Создание броника в ЧН — S.T.A.L.K.E.R. Inside Wiki

Создание броника в ЧН

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Версия от 04:31, 15 июня 2011; 31.29.5.57 (обсуждение)

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                        Создание модифицированного бронежилета в ЧН


    И так, в этой статье я опишу как создать модифицируемый бронежилет в ЧН. Для примера создадим комбенизон наёмника. Для этого нам понадобятся вот эти 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

И так, приступаем. Открываем файл outfit.ltx и в самый конец добавляем:

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КОМБЕНИЗОН НАЁМНИКА
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[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

Далее в этом же файле только в самом верху после строки "#include "outfit_upgrades\o_military_outfit_up.ltx" ставим новую: "#include "outfit_upgrades\o_killer_outfit_up.ltx"

Всё, теперь сохраняем. Далее открываем "st_items_outfit.xml" и в самом конце прописываем:

       <string id="killer_outfit_description">
Комбенизон членов группировки наёмников, защитные характеристики костюма очень малы, что крайне не достаточно в условиях зоны.

</string> <string id="killer_outfit_name">

Комбенизон наёмника

</string>

Так, сохроняем всё теперь и открываем файл item_upgrades.ltx (gamedata/configs), и в самом конце прописываем:

  1. 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 таким названием outfit_upgrades а в нутри 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

Осталось ещё немного. Открываем "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_outfit прописываем killer_outfit и сохраняем файл. После открываем "inventory_upgrades.ltx" и в самом конце после dolg_heavy_outfit ставим killer_outfit, сохраняем всё. Теперь осталось только прописать продажу нашего 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, 0.01 Ставим: killer_outfit = 0.01, 0.01

В функциях: [supplies_generic],[supplies_exp_1],[supplies_exp_2],[supplies_exp_3] где нибудь: killer_outfit = 3, 0.5

В функциях: [trade_generic_sell] и [trade_friend_sell] после: dolg_heavy_outfit ;NO TRADE Ставим: killer_outfit = 1, 3

Всё, сохраняем и тестируем.

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