Создание броника в ЧН — различия между версиями
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(автор учи вики разметку) |
(копипастинг без описания действий. trash) |
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(не показаны 10 промежуточные версии 3 участников) | |||
Строка 1: | Строка 1: | ||
− | + | ==Вступ== | |
+ | '''Создание модифицированного бронежилета в ЧН''' | ||
− | + | ---- | |
− | gamedata\configs\item_upgrades.ltx | + | |
+ | И так, в этой статье я опишу как создать модифицируемый бронежилет в Чистом Небе. Для примера создадим комбенизон наёмника. Для этого нам понадобятся вот такие файлы: | ||
+ | |||
+ | <code>gamedata\configs\item_upgrades.ltx | ||
gamedata\configs\misc\outfit.ltx | gamedata\configs\misc\outfit.ltx | ||
gamedata\configs\misc\inventory_upgrades.ltx | gamedata\configs\misc\inventory_upgrades.ltx | ||
Строка 11: | Строка 15: | ||
gamedata\configs\ui\inventory_upgrade.xml | gamedata\configs\ui\inventory_upgrade.xml | ||
gamedata\configs\ui\inventory_upgrade_16.xml | gamedata\configs\ui\inventory_upgrade_16.xml | ||
− | gamedata\configs\text\rus\st_items_outfit.xml | + | gamedata\configs\text\rus\st_items_outfit.xml</code> |
− | И так, приступаем. Открываем файл outfit.ltx и в самый конец добавляем: | + | ==Часть 1== |
+ | И так, приступаем. Открываем файл outfit.ltx и в самый конец файла добавляем: | ||
<code>;--------------------------------------------------------------------------------------------- | <code>;--------------------------------------------------------------------------------------------- | ||
− | ; | + | ; КОМБИНЕЗОН НАЁМНИКА |
;--------------------------------------------------------------------------------------------- | ;--------------------------------------------------------------------------------------------- | ||
[killer_outfit]:outfit_base | [killer_outfit]:outfit_base | ||
Строка 97: | Строка 102: | ||
fire_wound_immunity = 0.010</code> | fire_wound_immunity = 0.010</code> | ||
− | |||
+ | Далее в этом же файле только в самом верху после строки: <code>"#include "outfit_upgrades\o_military_outfit_up.ltx"</code> ставим новую: <code>"#include "outfit_upgrades\o_killer_outfit_up.ltx"</code> | ||
+ | |||
+ | ==Часть 2== | ||
Всё, теперь сохраняем. Далее открываем "st_items_outfit.xml" и в самом конце прописываем: | Всё, теперь сохраняем. Далее открываем "st_items_outfit.xml" и в самом конце прописываем: | ||
− | + | <code><string id="killer_outfit_description"> | |
− | <text> | + | <text>Комбинезон членов группировки наёмников, защитные характеристики костюма очень малы, что крайне не достаточно в условиях зоны.</text> |
</string> | </string> | ||
<string id="killer_outfit_name"> | <string id="killer_outfit_name"> | ||
− | <text> | + | <text>Комбинезон наёмника</text> |
</string></code> | </string></code> | ||
− | Так, | + | Так, теперь всё сохраняем и переходим к следующим действиям... |
+ | |||
+ | ==Часть 3 == | ||
+ | Открываем файл item_upgrades.ltx (gamedata/configs), и в самом конце прописываем: | ||
<code>#include "misc\outfit_upgrades\o_killer_outfit_up.ltx"</code> | <code>#include "misc\outfit_upgrades\o_killer_outfit_up.ltx"</code> | ||
Строка 142: | Строка 152: | ||
</template> | </template> | ||
</code> | </code> | ||
− | Далее создаём по такому пути (gamedata\configs\misc) папку с | + | Далее создаём по такому пути (gamedata\configs\misc) папку с названием outfit_upgrades а внутри папки новый конфиг с названием o_killer_outfit_up.ltx, после открываем конфиг и прописываем в нём: |
<code>[up_sect_a_killer_outfit] | <code>[up_sect_a_killer_outfit] | ||
Строка 560: | Строка 570: | ||
elements = up_i3_killer_outfit</code> | elements = up_i3_killer_outfit</code> | ||
− | Осталось ещё немного. Открываем | + | ==Часть 4== |
+ | Осталось ещё немного. Открываем файл stalkers_upgarde_info.ltx и прописываем наш бронежилет на апгрейд любому технику в зоне, которому хотим доверить модифицирование нашего бронежилета, я для примера пропишу Новикову. Для этого в самом конце записи: <code>[mar_csky_tech]</code> | ||
+ | после: <code>stalker_outfit</code> прописываем: <code>killer_outfit</code> и сохраняем файл. | ||
− | + | ---- | |
− | dolg_heavy_outfit | + | |
− | + | После открываем файл inventory_upgrades.ltx и в самом конце после: <code>dolg_heavy_outfit</code> ставим: <code>killer_outfit</code> и сохраняем. | |
− | + | == Часть 5== | |
− | + | Теперь нам осталось только прописать продажу нашего нового бронежилета торговцам, я для примера взял Суслова на болотах. Открываем файл trade_trader_mar_csky.ltx и прописываем: | |
− | В функциях: [trade_generic_sell] и [trade_friend_sell] после: | + | В функции: <code>[trade_generic_buy]</code> после: |
− | dolg_heavy_outfit ;NO TRADE | + | <code>dolg_heavy_outfit = 0.01, 0.01</code> |
+ | Ставим: <code><code>killer_outfit = 0.01, 0.01</code> | ||
+ | |||
+ | В функциях: <code>[supplies_generic]</code><code>[supplies_exp_1]</code><code>[supplies_exp_2]</code><code>[supplies_exp_3]</code> где нибудь ставим: | ||
+ | <code>killer_outfit = 3, 0.5</code> | ||
+ | |||
+ | В функциях: <code>[trade_generic_sell] и [trade_friend_sell]</code> после: | ||
+ | <code>dolg_heavy_outfit ;NO TRADE</code> | ||
Ставим: | Ставим: | ||
− | killer_outfit = 1, 3 | + | <code>killer_outfit = 1, 3</code> |
− | </code> | + | |
Всё, сохраняем и тестируем. | Всё, сохраняем и тестируем. | ||
− | [[Категория: | + | |
+ | [[Категория:Trash]] |
Текущая версия на 05:22, 28 августа 2011
Вступ
Создание модифицированного бронежилета в ЧН
И так, в этой статье я опишу как создать модифицируемый бронежилет в Чистом Небе. Для примера создадим комбенизон наёмника. Для этого нам понадобятся вот такие файлы:
gamedata\configs\item_upgrades.ltx
gamedata\configs\misc\outfit.ltx
gamedata\configs\misc\inventory_upgrades.ltx
gamedata\configs\misc\stalkers_upgarde_info.ltx
gamedata\configs\misc\trade\trade_trader_mar_csky.ltx
gamedata\configs\ui\inventory_upgrade.xml
gamedata\configs\ui\inventory_upgrade_16.xml
gamedata\configs\text\rus\st_items_outfit.xml
Часть 1
И так, приступаем. Открываем файл outfit.ltx и в самый конец файла добавляем:
;---------------------------------------------------------------------------------------------
; КОМБИНЕЗОН НАЁМНИКА
;---------------------------------------------------------------------------------------------
[killer_outfit]:outfit_base
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "outfit\killer_outfit"
;$prefetch = 32
class = E_STLK
cform = skeleton
visual = dynamics\outfit\stalker_outfit
actor_visual = actors\stalker_neutral\stalker_neutral_2.ogf
player_hud_section = actor_hud_01
ef_equipment_type = 3
inv_name = killer_outfit_name
inv_name_short = killer_outfit_name
description = killer_outfit_description
inv_weight = 5.0
inv_grid_width = 2
inv_grid_height = 3
inv_grid_x = 4
inv_grid_y = 15
full_icon_name = npc_icon_stalker_outfit
cost = 6250
slot = 6
full_scale_icon = 14,11 ;иконка сталкера в костюме в полный рост
nightvision_sect = ;effector_nightvision_bad
additional_inventory_weight = 0 ; +max_walk_weight
additional_inventory_weight2 = 0 ; +40 kg
artefact_count = 2
default_to_ruck = false
immunities_sect = sect_killer_outfit_immunities
; LOW RESISTANCE
burn_protection = 0.015
shock_protection = 0.015
radiation_protection = 0.015
chemical_burn_protection = 0.015
telepatic_protection = 0.0
strike_protection = 0.25
explosion_protection = 0.25
wound_protection = 0.25
fire_wound_protection = 0.0
physic_strike_wound_immunity = 0.15
power_loss = 1.0
bones_koeff_protection = actor_light_armor
hit_fraction_actor = 0.3
control_inertion_factor = 1.2
upgrades = up_gr_ab_killer_outfit, up_gr_cd_killer_outfit, up_gr_ef_killer_outfit, up_gr_gh_killer_outfit, up_gr_i_killer_outfit
installed_upgrades =
upgrade_scheme = upgrade_killer_outfit
[sect_killer_outfit_immunities]
burn_immunity = 0.03 ;коэффициенты иммунитета самого костюма
strike_immunity = 0.0
shock_immunity = 0.0
wound_immunity = 0.03
radiation_immunity = 0.0
telepatic_immunity = 0.0
chemical_burn_immunity = 0.03
explosion_immunity = 0.03
fire_wound_immunity = 0.015
[sect_killer_outfit_immunities_1]
burn_immunity = 0.015 ;коэффициенты иммунитета самого костюма
strike_immunity = 0.0
shock_immunity = 0.0
wound_immunity = 0.015
radiation_immunity = 0.0
telepatic_immunity = 0.0
chemical_burn_immunity = 0.015
explosion_immunity = 0.015
fire_wound_immunity = 0.010
"#include "outfit_upgrades\o_military_outfit_up.ltx"ставим новую:
"#include "outfit_upgrades\o_killer_outfit_up.ltx"
Часть 2
Всё, теперь сохраняем. Далее открываем "st_items_outfit.xml" и в самом конце прописываем:
<string id="killer_outfit_description">
<text>Комбинезон членов группировки наёмников, защитные характеристики костюма очень малы, что крайне не достаточно в условиях зоны.</text>
</string>
<string id="killer_outfit_name">
<text>Комбинезон наёмника</text>
</string>
Так, теперь всё сохраняем и переходим к следующим действиям...
Часть 3
Открываем файл item_upgrades.ltx (gamedata/configs), и в самом конце прописываем:
#include "misc\outfit_upgrades\o_killer_outfit_up.ltx"
Сохраняем всё. Далее открываем по очереди "inventory_upgrade.xml" и "inventory_upgrade_16.xml" и в самом конце прописываем структуру:
<template name="upgrade_killer_outfit">
<column>
<cell x="20" y="5" />
<cell x="20" y="50" />
<cell x="20" y="100" />
<cell x="20" y="145" />
<cell x="20" y="195" />
<cell x="20" y="240" />
<cell x="20" y="290" />
<cell x="20" y="335" />
<cell x="20" y="385" />
</column>
<column>
<cell x="120" y="50" />
<cell x="120" y="100" />
<cell x="120" y="240" />
<cell x="120" y="290" />
<cell x="120" y="385" />
</column>
<column>
<cell x="220" y="385" />
</column>
</template>
Далее создаём по такому пути (gamedata\configs\misc) папку с названием outfit_upgrades а внутри папки новый конфиг с названием o_killer_outfit_up.ltx, после открываем конфиг и прописываем в нём:
[up_sect_a_killer_outfit]
cost = 2500
value2 = st_upg_cevlars_armor_battle
inv_weight = 2.0
bones_koeff_protection = actor_light_armor_1
[up_sect_b_killer_outfit]
cost = 2500
value = +5
additional_inventory_weight = 5 ; +max_walk_weight
additional_inventory_weight2 = 5
[up_sect_c_killer_outfit]
cost = 2500
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_killer_outfit]
cost = 2500
value = +20
inv_weight = 0.5
burn_protection = 0.008 ;0.3
shock_protection = 0.008 ;0.3
[up_sect_e_killer_outfit]
cost = 2500
value = +50
immunities_sect = sect_stalker_outfit_immunities_1
[up_sect_f_killer_outfit]
cost = 2500
value = +20
burn_protection = 0.008 ;0.3
shock_protection = 0.008 ;0.3
[up_sect_g_killer_outfit]
cost = 2500
nightvision_sect = effector_nightvision_bad
[up_sect_h_killer_outfit]
cost = 2500
value = +50
radiation_protection = 0.008 ;0.1
chemical_burn_protection = 0.008 ;0.1
[up_sect_i_killer_outfit]
cost = 2500
inv_weight = 1.0
artefact_count = 1
[up_sect_ac_killer_outfit]
cost = 3750
value2 = st_upg_cevlars_armor_battle
inv_weight = 2.0
bones_koeff_protection = actor_light_armor_2
[up_sect_bd_killer_outfit]
cost = 3750
value = +10
additional_inventory_weight = 10 ; +max_walk_weight
additional_inventory_weight2 = 10
[up_sect_eg_killer_outfit]
cost = 3750
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_killer_outfit]
cost = 3750
value = +50
radiation_protection = 0.008 ;0.1
chemical_burn_protection = 0.008 ;0.1
[up_sect_i2_killer_outfit]
cost = 2500
inv_weight = 1.0
artefact_count = 1
[up_sect_i3_killer_outfit]
cost = 2500
inv_weight = 1.0
artefact_count = 1
[up_a_killer_outfit]
scheme_index = 0, 0
known = 1
effects = up_gr_ac_killer_outfit
section = up_sect_a_killer_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_killer_outfit]
scheme_index = 0, 1
known = 1
effects = up_gr_bd_killer_outfit
section = up_sect_b_killer_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_killer_outfit]
scheme_index = 0, 2
known = 1
effects = up_gr_ac_killer_outfit
section = up_sect_c_killer_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_killer_outfit]
scheme_index = 0, 3
known = 1
effects = up_gr_bd_killer_outfit
section = up_sect_d_killer_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_polymer_suit_stalk
description = st_upg_polymer_suit_stalk_descr
icon = ui_am_upgrade_10
[up_e_killer_outfit]
scheme_index = 0, 4
known = 1
effects = up_gr_eg_killer_outfit
section = up_sect_e_killer_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_killer_outfit]
scheme_index = 0, 5
known = 1
effects = up_gr_fh_killer_outfit
section = up_sect_f_killer_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_killer_outfit]
scheme_index = 0, 6
known = 1
effects = up_gr_eg_killer_outfit
section = up_sect_g_killer_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_killer_outfit]
scheme_index = 0, 7
known = 1
effects = up_gr_fh_killer_outfit
section = up_sect_h_killer_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_killer_outfit]
scheme_index = 0, 8
known = 1
effects = up_gr_i2_killer_outfit
section = up_sect_i_killer_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_killer_outfit]
scheme_index = 1, 0
known = 1
effects =
section = up_sect_ac_killer_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_killer_outfit]
scheme_index = 1, 1
known = 1
effects =
section = up_sect_bd_killer_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_killer_outfit]
scheme_index = 1, 2
known = 1
effects =
section = up_sect_eg_killer_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_killer_outfit]
scheme_index = 1, 3
known = 1
effects =
section = up_sect_fh_killer_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_killer_outfit]
scheme_index = 1, 4
known = 1
effects = up_gr_i3_killer_outfit
section = up_sect_i2_killer_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_i3_killer_outfit]
scheme_index = 2, 0
known = 1
effects =
section = up_sect_i3_killer_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_killer_outfit]
elements = up_a_killer_outfit, up_b_killer_outfit
[up_gr_cd_killer_outfit]
elements = up_c_killer_outfit, up_d_killer_outfit
[up_gr_ef_killer_outfit]
elements = up_e_killer_outfit, up_f_killer_outfit
[up_gr_gh_killer_outfit]
elements = up_g_killer_outfit, up_h_killer_outfit
[up_gr_i_killer_outfit]
elements = up_i_killer_outfit
[up_gr_ac_killer_outfit]
elements = up_ac_killer_outfit
[up_gr_bd_killer_outfit]
elements = up_bd_killer_outfit
[up_gr_eg_killer_outfit]
elements = up_eg_killer_outfit
[up_gr_fh_killer_outfit]
elements = up_fh_killer_outfit
[up_gr_i2_killer_outfit]
elements = up_i2_killer_outfit
[up_gr_i3_killer_outfit]
elements = up_i3_killer_outfit
Часть 4
Осталось ещё немного. Открываем файл stalkers_upgarde_info.ltx и прописываем наш бронежилет на апгрейд любому технику в зоне, которому хотим доверить модифицирование нашего бронежилета, я для примера пропишу Новикову. Для этого в самом конце записи:[mar_csky_tech]после:
stalker_outfitпрописываем:
killer_outfitи сохраняем файл.
После открываем файл inventory_upgrades.ltx и в самом конце после:
dolg_heavy_outfitставим:
killer_outfitи сохраняем.
Часть 5
Теперь нам осталось только прописать продажу нашего нового бронежилета торговцам, я для примера взял Суслова на болотах. Открываем файл trade_trader_mar_csky.ltx и прописываем:
В функции:[trade_generic_buy]после:
dolg_heavy_outfit = 0.01, 0.01Ставим:
<code>killer_outfit = 0.01, 0.01В функциях:
[supplies_generic]
[supplies_exp_1]
[supplies_exp_2]
[supplies_exp_3]где нибудь ставим:
killer_outfit = 3, 0.5В функциях:
[trade_generic_sell] и [trade_friend_sell]после:
dolg_heavy_outfit ;NO TRADE
Ставим:
killer_outfit = 1, 3
Всё, сохраняем и тестируем.