---Разбор секций---
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Открываем файл outfit.ltx находится он "gamedata/configs/misc/"

И так разберемся,возмём к примеру стандартный шлем [helm_respirator] его код выглядит так:

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ПРОТИВОГАЗ
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[helm_respirator]:helmet - название секции шлема,именно к нему игра будет обращаться.helmet базовая (наследуемая) секция (изменять строго не рекомендуется). $spawn = "outfit\helm_respirator" - тут у нас спавн менять его не будем,оставим стандартный visual = dynamics\outfit\helm_respirator - тут у нас модель шлема control_inertion_factor = 1.0 - управление инертион фактором inv_name = st_helm_respirator - название шлема в инвентаре. inv_name_short = st_helm_respirator - название шлема в инвентаре. description = st_helm_respirator_descr - ссылка на описание шлема

inv_weight = 4.0 - Вес шлема

inv_grid_width = 2 - Ширина иконки в ui_icon_equipment.dds inv_grid_height = 2 - Высота иконки в ui_icon_equipment.dds inv_grid_x = 4 - Положение по Х в ui_icon_equipment.dds inv_grid_y = 18 - Положение по У в ui_icon_equipment.dds

upgr_icon_x = 20 - Тут всё тоже самое но только для иконки Апгрейда - ui_actor_armor.dds upgr_icon_y = 619 - Тут всё тоже самое но только для иконки Апгрейда - ui_actor_armor.dds upgr_icon_width = 106 - Тут всё тоже самое но только для иконки Апгрейда - ui_actor_armor.dds upgr_icon_height = 149 - Тут всё тоже самое но только для иконки Апгрейда - ui_actor_armor.dds

cost = 1000 - Цена

immunities_sect = sect_helm_respirator_immunities - секции имунитета bones_koeff_protection = actor_helm_respirator - это помоему защита головы ГГ

telepatic_protection = 0.0200 - защита от телепатии radiation_protection = 0.0015 - защита от радиации chemical_burn_protection = 0.0500 - защита от химических ожогов

upgrades = up_gr_firstab_helm_respirator - это код на Апгрейд installed_upgrades = upgrade_scheme = upgrade_scheme_helm_respirator - это код на схему Апгрейд

[sect_helm_respirator_immunities] - коэффициенты иммунитета самого шлема, то есть - то, насколько сильно он сам подвержен повреждениям от различных типов воздействий. по значениям каждого типа

burn_immunity = 0.04 - защита от воздействия огня (костры,аномалия "Жарка" и т.д.) strike_immunity = 0.0 - защита от ударов (наносятся мутантами, например, псевдогигантом) shock_immunity = 0.04 - ащита от поражения электричеством. wound_immunity = 0.0 - защита от ранений (наносятся мутантами, например, собаками, кровососами и т.д.) wound_2_immunity = 0.0 - защита от ранений (наносятся мутантами, например, собаками, кровососами и т.д.) radiation_immunity = 0.0 - защита от радиации. telepatic_immunity = 0.0 - защита от пси-воздействия (например, присутствие контроллера серьезно влияет на psy_health) chemical_burn_immunity = 0.04 - защита от химического воздействия. explosion_immunity = 0.04 - защита от взрывов/осколков. fire_wound_immunity = 0.04 - защита от огнестрельного оружия.

PS - ПРИ СОЗДАНИИ НОВГО ШЛЕМА НЕ ЗАБУДТЕ ДОБАВИТЬ ИНКЛУД,ОНИ НАХОДЯТСЯ В САМОМ ВЕРХУ ФАЙЛА outfit.ltx
include "outfit_upgrades\helm_respirator_up.ltx"

Далее создадим свой шлем в файле outfit.ltx в самом низу пишем:

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ШЛЕМ "СФЕРА ДОЛГА"
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[helm_battle_dolg]:helmet $spawn = "outfit\helm_battle" visual = dynamics\helm\helm_battle_dolg control_inertion_factor = 1.0 inv_name = st_helm_battle_dolg inv_name_short = st_helm_battle_dolg description = st_helm_battle_dolg_descr inv_weight = 3.0 inv_grid_width = 2 inv_grid_height = 2 inv_grid_x = 26 inv_grid_y = 0 upgr_icon_x = 900 upgr_icon_y = 450 upgr_icon_width = 100 upgr_icon_height = 100 cost = 8000 nightvision_sect = effector_nightvision_1 immunities_sect = sect_helm_battle_immunities bones_koeff_protection = actor_helm_battle telepatic_protection = 0.0600 radiation_protection = 0.0050 chemical_burn_protection = 0.0300 strike_protection = 0.0 explosion_protection = 0.0 wound_protection = 0.0 [sect_helm_battle_dolg_immunities] burn_immunity = 0.02 strike_immunity = 0.0 shock_immunity = 0.02 wound_immunity = 0.0 wound_2_immunity = 0.0 radiation_immunity = 0.0 telepatic_immunity = 0.0 chemical_burn_immunity = 0.02 explosion_immunity = 0.01 fire_wound_immunity = 0.01

Далее добавим к мену Апгрейд,в файле outfit.ltx в верху пишем ......

include "outfit_upgrades\helm_battle_dolg_up.ltx"

Так теперь создадим ветку Апгрейда.Для этого создадим текстовый документ helm_battle_dolg_up.ltx в папке outfit_upgrades находится она gamedata/configs/misc/outfit_upgrades/ Далее в нашь файл helm_battle_dolg_up.ltx пишем

[up_sect_firsta_helm_battle_dolg] cost = 500 value = +10
chemical_burn_protection = 0.005 radiation_protection = 0.0004

[up_sect_firstc_helm_battle_dolg] cost = 1000 value = +20
telepatic_protection = 0.010

[up_sect_firstd_helm_battle_dolg] cost = 1000 value = +20
chemical_burn_protection = 0.010

[up_sect_firste_helm_battle_dolg] cost = 1500 value = +20
chemical_burn_protection = 0.015 radiation_protection = 0.0006

[up_sect_secona_helm_battle_dolg] cost = 500 value = +1
power_restore_speed = 0.001

[up_sect_seconc_helm_battle_dolg] cost = 1000 value = +20
telepatic_protection = 0.010
[up_sect_second_helm_battle_dolg] cost = 2500 value = +2
nightvision_sect = effector_nightvision_2
[up_sect_secone_helm_battle_dolg] cost = 3500 value = +3
nightvision_sect = effector_nightvision_3

[up_firsta_helm_battle_dolg] scheme_index = 0, 0 known = 1 effects = up_gr_firstcd_helm_battle_dolg section = up_sect_firsta_helm_battle_dolg property = prop_radio, prop_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 = name = st_up_res_a1_name description = st_up_res_a1_descr icon = ui_inGame2_upgrade_helm_battle_dolg_1

[up_firstc_helm_battle_dolg] scheme_index = 1, 0 known = 1 effects = up_gr_firstef_helm_battle_dolg section = up_sect_firstc_helm_battle_dolg property = prop_psy

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 = name = st_up_res_b1_name description = st_up_res_b1_descr icon = ui_inGame2_upgrade_helm_battle_dolg_2

[up_firstd_helm_battle_dolg] scheme_index = 1, 1 known = 1 effects = up_gr_firstef_helm_battle_dolg section = up_sect_firstd_helm_battle_dolg property = prop_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 = name = st_up_res_b5_name description = st_up_res_b5_descr icon = ui_inGame2_upgrade_helm_battle_dolg_4

[up_firste_helm_battle_dolg] scheme_index = 2, 0 known = 1 effects = section = up_sect_firste_helm_battle_dolg property = prop_radio, prop_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 = name = st_up_res_c7_name description = st_up_res_c7_descr icon = ui_inGame2_upgrade_helm_battle_dolg_3

[up_secona_helm_battle_dolg] scheme_index = 0, 1 known = 1 effects = up_gr_seconcd_helm_battle_dolg section = up_sect_secona_helm_battle_dolg property = prop_power

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 = name = st_up_resp_a3_name description = st_up_res_a3_descr icon = ui_inGame2_upgrade_helm_battle_dolg_5

[up_seconc_helm_battle_dolg] scheme_index = 1, 2 known = 1 effects = up_gr_seconef_helm_battle_dolg section = up_sect_seconc_helm_battle_dolg property = prop_psy

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 = name = st_up_resp_c4_name description = st_up_resp_c4_descr icon = ui_inGame2_upgrade_helm_battle_dolg_6

[up_second_helm_battle_dolg] scheme_index = 1, 3 known = 1 effects = up_gr_seconef_helm_battle_dolg section = up_sect_second_helm_battle_dolg 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 = name = st_up_resp_b1_name description = st_up_resp_b1_descr icon = ui_inGame2_upgrade_helm_battle_dolg_8

[up_secone_helm_battle_dolg] scheme_index = 2, 1 known = 1 effects = section = up_sect_secone_helm_battle_dolg 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 = name = st_up_resp_c1_name description = st_up_resp_c1_descr icon = ui_inGame2_upgrade_helm_battle_dolg_9
[up_gr_firstab_helm_battle_dolg] elements = up_firsta_helm_battle_dolg
[up_gr_firstcd_helm_battle_dolg] elements = up_firstc_helm_battle_dolg, up_firstd_helm_battle_dolg
[up_gr_firstef_helm_battle_dolg] elements = up_firste_helm_battle_dolg
[up_gr_seconab_helm_battle_dolg] elements = up_secona_helm_battle_dolg
[up_gr_seconcd_helm_battle_dolg] elements = up_seconc_helm_battle_dolg, up_second_helm_battle_dolg
[up_gr_seconef_helm_battle_dolg] elements = up_secone_helm_battle_dolg

Quote

Теперь добавим наш Апргейд Кардану,в файле stalkers_upgrade_info.ltx пропишем название нашего шлема После строк ........ helm_respirator helm_tactic helm_battle_dolg-нашь шлем

Затем всё в этом же файле stalkers_upgrade_info.ltx после строк ................. up_sect_secona_helm_battle = {!upgrade_hint_kardan(1)} false, true up_sect_seconc_helm_battle = {!upgrade_hint_kardan(2)} false, true up_sect_second_helm_battle = {!upgrade_hint_kardan(2)} false, true up_sect_secone_helm_battle = {!upgrade_hint_kardan(3)} false, true up_sect_seconf_helm_battle = {!upgrade_hint_kardan(3)} false, true Пишем:

up_sect_firsta_helm_battle_dolg= {!upgrade_hint_kardan(1)} false, true up_sect_firstc_helm_battle_dolg = {!upgrade_hint_kardan(2)} false, true up_sect_firstd_helm_battle_dolg = {!upgrade_hint_kardan(2)} false, true up_sect_firste_helm_battle_dolg = false ;{!upgrade_hint_kardan(3)} false, true

up_sect_secona_helm_battle_dolg = {!upgrade_hint_kardan(1)} false, true up_sect_seconc_helm_battle_dolg = {!upgrade_hint_kardan(2)} false, true up_sect_second_helm_battle_dolg = {!upgrade_hint_kardan(2)} false, true up_sect_secone_helm_battle_dolg = {!upgrade_hint_kardan(3)} false, true up_sect_seconf_helm_battle_dolg = {!upgrade_hint_kardan(3)} false, true

Выглядеть будет так: ................. up_sect_secona_helm_battle = {!upgrade_hint_kardan(1)} false, true up_sect_seconc_helm_battle = {!upgrade_hint_kardan(2)} false, true up_sect_second_helm_battle = {!upgrade_hint_kardan(2)} false, true up_sect_secone_helm_battle = {!upgrade_hint_kardan(3)} false, true up_sect_seconf_helm_battle = {!upgrade_hint_kardan(3)} false, true

up_sect_firsta_helm_battle_dolg= {!upgrade_hint_kardan(1)} false, true up_sect_firstc_helm_battle_dolg = {!upgrade_hint_kardan(2)} false, true up_sect_firstd_helm_battle_dolg = {!upgrade_hint_kardan(2)} false, true up_sect_firste_helm_battle_dolg = false ;{!upgrade_hint_kardan(3)} false, true

up_sect_secona_helm_battle_dolg = {!upgrade_hint_kardan(1)} false, true up_sect_seconc_helm_battle_dolg = {!upgrade_hint_kardan(2)} false, true up_sect_second_helm_battle_dolg = {!upgrade_hint_kardan(2)} false, true up_sect_secone_helm_battle_dolg = {!upgrade_hint_kardan(3)} false, true up_sect_seconf_helm_battle_dolg = {!upgrade_hint_kardan(3)} false, true

Так же можно добавим описание нашему шлему , для этого откроем файл st_items_outfit.xml находится он в gamedata/configs/text/rus/ и в самом низу пишем:

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