<?xml version="1.0"?>
<?xml-stylesheet type="text/css" href="http://stalkerin.gameru.net/wiki/skins/common/feed.css?303"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="ru">
		<id>http://stalkerin.gameru.net/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=95.153.169.108&amp;*</id>
		<title>S.T.A.L.K.E.R. Inside Wiki - Вклад участника [ru]</title>
		<link rel="self" type="application/atom+xml" href="http://stalkerin.gameru.net/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=95.153.169.108&amp;*"/>
		<link rel="alternate" type="text/html" href="http://stalkerin.gameru.net/wiki/index.php?title=%D0%A1%D0%BB%D1%83%D0%B6%D0%B5%D0%B1%D0%BD%D0%B0%D1%8F:%D0%92%D0%BA%D0%BB%D0%B0%D0%B4/95.153.169.108"/>
		<updated>2026-06-14T03:30:40Z</updated>
		<subtitle>Вклад участника</subtitle>
		<generator>MediaWiki 1.22.6</generator>

	<entry>
		<id>http://stalkerin.gameru.net/wiki/index.php?title=CoP.%D0%A1%D0%BE%D0%B7%D0%B4%D0%B0%D0%BD%D0%B8%D0%B5_%D0%BD%D0%BE%D0%B2%D0%BE%D0%B3%D0%BE_%D1%88%D0%BB%D0%B5%D0%BC%D0%B0</id>
		<title>CoP.Создание нового шлема</title>
		<link rel="alternate" type="text/html" href="http://stalkerin.gameru.net/wiki/index.php?title=CoP.%D0%A1%D0%BE%D0%B7%D0%B4%D0%B0%D0%BD%D0%B8%D0%B5_%D0%BD%D0%BE%D0%B2%D0%BE%D0%B3%D0%BE_%D1%88%D0%BB%D0%B5%D0%BC%D0%B0"/>
				<updated>2011-08-22T17:15:03Z</updated>
		
		<summary type="html">&lt;p&gt;95.153.169.108: Новая страница: «;-----------------------------------------------; ;----------------[Разбор секций:]---------------; ;-----------------------------------------------; О...»&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;;-----------------------------------------------;&lt;br /&gt;
;----------------[Разбор секций:]---------------;&lt;br /&gt;
;-----------------------------------------------;&lt;br /&gt;
Открываем файл outfit.ltx находится он&lt;br /&gt;
&amp;quot;gamedata/configs/misc/&amp;quot;&lt;br /&gt;
&lt;br /&gt;
И так разберемся,возмём к&lt;br /&gt;
примеру стандартный шлем [helm_respirator] его&lt;br /&gt;
код выглядит так:&lt;br /&gt;
&lt;br /&gt;
;---------------------------------------------------------------------------------------------&lt;br /&gt;
; ПРОТИВОГАЗ&lt;br /&gt;
;---------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
[helm_respirator]:helmet - название секции шлема,именно к нему игра будет обращаться.helmet базовая (наследуемая) секция (изменять строго не рекомендуется).&lt;br /&gt;
$spawn = &amp;quot;outfit\helm_respirator&amp;quot; - тут у нас спавн менять его не будем,оставим стандартный&lt;br /&gt;
visual = dynamics\outfit\helm_respirator - тут у нас модель шлема&lt;br /&gt;
control_inertion_factor = 1.0 - управление инертион фактором&lt;br /&gt;
inv_name = st_helm_respirator - название шлема в инвентаре.&lt;br /&gt;
inv_name_short = st_helm_respirator - название шлема в инвентаре.&lt;br /&gt;
description = st_helm_respirator_descr - ссылка на описание шлема&lt;br /&gt;
&lt;br /&gt;
inv_weight = 4.0 - Вес шлема&lt;br /&gt;
&lt;br /&gt;
inv_grid_width = 2 - Ширина иконки в ui_icon_equipment.dds&lt;br /&gt;
inv_grid_height = 2 - Высота иконки в ui_icon_equipment.dds&lt;br /&gt;
inv_grid_x = 4 - Положение по Х в ui_icon_equipment.dds&lt;br /&gt;
inv_grid_y = 18 - Положение по У в ui_icon_equipment.dds&lt;br /&gt;
&lt;br /&gt;
upgr_icon_x = 20 - Тут всё тоже самое но только для иконки Апгрейда - ui_actor_armor.dds&lt;br /&gt;
upgr_icon_y = 619 - Тут всё тоже самое но только для иконки Апгрейда - ui_actor_armor.dds&lt;br /&gt;
upgr_icon_width = 106 - Тут всё тоже самое но только для иконки Апгрейда - ui_actor_armor.dds&lt;br /&gt;
upgr_icon_height = 149 - Тут всё тоже самое но только для иконки Апгрейда - ui_actor_armor.dds&lt;br /&gt;
&lt;br /&gt;
cost = 1000 - Цена&lt;br /&gt;
&lt;br /&gt;
immunities_sect = sect_helm_respirator_immunities - секции имунитета&lt;br /&gt;
bones_koeff_protection = actor_helm_respirator - это помоему защита головы ГГ&lt;br /&gt;
&lt;br /&gt;
telepatic_protection = 0.0200 - защита от телепатии&lt;br /&gt;
radiation_protection = 0.0015 - защита от радиации&lt;br /&gt;
chemical_burn_protection = 0.0500 - защита от химических ожогов&lt;br /&gt;
&lt;br /&gt;
upgrades = up_gr_firstab_helm_respirator - это код на Апгрейд&lt;br /&gt;
installed_upgrades =&lt;br /&gt;
upgrade_scheme = upgrade_scheme_helm_respirator - это код на схему Апгрейд&lt;br /&gt;
&lt;br /&gt;
[sect_helm_respirator_immunities] - коэффициенты иммунитета самого шлема, то&lt;br /&gt;
есть - то, насколько сильно он сам подвержен повреждениям от различных типов&lt;br /&gt;
воздействий. по значениям каждого типа&lt;br /&gt;
&lt;br /&gt;
burn_immunity = 0.04 - защита от воздействия огня (костры,аномалия &amp;quot;Жарка&amp;quot; и т.д.)&lt;br /&gt;
strike_immunity = 0.0 - защита от ударов (наносятся мутантами, например, псевдогигантом)&lt;br /&gt;
shock_immunity = 0.04 - ащита от поражения электричеством.&lt;br /&gt;
wound_immunity = 0.0 - защита от ранений (наносятся мутантами, например, собаками, кровососами и т.д.)&lt;br /&gt;
wound_2_immunity = 0.0 - защита от ранений (наносятся мутантами, например, собаками, кровососами и т.д.)&lt;br /&gt;
radiation_immunity = 0.0 - защита от радиации.&lt;br /&gt;
telepatic_immunity = 0.0 - защита от пси-воздействия (например, присутствие контроллера серьезно влияет на psy_health)&lt;br /&gt;
chemical_burn_immunity = 0.04 - защита от химического воздействия.&lt;br /&gt;
explosion_immunity = 0.04 - защита от взрывов/осколков.&lt;br /&gt;
fire_wound_immunity = 0.04 - защита от огнестрельного оружия.&lt;br /&gt;
&lt;br /&gt;
PS - ПРИ СОЗДАНИИ НОВГО ШЛЕМА НЕ ЗАБУДТЕ ДОБАВИТЬ ИНКЛУД,ОНИ НАХОДЯТСЯ В САМОМ ВЕРХУ ФАЙЛА outfit.ltx&lt;br /&gt;
#include &amp;quot;outfit_upgrades\helm_respirator_up.ltx&amp;quot;&lt;br /&gt;
___________________________________________________________________________&lt;br /&gt;
Далее создадим свой шлемsmile.gif в файле outfit.ltx в самом низу пишем...&lt;br /&gt;
;------------------------------------------&amp;gt;&lt;br /&gt;
; ШЛЕМ &amp;quot;СФЕРА ДОЛГа&amp;quot;&lt;br /&gt;
;------------------------------------------&amp;gt;&lt;br /&gt;
[helm_battle_dolg]:helmet&lt;br /&gt;
$spawn = &amp;quot;outfit\helm_battle&amp;quot;&lt;br /&gt;
visual = dynamics\helm\helm_battle_dolg&lt;br /&gt;
control_inertion_factor = 1.0&lt;br /&gt;
inv_name = st_helm_battle_dolg&lt;br /&gt;
inv_name_short = st_helm_battle_dolg&lt;br /&gt;
description = st_helm_battle_dolg_descr&lt;br /&gt;
inv_weight = 3.0&lt;br /&gt;
inv_grid_width = 2&lt;br /&gt;
inv_grid_height = 2&lt;br /&gt;
inv_grid_x = 26&lt;br /&gt;
inv_grid_y = 0&lt;br /&gt;
upgr_icon_x = 900&lt;br /&gt;
upgr_icon_y = 450&lt;br /&gt;
upgr_icon_width = 100&lt;br /&gt;
upgr_icon_height = 100&lt;br /&gt;
cost = 8000&lt;br /&gt;
nightvision_sect = effector_nightvision_1&lt;br /&gt;
immunities_sect = sect_helm_battle_immunities&lt;br /&gt;
bones_koeff_protection = actor_helm_battle&lt;br /&gt;
telepatic_protection = 0.0600&lt;br /&gt;
radiation_protection = 0.0050&lt;br /&gt;
chemical_burn_protection = 0.0300&lt;br /&gt;
strike_protection = 0.0&lt;br /&gt;
explosion_protection = 0.0&lt;br /&gt;
wound_protection = 0.0&lt;br /&gt;
[sect_helm_battle_dolg_immunities]&lt;br /&gt;
burn_immunity = 0.02&lt;br /&gt;
strike_immunity = 0.0&lt;br /&gt;
shock_immunity = 0.02&lt;br /&gt;
wound_immunity = 0.0&lt;br /&gt;
wound_2_immunity = 0.0&lt;br /&gt;
radiation_immunity = 0.0&lt;br /&gt;
telepatic_immunity = 0.0&lt;br /&gt;
chemical_burn_immunity = 0.02&lt;br /&gt;
explosion_immunity = 0.01&lt;br /&gt;
fire_wound_immunity = 0.01&lt;br /&gt;
&lt;br /&gt;
Далее добавим к мену Апгрейд,в файле outfit.ltx в верху пишем&lt;br /&gt;
......&lt;br /&gt;
#include &amp;quot;outfit_upgrades\helm_battle_dolg_up.ltx&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Так теперь создадим ветку Апгрейда.Для этого создадим текстовый документ helm_battle_dolg_up.ltx в папке outfit_upgrades находится она&lt;br /&gt;
gamedata/configs/misc/outfit_upgrades/&lt;br /&gt;
Далее в нашь файл helm_battle_dolg_up.ltx пишем&lt;br /&gt;
&lt;br /&gt;
[up_sect_firsta_helm_battle_dolg]&lt;br /&gt;
cost = 500&lt;br /&gt;
value = +10&lt;br /&gt;
&lt;br /&gt;
chemical_burn_protection = 0.005&lt;br /&gt;
radiation_protection = 0.0004&lt;br /&gt;
&lt;br /&gt;
[up_sect_firstc_helm_battle_dolg]&lt;br /&gt;
cost = 1000&lt;br /&gt;
value = +20&lt;br /&gt;
&lt;br /&gt;
telepatic_protection = 0.010&lt;br /&gt;
&lt;br /&gt;
[up_sect_firstd_helm_battle_dolg]&lt;br /&gt;
cost = 1000&lt;br /&gt;
value = +20&lt;br /&gt;
&lt;br /&gt;
chemical_burn_protection = 0.010&lt;br /&gt;
&lt;br /&gt;
[up_sect_firste_helm_battle_dolg]&lt;br /&gt;
cost = 1500&lt;br /&gt;
value = +20&lt;br /&gt;
&lt;br /&gt;
chemical_burn_protection = 0.015&lt;br /&gt;
radiation_protection = 0.0006&lt;br /&gt;
&lt;br /&gt;
[up_sect_secona_helm_battle_dolg]&lt;br /&gt;
cost = 500&lt;br /&gt;
value = +1&lt;br /&gt;
&lt;br /&gt;
power_restore_speed = 0.001&lt;br /&gt;
&lt;br /&gt;
[up_sect_seconc_helm_battle_dolg]&lt;br /&gt;
cost = 1000&lt;br /&gt;
value = +20&lt;br /&gt;
&lt;br /&gt;
telepatic_protection = 0.010&lt;br /&gt;
&lt;br /&gt;
[up_sect_second_helm_battle_dolg]&lt;br /&gt;
cost = 2500&lt;br /&gt;
value = +2&lt;br /&gt;
&lt;br /&gt;
nightvision_sect = effector_nightvision_2&lt;br /&gt;
&lt;br /&gt;
[up_sect_secone_helm_battle_dolg]&lt;br /&gt;
cost = 3500&lt;br /&gt;
value = +3&lt;br /&gt;
&lt;br /&gt;
nightvision_sect = effector_nightvision_3&lt;br /&gt;
&lt;br /&gt;
[up_firsta_helm_battle_dolg]&lt;br /&gt;
scheme_index = 0, 0&lt;br /&gt;
known = 1&lt;br /&gt;
effects = up_gr_firstcd_helm_battle_dolg&lt;br /&gt;
section = up_sect_firsta_helm_battle_dolg&lt;br /&gt;
property = prop_radio, prop_chem&lt;br /&gt;
&lt;br /&gt;
precondition_functor = inventory_upgrades.precondition_functor_a&lt;br /&gt;
precondition_parameter = a &amp;amp; b&lt;br /&gt;
&lt;br /&gt;
effect_functor = inventory_upgrades.effect_functor_a&lt;br /&gt;
effect_parameter = something_here&lt;br /&gt;
&lt;br /&gt;
prereq_functor = inventory_upgrades.prereq_functor_a&lt;br /&gt;
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a&lt;br /&gt;
prereq_params =&lt;br /&gt;
name = st_up_res_a1_name&lt;br /&gt;
description = st_up_res_a1_descr&lt;br /&gt;
icon = ui_inGame2_upgrade_helm_battle_dolg_1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[up_firstc_helm_battle_dolg]&lt;br /&gt;
scheme_index = 1, 0&lt;br /&gt;
known = 1&lt;br /&gt;
effects = up_gr_firstef_helm_battle_dolg&lt;br /&gt;
section = up_sect_firstc_helm_battle_dolg&lt;br /&gt;
property = prop_psy&lt;br /&gt;
&lt;br /&gt;
precondition_functor = inventory_upgrades.precondition_functor_a&lt;br /&gt;
precondition_parameter = a &amp;amp; b&lt;br /&gt;
&lt;br /&gt;
effect_functor = inventory_upgrades.effect_functor_a&lt;br /&gt;
effect_parameter = something_here&lt;br /&gt;
&lt;br /&gt;
prereq_functor = inventory_upgrades.prereq_functor_a&lt;br /&gt;
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a&lt;br /&gt;
prereq_params =&lt;br /&gt;
name = st_up_res_b1_name&lt;br /&gt;
description = st_up_res_b1_descr&lt;br /&gt;
icon = ui_inGame2_upgrade_helm_battle_dolg_2&lt;br /&gt;
&lt;br /&gt;
[up_firstd_helm_battle_dolg]&lt;br /&gt;
scheme_index = 1, 1&lt;br /&gt;
known = 1&lt;br /&gt;
effects = up_gr_firstef_helm_battle_dolg&lt;br /&gt;
section = up_sect_firstd_helm_battle_dolg&lt;br /&gt;
property = prop_chem&lt;br /&gt;
&lt;br /&gt;
precondition_functor = inventory_upgrades.precondition_functor_a&lt;br /&gt;
precondition_parameter = a &amp;amp; b&lt;br /&gt;
&lt;br /&gt;
effect_functor = inventory_upgrades.effect_functor_a&lt;br /&gt;
effect_parameter = something_here&lt;br /&gt;
&lt;br /&gt;
prereq_functor = inventory_upgrades.prereq_functor_a&lt;br /&gt;
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a&lt;br /&gt;
prereq_params =&lt;br /&gt;
name = st_up_res_b5_name&lt;br /&gt;
description = st_up_res_b5_descr&lt;br /&gt;
icon = ui_inGame2_upgrade_helm_battle_dolg_4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[up_firste_helm_battle_dolg]&lt;br /&gt;
scheme_index = 2, 0&lt;br /&gt;
known = 1&lt;br /&gt;
effects =&lt;br /&gt;
section = up_sect_firste_helm_battle_dolg&lt;br /&gt;
property = prop_radio, prop_chem&lt;br /&gt;
&lt;br /&gt;
precondition_functor = inventory_upgrades.precondition_functor_a&lt;br /&gt;
precondition_parameter = a &amp;amp; b&lt;br /&gt;
&lt;br /&gt;
effect_functor = inventory_upgrades.effect_functor_a&lt;br /&gt;
effect_parameter = something_here&lt;br /&gt;
&lt;br /&gt;
prereq_functor = inventory_upgrades.prereq_functor_a&lt;br /&gt;
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a&lt;br /&gt;
prereq_params =&lt;br /&gt;
name = st_up_res_c7_name&lt;br /&gt;
description = st_up_res_c7_descr&lt;br /&gt;
icon = ui_inGame2_upgrade_helm_battle_dolg_3&lt;br /&gt;
&lt;br /&gt;
[up_secona_helm_battle_dolg]&lt;br /&gt;
scheme_index = 0, 1&lt;br /&gt;
known = 1&lt;br /&gt;
effects = up_gr_seconcd_helm_battle_dolg&lt;br /&gt;
section = up_sect_secona_helm_battle_dolg&lt;br /&gt;
property = prop_power&lt;br /&gt;
&lt;br /&gt;
precondition_functor = inventory_upgrades.precondition_functor_a&lt;br /&gt;
precondition_parameter = a &amp;amp; b&lt;br /&gt;
&lt;br /&gt;
effect_functor = inventory_upgrades.effect_functor_a&lt;br /&gt;
effect_parameter = something_here&lt;br /&gt;
&lt;br /&gt;
prereq_functor = inventory_upgrades.prereq_functor_a&lt;br /&gt;
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a&lt;br /&gt;
prereq_params =&lt;br /&gt;
name = st_up_resp_a3_name&lt;br /&gt;
description = st_up_res_a3_descr&lt;br /&gt;
icon = ui_inGame2_upgrade_helm_battle_dolg_5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[up_seconc_helm_battle_dolg]&lt;br /&gt;
scheme_index = 1, 2&lt;br /&gt;
known = 1&lt;br /&gt;
effects = up_gr_seconef_helm_battle_dolg&lt;br /&gt;
section = up_sect_seconc_helm_battle_dolg&lt;br /&gt;
property = prop_psy&lt;br /&gt;
&lt;br /&gt;
precondition_functor = inventory_upgrades.precondition_functor_a&lt;br /&gt;
precondition_parameter = a &amp;amp; b&lt;br /&gt;
&lt;br /&gt;
effect_functor = inventory_upgrades.effect_functor_a&lt;br /&gt;
effect_parameter = something_here&lt;br /&gt;
&lt;br /&gt;
prereq_functor = inventory_upgrades.prereq_functor_a&lt;br /&gt;
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a&lt;br /&gt;
prereq_params =&lt;br /&gt;
name = st_up_resp_c4_name&lt;br /&gt;
description = st_up_resp_c4_descr&lt;br /&gt;
icon = ui_inGame2_upgrade_helm_battle_dolg_6&lt;br /&gt;
&lt;br /&gt;
[up_second_helm_battle_dolg]&lt;br /&gt;
scheme_index = 1, 3&lt;br /&gt;
known = 1&lt;br /&gt;
effects = up_gr_seconef_helm_battle_dolg&lt;br /&gt;
section = up_sect_second_helm_battle_dolg&lt;br /&gt;
property = prop_night_vision&lt;br /&gt;
&lt;br /&gt;
precondition_functor = inventory_upgrades.precondition_functor_a&lt;br /&gt;
precondition_parameter = a &amp;amp; b&lt;br /&gt;
&lt;br /&gt;
effect_functor = inventory_upgrades.effect_functor_a&lt;br /&gt;
effect_parameter = something_here&lt;br /&gt;
&lt;br /&gt;
prereq_functor = inventory_upgrades.prereq_functor_a&lt;br /&gt;
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a&lt;br /&gt;
prereq_params =&lt;br /&gt;
name = st_up_resp_b1_name&lt;br /&gt;
description = st_up_resp_b1_descr&lt;br /&gt;
icon = ui_inGame2_upgrade_helm_battle_dolg_8&lt;br /&gt;
&lt;br /&gt;
[up_secone_helm_battle_dolg]&lt;br /&gt;
scheme_index = 2, 1&lt;br /&gt;
known = 1&lt;br /&gt;
effects =&lt;br /&gt;
section = up_sect_secone_helm_battle_dolg&lt;br /&gt;
property = prop_night_vision&lt;br /&gt;
&lt;br /&gt;
precondition_functor = inventory_upgrades.precondition_functor_a&lt;br /&gt;
precondition_parameter = a &amp;amp; b&lt;br /&gt;
&lt;br /&gt;
effect_functor = inventory_upgrades.effect_functor_a&lt;br /&gt;
effect_parameter = something_here&lt;br /&gt;
&lt;br /&gt;
prereq_functor = inventory_upgrades.prereq_functor_a&lt;br /&gt;
prereq_tooltip_functor = inventory_upgrades.prereq_tooltip_functor_a&lt;br /&gt;
prereq_params =&lt;br /&gt;
name = st_up_resp_c1_name&lt;br /&gt;
description = st_up_resp_c1_descr&lt;br /&gt;
icon = ui_inGame2_upgrade_helm_battle_dolg_9&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[up_gr_firstab_helm_battle_dolg]&lt;br /&gt;
elements = up_firsta_helm_battle_dolg&lt;br /&gt;
&lt;br /&gt;
[up_gr_firstcd_helm_battle_dolg]&lt;br /&gt;
elements = up_firstc_helm_battle_dolg, up_firstd_helm_battle_dolg&lt;br /&gt;
&lt;br /&gt;
[up_gr_firstef_helm_battle_dolg]&lt;br /&gt;
elements = up_firste_helm_battle_dolg&lt;br /&gt;
&lt;br /&gt;
[up_gr_seconab_helm_battle_dolg]&lt;br /&gt;
elements = up_secona_helm_battle_dolg&lt;br /&gt;
&lt;br /&gt;
[up_gr_seconcd_helm_battle_dolg]&lt;br /&gt;
elements = up_seconc_helm_battle_dolg, up_second_helm_battle_dolg&lt;br /&gt;
&lt;br /&gt;
[up_gr_seconef_helm_battle_dolg]&lt;br /&gt;
elements = up_secone_helm_battle_dolg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Теперь добавим наш Апргейд Кардану,в файле stalkers_upgrade_info.ltx пропишем название нашего шлема&lt;br /&gt;
После строк&lt;br /&gt;
........&lt;br /&gt;
helm_respirator&lt;br /&gt;
helm_tactic&lt;br /&gt;
helm_battle_dolg-нашь шлем&lt;br /&gt;
&lt;br /&gt;
Затем всё в этом же файле stalkers_upgrade_info.ltx после строк&lt;br /&gt;
.................&lt;br /&gt;
up_sect_secona_helm_battle = {!upgrade_hint_kardan(1)} false, true&lt;br /&gt;
up_sect_seconc_helm_battle = {!upgrade_hint_kardan(2)} false, true&lt;br /&gt;
up_sect_second_helm_battle = {!upgrade_hint_kardan(2)} false, true&lt;br /&gt;
up_sect_secone_helm_battle = {!upgrade_hint_kardan(3)} false, true&lt;br /&gt;
up_sect_seconf_helm_battle = {!upgrade_hint_kardan(3)} false, true&lt;br /&gt;
Пишем:&lt;br /&gt;
&lt;br /&gt;
up_sect_firsta_helm_battle_dolg= {!upgrade_hint_kardan(1)} false, true&lt;br /&gt;
up_sect_firstc_helm_battle_dolg = {!upgrade_hint_kardan(2)} false, true&lt;br /&gt;
up_sect_firstd_helm_battle_dolg = {!upgrade_hint_kardan(2)} false, true&lt;br /&gt;
up_sect_firste_helm_battle_dolg = false ;{!upgrade_hint_kardan(3)} false, true&lt;br /&gt;
&lt;br /&gt;
up_sect_secona_helm_battle_dolg = {!upgrade_hint_kardan(1)} false, true&lt;br /&gt;
up_sect_seconc_helm_battle_dolg = {!upgrade_hint_kardan(2)} false, true&lt;br /&gt;
up_sect_second_helm_battle_dolg = {!upgrade_hint_kardan(2)} false, true&lt;br /&gt;
up_sect_secone_helm_battle_dolg = {!upgrade_hint_kardan(3)} false, true&lt;br /&gt;
up_sect_seconf_helm_battle_dolg = {!upgrade_hint_kardan(3)} false, true&lt;br /&gt;
&lt;br /&gt;
Выглядеть будет так:&lt;br /&gt;
.................&lt;br /&gt;
up_sect_secona_helm_battle = {!upgrade_hint_kardan(1)} false, true&lt;br /&gt;
up_sect_seconc_helm_battle = {!upgrade_hint_kardan(2)} false, true&lt;br /&gt;
up_sect_second_helm_battle = {!upgrade_hint_kardan(2)} false, true&lt;br /&gt;
up_sect_secone_helm_battle = {!upgrade_hint_kardan(3)} false, true&lt;br /&gt;
up_sect_seconf_helm_battle = {!upgrade_hint_kardan(3)} false, true&lt;br /&gt;
&lt;br /&gt;
up_sect_firsta_helm_battle_dolg= {!upgrade_hint_kardan(1)} false, true&lt;br /&gt;
up_sect_firstc_helm_battle_dolg = {!upgrade_hint_kardan(2)} false, true&lt;br /&gt;
up_sect_firstd_helm_battle_dolg = {!upgrade_hint_kardan(2)} false, true&lt;br /&gt;
up_sect_firste_helm_battle_dolg = false ;{!upgrade_hint_kardan(3)} false, true&lt;br /&gt;
&lt;br /&gt;
up_sect_secona_helm_battle_dolg = {!upgrade_hint_kardan(1)} false, true&lt;br /&gt;
up_sect_seconc_helm_battle_dolg = {!upgrade_hint_kardan(2)} false, true&lt;br /&gt;
up_sect_second_helm_battle_dolg = {!upgrade_hint_kardan(2)} false, true&lt;br /&gt;
up_sect_secone_helm_battle_dolg = {!upgrade_hint_kardan(3)} false, true&lt;br /&gt;
up_sect_seconf_helm_battle_dolg = {!upgrade_hint_kardan(3)} false, true&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
&amp;lt;string id=&amp;quot;st_helm_battle_dolg&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;text&amp;gt;.::НАЗВАНИЕ::.&amp;lt;/text&amp;gt;&lt;br /&gt;
&amp;lt;/string&amp;gt;&lt;br /&gt;
&amp;lt;string id=&amp;quot;st_helm_battle_dolg_descr&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;text&amp;gt;.::ТУТ ОПИСАНИЕ::.&amp;lt;/text&amp;gt;&lt;br /&gt;
&amp;lt;/string&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
by DMITRYFOX&lt;/div&gt;</summary>
		<author><name>95.153.169.108</name></author>	</entry>

	</feed>