[up_sect_firsta_novice_bandit_outfit]
cost 		= 100
value	    = +10

fire_wound_protection  			= +0.04 
bones_koeff_protection_add  	= set_upgrade_to_6

[up_sect_firstc_novice_bandit_outfit]
cost 		= 200
value		= -20

strike_protection 				= +0.05 ;0.15
explosion_protection 			= +0.05 ;0.15
wound_protection				= +0.05 ;0.15
hit_fraction_actor				= -0.15 ;0.60

[up_sect_firste_novice_bandit_outfit]
cost 		= 200
value		= +30

fire_wound_protection  			= +0.06 
bones_koeff_protection_add  	= set_upgrade_to_12

[up_sect_secona_novice_bandit_outfit]
cost 		= 100
value		= +10

immunities_sect_add 				= sect_novice_bandit_outfit_immunities_add

[up_sect_seconc_novice_bandit_outfit]
cost 		= 200
value       = +20 

chemical_burn_protection  		= +0.0125 ;0.0125
shock_protection           		= +0.30   ;0.000

[up_sect_second_novice_bandit_outfit]
cost 		= 200
value		= +20

burn_protection    				= +0.0250 ;0.0250

[up_sect_thirda_novice_bandit_outfit]
cost 		= 100
value       = +5

additional_inventory_weight 	= +5
additional_inventory_weight2 	= +5
power_loss	                    = -0.05

[up_firsta_novice_bandit_outfit]
scheme_index            = 0, 0
known                   = 1
effects                 = 
section                 = up_sect_firsta_novice_bandit_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           = 
name                    = st_up_arm_a9_name
description             = st_up_arm_a9_descr
icon                    = ui_inGame2_upgrade_novice_outfit_1

[up_firstc_novice_bandit_outfit]
scheme_index            = 1, 0
known                   = 1
effects                 = 
section                 = up_sect_firstc_novice_bandit_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           = 
name                    = st_up_arm_b9_name
description             = st_up_arm_b9_descr
icon                    = ui_inGame2_upgrade_novice_outfit_2

[up_firste_novice_bandit_outfit]
scheme_index            = 2, 0
known                   = 1
effects                 = 
section                 = up_sect_firste_novice_bandit_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           = 
name                    = st_up_arm_c1_name
description             = st_up_arm_c1_descr
icon                    = ui_inGame2_upgrade_novice_outfit_3

[up_secona_novice_bandit_outfit]
scheme_index            = 0, 1
known                   = 1
effects                 = 
section                 = up_sect_secona_novice_bandit_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           = 
name                    = st_up_kom_a5_name
description             = st_up_kom_a5_descr
icon                    = ui_inGame2_upgrade_novice_outfit_4

[up_seconc_novice_bandit_outfit]
scheme_index            = 1, 1
known                   = 1
effects                 = 
section                 = up_sect_seconc_novice_bandit_outfit
property                = prop_electro, prop_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           = 
name                    = st_up_kom_b1_name
description             = st_up_kom_b1_descr
icon                    = ui_inGame2_upgrade_novice_outfit_5

[up_second_novice_bandit_outfit]
scheme_index            = 1, 2
known                   = 1
effects                 = 
section                 = up_sect_second_novice_bandit_outfit
property                = prop_thermo
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_kom_b2_name
description             = st_up_kom_b2_descr
icon                    = ui_inGame2_upgrade_novice_outfit_6

[up_thirda_novice_bandit_outfit]
scheme_index            = 0, 2
known                   = 1
effects                 = 
section                 = up_sect_thirda_novice_bandit_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           = 
name                    = st_up_uti_a4_name
description             = st_up_uti_a4_descr
icon                    = ui_inGame2_upgrade_novice_outfit_7

[up_sect_tech_fort_novice_bandit_outfit]
cost 		                = 6400
strike_protection 		= +0.05
explosion_protection 		= +0.05
wound_protection	        = +0.05
hit_fraction_actor		= -0.15
additional_inventory_weight 	= +6
additional_inventory_weight2 	= +6

[up_tech_fort_novice_bandit_outfit]
scheme_index            = 2, 1
known                   = 1
effects                 = 
section                 = up_sect_tech_fort_novice_bandit_outfit
property                = prop_mod_outfit
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_technological_fortification_name
description             = st_up_technological_fortification_descr
icon                    = ui_inGame2_upgrade_novice_outfit_1

[up_gr_tech_fort_novice_bandit_outfit]
elements                = up_tech_fort_novice_bandit_outfit
[up_gr_firsta_novice_bandit_outfit]
elements                = up_firsta_novice_bandit_outfit
[up_gr_firstc_novice_bandit_outfit]
elements                = up_firstc_novice_bandit_outfit
[up_gr_firste_novice_bandit_outfit]
elements                = up_firste_novice_bandit_outfit
[up_gr_secona_novice_bandit_outfit]
elements                = up_secona_novice_bandit_outfit
[up_gr_seconc_novice_bandit_outfit]
elements                = up_seconc_novice_bandit_outfit
[up_gr_second_novice_bandit_outfit]
elements                = up_second_novice_bandit_outfit
[up_gr_thirda_novice_bandit_outfit]
elements                = up_thirda_novice_bandit_outfit