[up_sect_a_bandit_outfit]
cost 		= 1100
inv_weight	= 2.0
value2		= st_upg_cevlar_body_armor_battle
bones_koeff_protection = actor_armor_suit_1

[up_sect_b_bandit_outfit]
cost 		= 350
value		= +5
additional_inventory_weight		= 5		; +max_walk_weight
additional_inventory_weight2	= 5	

[up_sect_c_bandit_outfit]
cost 		= 350
value		= +20
inv_weight	= 0.5
strike_protection 			= 0.05	;0.1
wound_protection			= 0.05	;0.1
explosion_protection 		= 0.05	;0.1
hit_fraction_actor			= -0.05

[up_sect_d_bandit_outfit]
cost 		= 350
value		= +50
burn_protection 			= 0.005 ;0.1
shock_protection 			= 0.005 ;0.1

[up_sect_e_bandit_outfit]
cost 		= 350
nightvision_sect = effector_nightvision_bad

[up_sect_f_bandit_outfit]
cost 		= 350
value		= +50
radiation_protection 		= 0.005 ;0.1
chemical_burn_protection 	= 0.005 ;0.1

[up_sect_g_bandit_outfit]
cost 		= 350
inv_weight	= 1.0
artefact_count				= 1

[up_a_bandit_outfit]
scheme_index            = 0, 0
known                   = 1
effects                 = 
section                 = up_sect_a_bandit_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_cevlar_body_armor_battle
description             = st_upg_cevlar_body_armor_battle_descr
icon                    = ui_am_upgrade_04

[up_b_bandit_outfit]
scheme_index            = 0, 1
known                   = 1
effects                 = 
section                 = up_sect_b_bandit_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_bandit_outfit]
scheme_index            = 0, 2
known                   = 1
effects                 = 
section                 = up_sect_c_bandit_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_bandit_outfit]
scheme_index            = 0, 3
known                   = 1
effects                 = 
section                 = up_sect_d_bandit_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_bandit_outfit]
scheme_index            = 0, 4
known                   = 1
effects                 = 
section                 = up_sect_e_bandit_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_f_bandit_outfit]
scheme_index            = 0, 5
known                   = 1
effects                 = 
section                 = up_sect_f_bandit_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_g_bandit_outfit]
scheme_index            = 0, 6
known                   = 1
effects                 = 
section                 = up_sect_g_bandit_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_bandit_outfit]
elements                = up_a_bandit_outfit, up_b_bandit_outfit

[up_gr_cd_bandit_outfit]
elements                = up_c_bandit_outfit, up_d_bandit_outfit

[up_gr_ef_bandit_outfit]
elements                = up_e_bandit_outfit, up_f_bandit_outfit

[up_gr_g_bandit_outfit]
elements                = up_g_bandit_outfit
