[up_sect_firsta_pm]
;Скорострельность(1)10%
;----------------------
cost		      		= 600
value					= +10

rpm						= +20

[up_sect_firstc_pm]
;Настильность(2)20%
;------------------
cost		      		= 1200
value					= +20

bullet_speed		 	= +45
fire_dispersion_base	= -0.01 

[up_sect_firstd_pm]
;Отдача(2)-20%
;------------
cost		      		= 1200
value					= -20

cam_dispersion          = -0.2		;0.5
cam_dispersion_inc		= -0.2		;0.5
cam_step_angle_horz		= -0.25;    ;1.0

[up_sect_firste_pm]
;Скорострельность(3)25%
;----------------------
cost		      		= 1800
value					= +25

rpm						= +60

[up_sect_secona_pm]
;Настильность(1)10%
;------------------
cost		      		= 600
value					= +10

bullet_speed		 	= +25

[up_sect_seconc_pm]
;Надежность(2)15%
;---------------
cost		      		= 1200
value					= +15

;увеличение дисперсии в процентах при максимальном износе
fire_dispersion_condition_factor    = -2 ;15
;увеличение изношености при выстреле очередью
condition_queue_shot_dec	= -0.001 ;0.0013
;увеличение изношености при одиночном выстреле
condition_shot_dec      	= -0.001 ;0.0011
;шанс осечки при изношености больше чем misfireStartCondition
misfire_start_prob	     	= -0.002
;шанс осечки при изношености больше чем misfireEndCondition
misfire_end_prob	     	= -0.02 ;0.03

[up_sect_thirda_pm]
;Вес
;------------------
cost		      		= 600
value					= -0.35

inv_weight             = -0.35

crosshair_inertion			= -0.3

PDM_disp_base 				= -0.05
PDM_disp_vel_factor 		= -0.15
PDM_disp_accel_factor 		= -0.15

[up_sect_thirdc_pm]
;Удобство(2)15%
;--------------
cost		      		= 1200
value					= +15

crosshair_inertion			= -0.7

PDM_disp_base 				= -0.15
PDM_disp_vel_factor 		= -0.35
PDM_disp_accel_factor 		= -0.35

[up_sect_thirdd_pm]
;Отдача(2)-20%
;------------
cost		      		= 1200
value					= -20

cam_dispersion          = -0.2		;0.5
cam_dispersion_inc		= -0.2		;0.5
cam_step_angle_horz		= -0.25;    ;1.0

[up_sect_fourta_pm]
;Точность(1)10%
;---------------
cost		      		= 600
value					= +10

fire_dispersion_base	= -0.03 
fire_dispersion_condition_factor    = -1

[up_sect_fourtc_pm]
;Точность(2)20%
;---------------
cost		      		= 1200
value					= +20

fire_dispersion_base	= -0.05 
fire_dispersion_condition_factor    = -1

[up_sect_fiftha_pm]
;Увеличенный объем магазина
;---------------
cost		      		= 1050
value					= +4

ammo_mag_size		 	= +4

[up_sect_fifthc_pm]
;Смена калибра на 9х19
;---------------
cost		      		= 1650
value					= "9x19"

ammo_class		 		= ammo_9x19_fmj, ammo_9x19_pbp, ammo_9x19_spp

;увеличение изношености при выстреле очередью
condition_queue_shot_dec	= 0.0002 ;0.0013
;увеличение изношености при одиночном выстреле
condition_shot_dec      	= 0.0002 ;0.0011
;шанс осечки при изношености больше чем misfireStartCondition
misfire_start_prob	     	= 0.0008
;шанс осечки при изношености больше чем misfireEndCondition
misfire_end_prob	     	= 0.008 ;0.03

[up_firsta_pm]
scheme_index            = 0, 0
known                   = 1
;;invented                = 1                							; 0
effects                 = 
section                 = up_sect_firsta_pm
property                = prop_rpm

precondition_functor    = inventory_upgrades.precondition_functor_a
precondition_parameter  = a & b

effect_functor          = inventory_upgrades.effect_functor_a
effect_parameter        = on_weapon_upgrade_something_here

; ui
prereq_functor          = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor  = inventory_upgrades.prereq_tooltip_functor_a
prereq_params           = 
name                    = st_up_zatp_a1_name
description             = st_up_zatp_a1_descr
icon                    = ui_inGame2_upgrade_PMm_1

;;...
[up_firstc_pm]
scheme_index            = 1, 0
known                   = 1
effects                 = 
section                 = up_sect_firstc_pm
property                = prop_bullet_speed

precondition_functor    = inventory_upgrades.precondition_functor_a
precondition_parameter  = a & b

effect_functor          = inventory_upgrades.effect_functor_a
effect_parameter        = something_here

; ui
prereq_functor          = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor  = inventory_upgrades.prereq_tooltip_functor_a
prereq_params           = 
name                    = st_up_zatp_b1_name
description             = st_up_zatp_b1_descr
icon                    = ui_inGame2_upgrade_PMm_2

[up_firstd_pm]
scheme_index            = 1, 1
known                   = 1
effects                 = 
section                 = up_sect_firstd_pm
property                = prop_recoil

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_zatp_b2_name
description             = st_up_zatp_b2_descr
icon                    = ui_inGame2_upgrade_PMm_3

[up_firste_pm]
scheme_index            = 2, 0
known                   = 1
effects                 =
section                 = up_sect_firste_pm
property                = prop_rpm

precondition_functor    = inventory_upgrades.precondition_functor_a
precondition_parameter  = a & b

effect_functor          = inventory_upgrades.effect_functor_a
effect_parameter        = something_here

; ui
prereq_functor          = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor  = inventory_upgrades.prereq_tooltip_functor_a
prereq_params           = 
name                    = st_up_zatp_c1_name
description             = st_up_zatp_c1_descr
icon                    = ui_inGame2_upgrade_PMm_4



[up_secona_pm]
scheme_index            = 0, 1
known                   = 1
effects                 = 
section                 = up_sect_secona_pm
property                = prop_bullet_speed

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_barp_a1_name
description             = st_up_barp_a1_descr
icon                    = ui_inGame2_upgrade_PMm_5

[up_seconc_pm]
scheme_index            = 1, 2
known                   = 1
effects                 =
section                 = up_sect_seconc_pm
property                = prop_reliability

precondition_functor    = inventory_upgrades.precondition_functor_a
precondition_parameter  = a & b

effect_functor          = inventory_upgrades.effect_functor_a
effect_parameter        = something_here

; ui
prereq_functor          = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor  = inventory_upgrades.prereq_tooltip_functor_a
prereq_params           = 
name                    = st_up_barp_b1_name
description             = st_up_barp_b1_descr
icon                    = ui_inGame2_upgrade_PMm_6


[up_thirda_pm]
scheme_index            = 0, 2
known                   = 1
effects                 = 
section                 = up_sect_thirda_pm
property                = prop_weight

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_stvp_b1_name
description             = st_up_stvp_b1_descr
icon                    = ui_inGame2_upgrade_PMm_7

[up_thirdc_pm]
scheme_index            = 1, 3
known                   = 1
effects                 =
section                 = up_sect_thirdc_pm
property                = prop_inertion

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_stvp_b2_name
description             = st_up_stvp_b2_descr
icon                    = ui_inGame2_upgrade_PMm_8

[up_thirdd_pm]
scheme_index            = 1, 4
known                   = 1
effects                 =
section                 = up_sect_thirdd_pm
property                = prop_recoil

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_stvp_b3_name
description             = st_up_stvp_b3_descr
icon                    = ui_inGame2_upgrade_PMm_9

[up_fourta_pm]
scheme_index            = 0, 3
known                   = 1
effects                 = 
section                 = up_sect_fourta_pm
property                = prop_dispersion

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_usmp_b1_name
description             = st_up_usmp_b1_descr
icon                    = ui_inGame2_upgrade_PMm_10


[up_fourtc_pm]
scheme_index            = 1, 5
known                   = 1
effects                 =
section                 = up_sect_fourtc_pm
property                = prop_dispersion

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_usmp_b2_name
description             = st_up_usmp_b2_descr
icon                    = ui_inGame2_upgrade_PMm_11


[up_fiftha_pm]
scheme_index            = 0, 4
known                   = 1
effects                 = 
section                 = up_sect_fiftha_pm
property                = prop_ammo_size 


precondition_functor    = inventory_upgrades.precondition_functor_a
precondition_parameter  = a & b

effect_functor          = inventory_upgrades.effect_functor_a
effect_parameter        = something_here

; ui
prereq_functor          = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor  = inventory_upgrades.prereq_tooltip_functor_a
prereq_params           = 
name                    = st_up_add_a4_name
description             = st_up_addd_a1_descr
icon                    = ui_inGame2_upgrade_PMm_12

[up_fifthc_pm]
scheme_index            = 1, 6
known                   = 1
effects                 =
section                 = up_sect_fifthc_pm
property                = prop_calibre


precondition_functor    = inventory_upgrades.precondition_functor_a
precondition_parameter  = a & b

effect_functor          = inventory_upgrades.effect_functor_a
effect_parameter        = something_here

; ui
prereq_functor          = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor  = inventory_upgrades.prereq_tooltip_functor_a
prereq_params           = 
name                    = st_up_add_b4_name
description             = st_up_add_b4_descr
icon                    = ui_inGame2_upgrade_PMm_13

[up_sect_change_components_pm]
cost 		           = 8500
misfire_start_prob	   = -0.0015
misfire_end_prob	   = -0.02
fire_dispersion_base       = -0.02
fire_dispersion_condition_factor = -1
rpm                        = +20
bullet_speed		   = +150
ammo_mag_size	           = +2
condition_queue_shot_dec   = -0.0002
condition_shot_dec         = -0.0002

[up_change_components_pm]
scheme_index            = 2, 1
effects                 =
section                 = up_sect_change_components_pm
property                = prop_mod_weapon
known                   = 1
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_change_components_name
description             = st_up_change_components_descr
icon                    = ui_mod_up_instant_weapon

[up_gr_change_components_pm]
elements                = up_change_components_pm

[up_gr_firstab_pm]
elements                = up_firsta_pm
[up_gr_firstc_pm]
elements                = up_firstc_pm
[up_gr_firstd_pm]
elements                = up_firstd_pm
[up_gr_firstef_pm]
elements                = up_firste_pm
[up_gr_seconab_pm]
elements                = up_secona_pm
[up_gr_seconcd_pm]
elements                = up_seconc_pm
[up_gr_thirdab_pm]
elements                = up_thirda_pm
[up_gr_thirdc_pm]
elements                = up_thirdc_pm
[up_gr_thirdd_pm]
elements                = up_thirdd_pm
[up_gr_fourtab_pm]
elements                = up_fourta_pm
[up_gr_fourtcd_pm]
elements                = up_fourtc_pm
[up_gr_fifthab_pm]
elements                = up_fiftha_pm
[up_gr_fifthcd_pm]
elements                = up_fifthc_pm