunity				= 0.0225
shock_immunity				= 0.05
wound_immunity				= 0.035
radiation_immunity			= 0.0075
telepatic_immunity			= 0.00
chemical_burn_immunity			= 0.04
explosion_immunity			= 0.04
fire_wound_immunity			= 0.02

;-------------------------------------------------------------------------
;-------------------------killer---suits----------------------------------
;-------------------------------------------------------------------------

[merc_re]:killer_outfit
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn 			= "outfit\killer_outfit"
;$prefetch 		= 32
class			= E_STLK
cform           	= skeleton
visual          	= equipments\stalker_killer_suit
actor_visual		= actors\hero\stalker_killer.ogf

ef_equipment_type	= 4

inv_name		= merc_re_name
inv_name_short		= merc_re_name
description		= merc_re_description
inv_weight		= 5.85
inv_grid_width		= 2
inv_grid_height		= 3
inv_grid_x		= 22
inv_grid_y		= 0
full_icon_name		= icon_merc_re

cost				= 2700
slot				= 6
full_scale_icon			= 4,11		

immunities_sect		= sect_merc_re_immunities

nightvision_sect	= effector_nightvision_bad

; NO RESISTANCE
burn_protection 			= 0.1
strike_protection 			= 0.08
shock_protection 			= 0.0
wound_protection			= 0.08
radiation_protection 			= 0.15
telepatic_protection 			= 0.0
chemical_burn_protection 		= 0.02
explosion_protection 			= 0.1
fire_wound_protection  			= 0.05

bones_koeff_protection = gilet_antigas_damage
power_restore_speed			= 0.005

[sect_merc_re_immunities]
burn_immunity				= 0.03			
strike_immunity				= 0.0125
shock_immunity				= 0.04
wound_immunity				= 0.025
radiation_immunity			= 0.003
telepatic_immunity			= 0.00
chemical_burn_immunity			= 0.04
explosion_immunity			= 0.0375
fire_wound_immunity			= 0.015

;-------------------------------------------------------------------------
;-------------------------stalker---suits---------------------------------
;-------------------------------------------------------------------------

[stalker_re]:stalker_outfit
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn 			= "outfit\stalker_outfit"
;$prefetch 		= 32
class			= E_STLK
cform           	= skeleton
visual          	= equipments\stalker_suit
actor_visual		= actors\hero\stalker_hood.ogf

ef_equipment_type	= 3

inv_name		= stalker_re_name
inv_name_short		= stalker_re_name
description		= stalker_re_description
inv_weight		= 6
inv_grid_width		= 2
inv_grid_height		= 3
inv_grid_x		= 20
inv_grid_y		= 6
full_icon_name		= icon_stalker_re

cost				= 2475
slot				= 6
full_scale_icon			= 14,11		

immunities_sect		= sect_stalker_re_immunities

nightvision_sect	= effector_nightvision_good

; NO RESISTANCE
burn_protection 			= 0.06
strike_protection 			= 0.1
shock_protection 			= 0.0
wound_protection			= 0.08
radiation_protection 			= 0.1
telepatic_protection 			= 0.0
chemical_burn_protection 		= 0.06
explosion_protection 			= 0.1
fire_wound_protection  			= 0.08

bones_koeff_protection = gilet_antigas_damage
additional_inventory_weight		= 5		
additional_inventory_weight2		= 5

[sect_stalker_re_immunities]
burn_immunity				= 0.05			
strike_immunity				= 0.0225
shock_immunity				= 0.05
wound_immunity				= 0.03
radiation_immunity			= 0.003
telepatic_immunity			= 0.00
chemical_burn_immunity			= 0.04
explosion_immunity			= 0.04
fire_wound_immunity			= 0.02


[stalker1_re]:stalker_outfit
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn 			= "outfit\stalker_outfit"
;$prefetch 		= 32
class			= E_STLK
cform           	= skeleton
visual          	= equipments\stalker_suit
actor_visual		= actors\hero\stalker_hood.ogf

ef_equipment_type	= 3

inv_name		= stalker1_re_name
inv_name_short		= stalker1_re_name
description		= stalker1_re_description
inv_weight		= 6
inv_grid_width		= 2
inv_grid_height		= 3
inv_grid_x		= 24
inv_grid_y		= 6
full_icon_name		= icon_stalker1_re

cost				= 2475
slot				= 6
full_scale_icon			= 14,11		

immunities_sect		= sect_stalker1_re_immunities

nightvision_sect	= effector_nightvision_bad

; NO RESISTANCE
burn_protection 			= 0.06
strike_protection 			= 0.05
shock_protection 			= 0.0
wound_protection			= 0.08
radiation_protection 			= 0.0
telepatic_protection 			= 0.0
chemical_burn_protection 		= 0.06
explosion_protection 			= 0.08
fire_wound_protection  			= 0.05

bones_koeff_protection = gilet_antigas_damage

[sect_stalker1_re_immunities]
burn_immunity				= 0.05			
strike_immunity				= 0.0225
shock_immunity				= 0.05
wound_immunity				= 0.03
radiation_immunity			= 0.003
telepatic_immunity			= 0.00
chemical_burn_immunity			= 0.04
explosion_immunity			= 0.04
fire_wound_immunity			= 0.02

;-------------------------------------------------------------------------
;----------------------------berill---suits-------------------------------
;-------------------------------------------------------------------------

[berill_re]:specops_outfit
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn 			= "outfit\specops_outfit"
;$prefetch 		= 32
class			= E_STLK
cform           	= skeleton
visual          	= equipments\specnaz_suit
actor_visual		= actors\hero\stalker_specops.ogf

ef_equipment_type	= 3

inv_name		= berill_re_name
inv_name_short		= berill_re_name
description		= berill_re_description
inv_weight		= 8.25
inv_grid_width		= 2
inv_grid_height		= 3
inv_grid_x		= 22
inv_grid_y		= 3
full_icon_name		= icon_berill_re

cost				= 3950
slot				= 6
full_scale_icon			= 4,6			

immunities_sect		= sect_berill_re_immunities

nightvision_sect	= effector_nightvision_good

; LOW RESISTANCE
burn_protection 			= 0.07
strike_protection 			= 0.15
shock_protection 			= 0.0
wound_protection			= 0.15
radiation_protection 			= 0.15
telepatic_protection 			= 0.0
chemical_burn_protection 		= 0.07
explosion_protection 			= 0.15
fire_wound_protection  			= 0.17

bones_koeff_protection = kombez_helmet_damage

[sect_berill_re_immunities]
burn_immunity				= 0.06
strike_immunity				= 0.016
shock_immunity				= 0.05
wound_immunity				= 0.0275
radiation_immunity			= 0.002
telepatic_immunity			= 0.00
chemical_burn_immunity			= 0.04
explosion_immunity			= 0.035
fire_wound_immunity			= 0.0175

;-------------------------------------------------------------------------
;----------------------------duty---suits---------------------------------
;-------------------------------------------------------------------------

[duty_l_re]:dolg_outfit
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn 			= "outfit\dolg_outfit"
;$prefetch 		= 32
class			= E_STLK
cform           	= skeleton
visual          	= equipments\dolg_suit
actor_visual		= actors\hero\stalker_dolg.ogf

ef_equipment_type	= 3

inv_name		= duty_l_re_name
inv_name_short		= duty_l_re_name
description		= duty_l_re_description
inv_weight		= 6.8
inv_grid_width		= 2
inv_grid_height		= 3
inv_grid_x		= 22
inv_grid_y		= 6
full_icon_name		= icon_duty_l_re

cost				= 4300
slot				= 6
full_scale_icon			= 8,11			

immunities_sect		= sect_duty_l_re_immunities

nightvision_sect	= effector_nightvision_good

; LOW RESISTANCE
burn_protection 			= 0.15
strike_protection 			= 0.2
shock_protection 			= 0.0
wound_protection			= 0.17
radiation_protection 			= 0.20
telepatic_protection 			= 0.0
chemical_burn_protection 		= 0.07
explosion_protection 			= 0.17
fire_wound_protection  			= 0.15

bones_koeff_protection = kombez_antigas_damage
additional_inventory_weight		= 10		
additional_inventory_weight2		= 10		

[sect_duty_l_re_immunities]
burn_immunity				= 0.05			
strike_immunity				= 0.015
shock_immunity				= 0.05
wound_immunity				= 0.0275
radiation_immunity			= 0.001
telepatic_immunity			= 0.00
chemical_burn_immunity			= 0.0375
explosion_immunity			= 0.035
fire_wound_immunity			= 0.0175


[duty_h_re]:dolg_scientific_outfit
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn 			= "outfit\dolg_scientific_outfit"
$prefetch 		= 32
class			= E_STLK
cform           	= skeleton
visual          	= equipments\stalker_dolg_nauchniy_suit
actor_visual		= actors\dolg\stalker_do_nauchniy.ogf	

ef_equipment_type	= 4

inv_name		= duty_h_re_name
inv_name_short		= duty_h_re_name
description		= duty_h_re_description
inv_weight		= 10.85
slot			= 6
inv_grid_width		= 2
inv_grid_height		= 3
inv_grid_x		= 26
inv_grid_y		= 0
full_icon_name		= icon_duty_h_re

cost			= 6750
full_scale_icon		= 8,6		

immunities_sect			= sect_duty_h_re_immunities

nightvision_sect		= effector_nightvision_good

; MEDIUM RESISTANCE
burn_protection 			= 0.15
strike_protection 			= 0.35
shock_protection 			= 0.05
wound_protection			= 0.4
radiation_protection 			= 0.3
telepatic_protection 			= 0.0
chemical_burn_protection 		= 0.2
explosion_protection 			= 0.35
fire_wound_protection  			= 0.3

bones_koeff_protection = kombez_kupol_damage

[sect_duty_h_re_immunities]
burn_immunity				= 0.04			
strike_immunity				= 0.015
shock_immunity				= 0.05
wound_immunity				= 0.02
radiation_immunity			= 0.00
telepatic_immunity			= 0.00
chemical_burn_immunity			= 0.03
explosion_immunity			= 0.03
fire_wound_immunity			= 0.015

;-------------------------------------------------------------------------
;--------------------------monolith---suits-------------------------------
;-------------------------------------------------------------------------

[monolith_re]:monolit_outfit
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn 			= "outfit\monolit_outfit"
;$prefetch 		= 32
class			= E_STLK
cform           	= skeleton
visual          	= equipments\monolit_suit
actor_visual		= actors\hero\stalker_monolit.ogf

ef_equipment_type	= 3

inv_name		= monolith_re_name
inv_name_short		= monolith_re_name
description		= monolith_re_description
inv_weight		= 7.0
inv_grid_width		= 2
inv_grid_height		= 3
inv_grid_x		= 26
inv_grid_y		= 3
full_icon_name		= icon_monolith_re

cost				= 4650
slot				= 6
full_scale_icon			= 6,11			

immunities_sect		= sect_monolith_re_immunities

nightvision_sect	= effector_nightvision_m

; LOW RESISTANCE
burn_protection 			= 0.1
strike_protection 			= 0.25
shock_protection 			= 0.2
wound_protection			= 0.22
radiation_protection 			= 0.2
telepatic_protection 			= 0.0
chemical_burn_protection 		= 0.05
explosion_protection 			= 0.22
fire_wound_protection  			= 0.15

sprint_allowed				= true
additional_inventory_weight		= 5
additional_inventory_weight2		= 5
bones_koeff_protection 			= kombez_mask_damage

[sect_monolith_re_immunities]
burn_immunity				= 0.05			
strike_immunity				= 0.015
shock_immunity				= 0.02
wound_immunity				= 0.025
radiation_immunity			= 0.0015
telepatic_immunity			= 0.00
chemical_burn_immunity			= 0.04
explosion_immunity			= 0.0325
fire_wound_immunity			= 0.0175

;-------------------------------------------------------------------------
;---------------------------military---suits------------------------------
;-------------------------------------------------------------------------

[military_re]:military_outfit
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn 			= "outfit\military_outfit"
;$prefetch 		= 32
class			= E_STLK
cform           	= skeleton
visual          	= equipments\stalker_comander_suit
actor_visual		= actors\hero\stalker_commander.ogf	

ef_equipment_type	= 4

inv_name		= military_re_name
inv_name_short		= military_re_name
description		= military_re_description
inv_weight		= 9.25
inv_grid_width		= 2
inv_grid_height		= 3
inv_grid_x		= 24
inv_grid_y		= 0
full_icon_name		= icon_military_re

cost				= 5150
slot				= 6
full_scale_icon			= 10,6		

immunities_sect		= sect_military_re_immunities

nightvision_sect	= effector_nightvision_good

; MEDIUM RESISTANCE
burn_protection 			= 0.1
strike_protection 			= 0.25
shock_protection 			= 0.0
wound_protection			= 0.25
radiation_protection 			= 0.2
telepatic_protection 			= 0.0
chemical_burn_protection 		= 0.1
explosion_protection 			= 0.25
fire_wound_protection  			= 0.25

bones_koeff_protection = armor_helmet_damage

[sect_military_re_immunities]
burn_immunity				= 0.05			
strike_immunity				= 0.015
shock_immunity				= 0.065
wound_immunity				= 0.025
radiation_immunity			= 0.0015
telepatic_immunity			= 0.00
chemical_burn_immunity			= 0.035
explosion_immunity			= 0.03
fire_wound_immunity			= 0.015

;-------------------------------------------------------------------------
;-----------------------------freedom---suits-----------------------------
;-------------------------------------------------------------------------

[freedom_h_re]:svoboda_heavy_outfit
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn 			= "outfit\svoboda_heavy_outfit"
;$prefetch 		= 32
class			= E_STLK
cform           	= skeleton
visual          	= equipments\svoboda_heavy_suit
actor_visual		= actors\hero\stalker_svoboda_light.ogf

ef_equipment_type	= 3

inv_name		= freedom_h_re_name
inv_name_short		= freedom_h_re_name
description		= freedom_h_re_description
inv_weight		= 9.1
inv_grid_width		= 2
inv_grid_height		= 3
inv_grid_x		= 24
inv_grid_y		= 3
full_icon_name		= icon_freedom_h_re

cost				= 5950
slot				= 6
full_scale_icon			= 2,6			

immunities_sect		= sect_freedom_h_re_immunities

nightvision_sect	= effector_nightvision_m

burn_protection 			= 0.1
strike_protection 			= 0.35
shock_protection 			= 0.15
wound_protection			= 0.35
radiation_protection 			= 0.35
telepatic_protection 			= 0.0
chemical_burn_protection 		= 0.2
explosion_protection 			= 0.35
fire_wound_protection  			= 0.3

bones_koeff_protection = kombez_antigas_damage

[sect_freedom_h_re_immunities]
burn_immunity				= 0.05			
strike_immunity				= 0.015
shock_immunity				= 0.02
wound_immunity				= 0.02
radiation_immunity			= 0.00
telepatic_immunity			= 0.00
chemical_burn_immunity			= 0.035
explosion_immunity			= 0.03
fire_wound_immunity			= 0.015

;-------------------------------------------------------------------------
;-------------------------------misc----items-----------------------------
;-------------------------------------------------------------------------

[stew_sr]:identity_immunities
GroupControlSection	= spawn_group
discovery_dependency =
$spawn 				= "food and drugs\kolbasa"
$prefetch 			= 32
class				= II_FOOD
cform				= skeleton
visual				= food\conserv1.ogf

inv_name			= enc_equipment_food_stew_sr_name
inv_name_short			= enc_equipment_food_stew_sr_name
description			= enc_equipment_food_stew_sr

inv_weight			= 0.55

inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x			= 21
inv_grid_y			= 4
cost				= 45

attach_angle_offset		= 0.440521, 1.378287, -0.644026
attach_position_offset		= 0.104196, -0.010821, 0.076969
attach_bone_name		= bip01_r_hand
auto_attach			= false

// should be deleted after update
bone_name				= bip01_r_hand
position_offset			 	= 0.0,0.0,0.0
angle_offset			 	= 1.570790,1.570790,3.92699

; eatable item
eat_health 		= 0.0
eat_satiety 		= 0.4
eat_power 		= 0
eat_alcohol 		= 0.0
eat_radiation 		= 0
wounds_heal_perc 	= 0
eat_portions_num 	= -1

; food item
slot			= 4
animation_slot		= 4

;hud item
hud = wpn_vodka_hud

;-------------------------------------------------------------------------
;---------------------------------artifacts-------------------------------
;-------------------------------------------------------------------------

[sr_scorn]:af_base
GroupControlSection		= spawn_group
$spawn				= "artifacts\fuzz kolobok"

$prefetch 			= 3
cform				= skeleton
class				= ARTEFACT

visual				= physics\anomaly\artefact_rusty_hairs.ogf 
description			= enc_zone_artifact_sr_scorn_description
inv_name			= enc_zone_artifact_sr_scorn_name
inv_name_short			= enc_zone_artifact_sr_scorn_name
inv_weight			= 0.65

inv_grid_x			= 21
inv_grid_y			= 5

cost				= 1050

jump_height			= .2

particles			= 

lights_enabled 			= true	
trail_light_color 		= 0.65,0.4,0.8
trail_light_range 		= 0.7

artefact_activation_seq		= af_activation_mincer

health_restore_speed 		= 0.0			
radiation_restore_speed 	= 0.0008
satiety_restore_speed 		= 0.0
power_restore_speed 		= 0.0
bleeding_restore_speed 		= 0.0
hit_absorbation_sect 		= sr_scorn_absorbation

[sr_scorn_absorbation]
burn_immunity 			= 1.0				
strike_immunity 		= 0.9
shock_immunity 			= 1.0
wound_immunity 			= 0.9		
radiation_immunity 		= 1.75
telepatic_immunity 		= 1.0
chemical_burn_immunity 		= 1.0
explosion_immunity 		= 0.9
fire_wound_immunity  		= 0.9

[sr_mercy]:af_base
GroupControlSection		= spawn_group
$spawn				= "artifacts\gravy gravi"

$prefetch 			= 3
cform				= skeleton
class				= ARTEFACT

visual				= physics\anomaly\artefact_gravy2.ogf
description			= enc_zone_artifact_sr_mercy_description
inv_name			= enc_zone_artifact_sr_mercy_name
inv_name_short			= enc_zone_artifact_sr_mercy_name
inv_weight			= 0.65

inv_grid_x			= 20
inv_grid_y			= 2

cost				= 3150

jump_height			= .2

particles			= 

lights_enabled 			= true	
trail_light_color 		= 0.64,0.83,0.46
trail_light_range 		= 0.6

artefact_activation_seq		= af_activation_gravi

health_restore_speed 		= 0.0			
radiation_restore_speed 	= -0.0003
satiety_restore_speed 		= 0.0
power_restore_speed 		= 0.0
bleeding_restore_speed 		= 0.0
hit_absorbation_sect 		= sr_mercy_absorbation

[sr_mercy_absorbation]
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

[sr_wicked]:af_base
GroupControlSection		= spawn_group
$spawn				= "artifacts\mincer blood"

$prefetch 			= 3
cform				= skeleton
class				= ARTEFACT

visual				= physics\anomaly\artefact_myasorubka1.ogf 
description			= enc_zone_artifact_sr_wicked_description
inv_name			= enc_zone_artifact_sr_wicked_name
inv_name_short			= enc_zone_artifact_sr_wicked_name
inv_weight			= 0.75

inv_grid_x			= 20
inv_grid_y			= 5

cost				= 2450

jump_height			= .2

particles			= 

lights_enabled 			= true	
trail_light_color 		= 0.94,0.32,0.45
trail_light_range 		= 0.8

health_restore_speed 		= 0.0			
radiation_restore_speed 	= 0.003
satiety_restore_speed 		= 0.0
power_restore_speed 		= 0.0
bleeding_restore_speed 		= -0.003
hit_absorbation_sect 		= sr_wicked_absorbation

[sr_wicked_absorbation]
burn_immunity 			= 2.0				
strike_immunity 		= 1.0
shock_immunity 			= 0.0
wound_immunity 			= 1.0		
radiation_immunity 		= 1.0
telepatic_immunity 		= 0.0
chemical_burn_immunity 		= 2.0
explosion_immunity 		= 1.0
fire_wound_immunity  		= 1.0

[sr_exhale]:af_base
GroupControlSection		= spawn_group
$spawn				= "artifacts\electra moonlight"

$prefetch 			= 3
cform				= skeleton
class				= ARTEFACT

visual				= physics\anomaly\artefact_electra1.ogf 
description			= enc_zone_artifact_sr_exhale_description
inv_name			= enc_zone_artifact_sr_exhale_name
inv_name_short			= enc_zone_artifact_sr_exhale_name
inv_weight			= 0.95

inv_grid_x			= 21
inv_grid_y			= 2

cost				= 3250

jump_height			= .2

particles			= 

lights_enabled 			= true	
trail_light_color 		= 1.4,0.7,0.5
trail_light_range 		= 0.85

health_restore_speed 		= 0.0002			
radiation_restore_speed 	= 0.0
satiety_restore_speed 		= 0.0
power_restore_speed 		= 0.0
bleeding_restore_speed 		= 0.0
hit_absorbation_sect 		= sr_exhale_absorbation

[sr_exhale_absorbation]
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

;------------------------------end---for---now----------------------------
;-------------------------------------------------------------------------
;----- feedback requested at http://z4.invisionfree.com/STALKERRE/  ------
;-------------------------------------------------------------------------
;-------------------------------TEAM---REDUX------------------------------
;------------------------------------IS-----------------------------------
;------------SOLECIST---MELODIC---GOHDA---FROSTY288---VICTIM--------------
