[up_sect_firsta_bm16]
;Надежность(1)10%
;---------------
cost		      		= 100
value					= +10

;увеличение дисперсии в процентах при максимальном износе						
fire_dispersion_condition_factor	=	0	;	2	;->	2
;увеличение изношености при выстреле очередью						
condition_queue_shot_dec	=	-0.00066	;	0.0066	;->	0.00594
;увеличение изношености при одиночном выстреле						
condition_shot_dec	=	-0.00065	;	0.0065	;->	0.00585
;шанс осечки при изношености больше чем misfireStartCondition						
misfire_start_prob	=	0	;	0.0085	;->	0.0085
;шанс осечки при изношености больше чем misfireEndCondition						
misfire_end_prob	=	0	;	0.085	;->	0.085



[up_sect_firstc_bm16]
;Точность(2)20%
;---------------
cost		      		= 250
value					= +20

fire_dispersion_base	= -0.1 ;0.7
fire_dispersion_condition_factor    = -0.5 ;15

[up_sect_secona_bm16]
;Уменьшение веса
;---------------
cost		      		= 100
value					= -0.9

inv_weight = -0.9
crosshair_inertion			= -0.25

PDM_disp_vel_factor 		= -0.05
PDM_disp_accel_factor 		= -0.05

[up_sect_seconc_bm16]
;Удобство(2)15%
;--------------
cost		      		= 250
value					= +15

crosshair_inertion			= -0.5

PDM_disp_base 				= -0.05
PDM_disp_vel_factor 		= -0.2
PDM_disp_accel_factor 		= -0.2

[up_sect_second_bm16]
;Отдача(2)-20%
;------------
cost		      		= 250
value					= -20

cam_dispersion              = -1		;0.7
cam_dispersion_inc         	= -1		;0.7
cam_step_angle_horz        	= -1		;0.7

zoom_cam_dispersion          = -0.75		;0.6
zoom_cam_dispersion_inc      = -0.75	;0.6
zoom_cam_step_angle_horz     = -0.75	;0.6

[up_sect_thirda_bm16]
;Надежность(1)10%
;---------------
cost		      		= 100
value					= +10

;увеличение дисперсии в процентах при максимальном износе						
fire_dispersion_condition_factor	=	0	;	2	;->	2
;увеличение изношености при выстреле очередью						
condition_queue_shot_dec	=	-0.00066	;	0.00594	;->	0.00528
;увеличение изношености при одиночном выстреле						
condition_shot_dec	=	-0.00065	;	0.00585	;->	0.0052
;шанс осечки при изношености больше чем misfireStartCondition						
misfire_start_prob	=	0	;	0.0085	;->	0.0085
;шанс осечки при изношености больше чем misfireEndCondition						
misfire_end_prob	=	0	;	0.085	;->	0.085


[up_sect_thirdc_bm16]
;Отдача(2)-20%
;------------
cost		      		= 250
value					= -20

cam_dispersion              = -1		;0.7
cam_dispersion_inc         	= -1		;0.7
cam_step_angle_horz        	= -1		;0.7

zoom_cam_dispersion          = -0.75		;0.6
zoom_cam_dispersion_inc      = -0.75	;0.6
zoom_cam_step_angle_horz     = -0.75	;0.6


[up_firsta_bm16]
scheme_index            = 0, 0
known                   = 1
effects                 = up_gr_firstcd_bm16
section                 = up_sect_firsta_bm16
property                = prop_reliability

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_bard_b1_name
description             = st_up_bard_b1_descr
icon                    = ui_inGame2_upgrade_Obrez_1

[up_firstc_bm16]
scheme_index            = 1, 0
known                   = 1
effects                 =
section                 = up_sect_firstc_bm16
property                = prop_dispersion

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_bard_b2_name
description             = st_up_bard_b2_descr
icon                    = ui_inGame2_upgrade_Obrez_2


[up_secona_bm16]
scheme_index            = 0, 1
known                   = 1
effects                 = up_gr_seconcd_bm16
section                 = up_sect_secona_bm16
property                = prop_weight

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_stvd_a1_name
description             = st_up_stvd_a1_descr
icon                    = ui_inGame2_upgrade_Obrez_3

[up_seconc_bm16]
scheme_index            = 1, 1
known                   = 1
effects                 =
section                 = up_sect_seconc_bm16
property                = prop_inertion

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_stvd_b2_name
description             = st_up_stvd_b2_descr
icon                    = ui_inGame2_upgrade_Obrez_4


[up_second_bm16]
scheme_index            = 1, 2
known                   = 1
effects                 =
section                 = up_sect_second_bm16
property                = prop_recoil

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_stvd_b3_name
description             = st_up_stvd_b3_descr
icon                    = ui_inGame2_upgrade_Obrez_5


[up_thirda_bm16]
scheme_index            = 0, 2
known                   = 1
effects                 = up_gr_thirdcd_bm16
section                 = up_sect_thirda_bm16
property                = prop_reliability

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_autd_a1_name
description             = st_up_autd_a1_descr
icon                    = ui_inGame2_upgrade_Obrez_6


[up_thirdc_bm16]
scheme_index            = 1, 3
known                   = 1
effects                 =
section                 = up_sect_thirdc_bm16
property                = prop_recoil

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_autd_b1_name
description             = st_up_autd_b1_descr
icon                    = ui_inGame2_upgrade_Obrez_7


[up_gr_firstab_bm16]
elements                = up_firsta_bm16

[up_gr_firstcd_bm16]
elements                = up_firstc_bm16

[up_gr_seconab_bm16]
elements                = up_secona_bm16

[up_gr_seconcd_bm16]
elements                = up_seconc_bm16, up_second_bm16

[up_gr_thirdab_bm16]
elements                = up_thirda_bm16

[up_gr_thirdcd_bm16]
elements                = up_thirdc_bm16