; _custom_items.ltx
; Mod-specific weapons, armor, and other custom items

[ecolog_outfit_psi_coll]:ecolog_outfit
$spawn              				= "outfit\uniq\ecolog_outfit_psi_coll"
inv_name					= ecolog_outfit_psi_coll_name
inv_name_short					= ecolog_outfit_psi_coll_name
description					= ecolog_outfit_psi_coll_description
burn_protection					= 0.5
strike_protection				= 0.4
shock_protection				= 0.5
wound_protection				= 0.2
radiation_protection				= 0.45
telepatic_protection				= 0.65
chemical_burn_protection			= 0.5
explosion_protection				= 0.4
fire_wound_protection				= 0
cost		 				= 25000
inv_grid_x					= 18
inv_grid_y					= 27

[wpn_vintorez_coll]:wpn_vintorez
$spawn						= "weapons/uniq/wpn_vintorez_coll"	
description					= enc_weapons1_wpn-vintorez_coll
inv_name					= wpn-vintorez_coll
inv_name_short					= wpn-vintorez_coll
; ammo_mag_size					= 15	; QO; use default of 10 instead
fire_modes = -1, 1
cost		 				= 18500
inv_grid_x					= 12
inv_grid_y					= 27

fire_dispersion_base	= 0.01	;0.05 for vintar bc, 0.03 for svd
cam_relax_speed         = 2.0	;4.75
cam_max_angle			= 5.0	;9.0
cam_step_angle_horz		= 0.3	;0.4 ;(degree) size of step camera moved in horizontal position while shooting

fire_dispersion_condition_factor = 1	;if condition_shot_dec used	;5
misfire_probability			= 0.0
condition_shot_dec 		= 0.0000

; Sniper version - shoots straight, but loud

; cam_dispersion          = 0.9	;more recoil ;0.125

; same bullet weight as 7.62x54 at high velocity = high momentum
; hit_power = 0.80, 0.87, 0.94, 1.01	;~ like SVU ;0.65 is vintar
; hit_impulse	= 40	;87 ;goes right through

; fire_distance = 1000
; bullet_speed = 2000

; snd_shoot				= weapons\t_svu_shot	;supersonic bullet now
; snd_shoot1				= weapons\t_svu_shot
; snd_shoot2				= weapons\t_svu_shot
; snd_shoot3				= weapons\t_svu_shot

; end Sniper version

;time_to_aim					= 0.1	;1.0	;test

flame_particles 		= 

;enable/disable this to hide/show the weapon in the grid on searches and trades
; quest_item				= true


[wpn_sig_m3]:wpn_sig550	;Штурмовой SiG
$spawn             			= "weapons\uniq\wpn_sig_m1"	
description					= enc_weapons1_wpn-sig_m3
inv_name					= wpn-sig_m3
inv_name_short				= wpn-sig_m3
cost						= 8000
control_inertion_factor		= 1.15f
PDM_disp_vel_factor 		= 1.05
PDM_disp_accel_factor 		= 1.05
scope_status				= 2
silencer_status				= 0
grenade_launcher_status		= 0
inv_weight					= 2.4	;2.2
condition_shot_dec 		= 0.0000
inv_grid_x					= 0
inv_grid_y					= 32


;modified (pistol slot) mp5 with silencer, lightweight
[wpn_mp5_niphty_m1]:wpn_mp5
$spawn = "weapons\uniq\wpn_mp5_m1"
description = enc_weapons1_wpn-mp5-niphty_m1
inv_name = wpn-mp5-niphty_m1
inv_name_short = wpn-mp5-niphty_m1
ammo_class = ammo_9x19_fmj, ammo_9x19_pbp
; inv_grid_x = 5
; inv_grid_y = 33
inv_grid_x				= 5
inv_grid_y				= 33	;22
;;inv_grid_width		= 4	;no, use base weapon default of 3 for slot 1 weapon
cost 					= 2400
ammo_mag_size 			= 30	;100
slot 					= 1
animation_slot 			= 1
;-----------------------------------------------------------------------------------
fire_dispersion_base 	= 0.05
control_inertion_factor = 1.02f
cam_relax_speed 		= 2.2
cam_dispersion 			= 0.4	;0.04
cam_dispersion_inc 		= 0.1	;0.01
cam_dispertion_frac 	= 0.5
cam_max_angle 			= 3.5
cam_max_angle_horz 		= 5.0
cam_step_angle_horz 	= 0.2
misfire_probability 	= 0.0
condition_shot_dec 		= 0.0
;-----------------------------------------------------------------------------------
;hit_power = 0.31, 0.35, 0.38, 0.41	;same as regular mp5
fire_distance 			= 600
bullet_speed 			= 900
silencer_status 		= 1
light_disabled 			= true
flame_particles 		= 
snd_shoot 				= weapons\silencer4a, 0.5	;weapons\w_ak74_shot1

;enable/disable this to hide/show the weapon in the grid on searches and trades
; quest_item				= true

; used by both old and new versions of Ziphty Viper V2-5.56
[wpn_mp6_hud]

shell_point         = 0.00, 0.00, 0.00
shell_dir		 	=    0.0, 0.0, 0.0

fire_point			= 0.010000,0.080000,0.210000
fire_bone           = wpn_body
orientation         = 0, 0, 0
position            = 0, 0, 0
visual              = weapons\mp6\wpn_mp6_hud.ogf	;weapons\mp5\wpn_mp5_hud.ogf

anim_idle			= idle
anim_idle_aim		= idle_aim
anim_reload			= reload
anim_draw			= draw
anim_holster		= holster
anim_shoot			= shoot
anim_idle_sprint	= idle_sprint

;смещения HUD для режима приближения
zoom_offset			= -0.103000,0.007100,-0.065100
zoom_rotate_x		= -0.012800
zoom_rotate_y		= 0.000400


;modified Ziphty Viper V2-5.56, lightweight (pistol slot)
[wpn_mp5_niphty_m2]:wpn_mp5
$spawn = "weapons\uniq\wpn_mp5_m2"	; option for Level Editor
description = enc_weapons1_wpn-mp5-niphty_m2
inv_name = wpn-mp5-niphty_m2
inv_name_short = wpn-mp5-niphty_m2
inv_weight				= 1.5	;2.5 - it's special
ammo_class 				= ammo_5.56x45_ss190, ammo_5.56x45_ap
inv_grid_x 				= 12	;dependent on new ui_icon_equipment.dds ;5
inv_grid_y 				= 23	;dependent on new ui_icon_equipment.dds ;33
cost 					= 8500
ammo_mag_size 			= 30
slot 					= 1
animation_slot 			= 1

visual                  = weapons\mp6\wpn_mp6.ogf

;-----------------------------------------------------------------------------------
fire_dispersion_base	= 0.14	;G36/GP37 ;0.05  ;original 0.25; 0.33
control_inertion_factor = 1.02f	;original 1.07f
cam_relax_speed			= 2.2	;0.65	;original 6.5;0.2
cam_dispersion			= 0.2	;0.04	;original 0.2
cam_dispersion_inc		= 0.1	;original 0.05
cam_dispertion_frac 	= 0.70	;cam_dispersion*cam_dispertion_frac +- cam_dispersion*(1-cam_dispertion_frac)
cam_max_angle			= 2.5	;0.6	;original 6.0
cam_max_angle_horz		= 4.0	;0.9	;original 9.0	;(degree) maximum shot horizontal degree 
cam_step_angle_horz		= 0.2	;original 0.5;0.3	;(degree) size of step camera moved in horizontal position while shooting
;fire_dispersion_condition_factor = 5
misfire_probability		= 0.0	;original 0.003
misfire_condition_k		= 0.05
condition_shot_dec		= 0.0
;-----------------------------------------------------------------------------------

hit_power = 0.50, 0.54, 0.57, 0.60	;GP37	;0.60, 0.64, 0.67, 0.70	;FN2000
hit_impulse 			= 40	;140
fire_distance 			= 1000
bullet_speed 			= 1000
;rpm 					= 850	;GP37
silencer_status 		= 0;1
light_disabled 			= true
flame_particles 		= 
snd_shoot 				= weapons\t_fn2000_shot, 0.6	;weapons\w_ak74_shot1

; hack to put scoped weapon in first slot
;enable scope_status to use a scope texture
; scope_status			= 1
scope_zoom_factor		= 30	;2X
scope_texture			= wpn\wpn_crosshair_l85

hud                     = wpn_mp6_hud

;enable/disable this to hide/show the weapon in the grid on searches and trades
; quest_item			= true


[wpn_addon_scope_m1]:wpn_addon_scope
$spawn			= "weapons\addons\scope" ; option for Level Editor
description		= enc_weapons1_wpn-addon-scope_m1
cost			= 500

holder_range_modifier	= 1.2
holder_fov_modifier		= 0.3

inv_name		= wpn-addon-scope_m1
inv_name_short	= wpn-addon-scope_m1
inv_weight		= .2

inv_grid_width		= 2
inv_grid_height		= 1
inv_grid_x			= 18
inv_grid_y			= 2
scope_texture		= wpn\wpn_crosshair
scope_zoom_factor	= 15		; 4X


[wpn_val_m2]:wpn_val	; special Sniper Val
$spawn             		= "weapons\uniq\wpn_val_m1"	
description				= enc_weapons1_wpn-val_m2
inv_name				= wpn-val_m2
inv_name_short			= wpn-val_m2
fire_modes				= -1, 1
cost					= 12500	;9000
scope_status			= 2
scope_name 				= wpn_addon_scope_m1
; ;scope_zoom_factor	    = 15		; 4X
condition_shot_dec 		= 0.0
inv_grid_x				= 5
inv_grid_y				= 31

fire_dispersion_base	= 0.01	;0.14 ;0.05 for vintar bc, 0.03 for svd
cam_relax_speed         = 2.0	;4.75
cam_dispersion          = 0.9	;0.125
cam_dispersion_inc		= 0.2
cam_dispertion_frac		= 1.0	;cam_dispersion*cam_dispertion_frac +- cam_dispersion*(1-cam_dispertion_frac)
cam_max_angle			= 5.0	;9.0
cam_max_angle_horz		= 5.0	;(degree) maximum shot horizontal degree 
cam_step_angle_horz		= 0.3	;(degree) size of step camera moved in horizontal position while shooting

fire_dispersion_condition_factor = 5
misfire_probability			= 0.0
; same bullet weight as 7.62x54 at high velocity = high momentum
hit_power = 0.80, 0.87, 0.94, 1.01	;~ like SVU ;0.65 is vintar
hit_impulse	= 40	;87 ;goes right through

fire_distance = 1200
bullet_speed = 4000

snd_shoot				= weapons\t_svu_shot	;supersonic bullet now
snd_shoot1				= weapons\t_svu_shot
snd_shoot2				= weapons\t_svu_shot
snd_shoot3				= weapons\t_svu_shot
flame_particles 		= 

;enable/disable this to hide/show the weapon in the grid on searches and trades
; quest_item				= true



;derived from Niphty's artifact testing facility! yay \o/
[af_niphty]:af_soul
description = enc_zone_artifact_af-niphty
inv_name = af-niphty
inv_name_short = af-niphty
particles = anomaly2\artefact\artefact_electra
inv_grid_x			= 11
inv_grid_y			= 25

cost = 10000	;50

health_restore_speed = 0.0004	;400%	0.0006	;600%
radiation_restore_speed = -0.002 ;-20	;-0.006 ; -60	;-0.02 ;-200 radiation/tick
;satiety_restore_speed = 0.2
power_restore_speed = 0.004	;73% flash	;0.006	;109%	;0.033	;600	;0.0825	;1500% ;0.165 = 3000%
bleeding_restore_speed = 0.01	;333%	;0.04 = 1333%	;0.2 = 6667% Bleed restoration
hit_absorbation_sect = af_niphty_absorbation

;enable/disable this to hide/show the artifact in the grid on searches and trades
; quest_item			= true

[af_niphty_absorbation]
burn_immunity = 1.0
strike_immunity = 1.0
shock_immunity = 1.0
wound_immunity = 1.0
radiation_immunity = 0.7
telepatic_immunity = 1.0
chemical_burn_immunity = 1.0
explosion_immunity = 1.0
fire_wound_immunity = 1.0


[af_niphty_shield]:af_dummy_glassbeads
description = enc_zone_artifact_af-niphty_shield
inv_name = af-niphty_shield
inv_name_short = af-niphty_shield
visual	= physics\anomaly\artefact_electra2.ogf
particles			= anomaly2\artefact\artefact_puxx
inv_grid_x			= 12
inv_grid_y			= 9

cost = 12000	;50
jump_height			= 0.0

hit_absorbation_sect = af_niphty_shield_absorbation

;enable/disable this to hide/show the artifact in the grid on searches and trades
; quest_item			= true

[af_niphty_shield_absorbation]
burn_immunity = 1.0
strike_immunity = 0.72	; 28%
shock_immunity = 0.75	; 50%	;use 0.40 x 2 for armor repair in electro anomalies
wound_immunity = 0.94	; 6%
radiation_immunity = 1.0	; 30%
telepatic_immunity = 0.90	; 10%
chemical_burn_immunity = 1.0	; 30%
explosion_immunity = 0.925	; 7.5%
fire_wound_immunity  = 0.95	; 5%

[af_supershield]:af_dummy_glassbeads
description = enc_zone_artifact_af-supershield
inv_name = af-supershield
inv_name_short = af-supershield
visual	= physics\anomaly\artefact_electra2.ogf
particles = anomaly2\artefact\artefact_ameba
inv_weight			= 1.0
; inv_grid_x			= 12
; inv_grid_y			= 9
inv_grid_x			= 10
inv_grid_y			= 25

cost = 24000	;50
jump_height			= 0.0

health_restore_speed = 0.0004	;400% meat chunk	0.0006	;600%
radiation_restore_speed = -0.002 ;-20	;-0.006 ; -60	;-0.02 ;-200 radiation/tick
;satiety_restore_speed = 0.2
power_restore_speed =  0.004	;73% flash	;0.006	;109%	;0.009	;164%
bleeding_restore_speed = 0.01	;333%	;0.04 = 1333%	;0.2 = 6667% Bleed restoration

hit_absorbation_sect = af_supershield_absorbation

;enable/disable this to hide/show the artifact in the grid on searches and trades
; quest_item			= true

[af_supershield_absorbation]
burn_immunity = 0.7	; 30%
strike_immunity = 0.72	; 28%
shock_immunity = 0.50	; 50%
wound_immunity = 0.94	; 6%
radiation_immunity = 0.7	; 30%
telepatic_immunity = 0.90	; 10%
chemical_burn_immunity = 0.7	; 30%
explosion_immunity = 0.925	; 7.5%
fire_wound_immunity  = 0.95	; 5%

[af_ultrashield]:af_dummy_glassbeads
description = enc_zone_artifact_af-ultrashield
inv_name = af-ultrashield
inv_name_short = af-ultrashield
visual	= physics\anomaly\artefact_electra2.ogf
particles = anomaly2\artefact\artefact_electra
inv_weight			= 1.5
; inv_grid_x			= 12
; inv_grid_y			= 9
inv_grid_x			= 10
inv_grid_y			= 26

cost = 33000	;50
jump_height			= 0.0

health_restore_speed = 0.00048	;480%	;0.0006	;600% soul
radiation_restore_speed = -0.004	;-40 ;-0.01 ; -100	;-0.02 ;-200 radiation/tick
;satiety_restore_speed = 0.2
power_restore_speed = 0.006	;109% moonlight	;0.009	;164%
bleeding_restore_speed = 0.012	;400%	;0.2 = 6667% Bleed restoration

hit_absorbation_sect = af_ultrashield_absorbation

;enable/disable this to hide/show the artifact in the grid on searches and trades
; quest_item			= true

[af_ultrashield_absorbation]
burn_immunity = 0.6	; 40%
strike_immunity = 0.64	; 36%
shock_immunity = 0.40	; 60%
wound_immunity = 0.92	; 8%
radiation_immunity = 0.6	; 40%
telepatic_immunity = 0.80	; 20%
chemical_burn_immunity = 0.6	; 40%
explosion_immunity = 0.90	; 10%
fire_wound_immunity  = 0.93	; 7%

; this is the invulnerability artifact per barin with fatrap's help
; for test purposes and for those demanding a trainer or a walk in the park
[af_ultimashield]:af_dummy_glassbeads
description = enc_zone_artifact_af-ultimashield
inv_name = af-ultimashield
inv_name_short = af-ultimashield
visual	= physics\anomaly\artefact_electra2.ogf
particles = anomaly2\artefact\artefact_electra
inv_weight			= 0.5
; inv_grid_x			= 12
; inv_grid_y			= 9
inv_grid_x			= 10
inv_grid_y			= 26

cost = 50
jump_height			= 0.0

health_restore_speed = 0.01	;10000% soul
radiation_restore_speed = -0.02 ;-200 radiation/tick
;satiety_restore_speed = 0.2
power_restore_speed = 0.1	;~18000%	;0.006	;109% moonlight	;0.009	;164%
bleeding_restore_speed = 0.2	;6667%

hit_absorbation_sect = af_ultimashield_absorbation

;enable/disable this to hide/show the artifact in the grid on searches and trades
; quest_item			= true

[af_ultimashield_absorbation]
burn_immunity = 0.0
strike_immunity = 0.0
shock_immunity = 0.0
wound_immunity = 0.0
radiation_immunity = 0.0
telepatic_immunity = 0.0
chemical_burn_immunity = 0.0
explosion_immunity = 0.0
fire_wound_immunity  = 0.0


[wpn_fake_missile3]:identity_immunities
visual 				= weapons\ammo\ammo_m209.ogf
cform 				= skeleton
class 				= G_FAKE
$prefetch 			= 32

cost				= 150

blast				= 2.00 ;150
blast_r				= 5
blast_impulse		= 150	;250
;delete
blast_impulse_factor = 1


frags				= 6
frags_r				= 15	;20
frag_hit			= 0.9	;1.50
frag_hit_impulse	= 90	;200

hit_type_blast		= explosion
hit_type_frag		= fire_wound

up_throw_factor		= 0.7


;trail				= weapons\rpg_trail_01, weapons\rpg_trail_02

explode_particles	= explosions\explosion_01


light_color 		= 0.4, 1.9, 1.9	;1.9, 1.2, 0.5
light_range 		= 25.0
light_time 			= 0.5


ph_mass			 	= 0.01	;1	;5
;engine_f			= 530
;engine_u			= 90

jump_height = 0

wm_size         	= 0.1

;трассы от осколков
fragment_speed		= 100

explode_duration	= 4 ;5		;подолжительность взрыва (с)

;звуки
snd_explode = weapons\f1_explode
;wallmarks
wallmark_section	= explosion_marks

;свойства которые читаются, но не используются
inv_name			= ammo-pellet
inv_name_short		= ammo-pellet
inv_weight			= .01

inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x			= 11	;19
inv_grid_y			= 10

kill_msg_x			= 17
kill_msg_y			= 232
kill_msg_width		= 21
kill_msg_height		= 22
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Свойства CustomRocket
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
engine_present		= true;false		;присутствует ли в ракете двигатель
lights_enabled 		= true			;свет вокруг ракеты, во время полета
;trail_light_color 	= 0.6,0.5,0.3
trail_light_color	= 0.4, 1.9, 1.9	;0.2, 1.0, 1.0
trail_light_range 	= 8.0
force_explode_time  = 4000
engine_work_time	= 4000
engine_impulse		= 1000
engine_impulse_up	= 0;137.34 
engine_particles	= weapons\rpg_trail_01

[ammo_pellet]:ammo_base
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn				= "weapons\ammo\ammo_9x39_ap" ; option for Level Editor (dummy)
class				= A_M209	;AMMO
cform 				= skeleton
visual 				= weapons\ammo\ammo_m209.ogf	;ammo_gauss.ogf	;ammo_9x39_ap.ogf
description 		= enc_weapons1_ammo_pellet
$prefetch 			= 64

cost				= 300

box_size		= 24

inv_name		= ammo-pellet
inv_name_short	= ammo-pellet
inv_weight		= 0.24

inv_grid_width		= 1	;2
inv_grid_height		= 1
; inv_grid_x			= 5
; inv_grid_y			= 12
inv_grid_x			= 11
inv_grid_y			= 10

kill_msg_x			= 61
kill_msg_y			= 232
kill_msg_width		= 19
kill_msg_height		= 22

k_dist			= 1
k_disp			= 1
k_hit			= 1
k_impulse		= 1
k_pierce		= 1.25
impair			= 1
buck_shot		= 0
tracer			= on	;off
wm_size			= 0.1

fake_grenade_name = wpn_fake_missile3

;могут ли боеприпасы быть неограниченными : 1 - могут, 0 - не могут
can_be_unlimited = true ;false

[wpn_eagle_m2]:wpn_desert_eagle	;Большой Бэн
$spawn             		= "weapons\uniq\wpn_eagle_m1"	
description				= enc_weapons1_wpn-eagle_m2
inv_name				= wpn-eagle_m2
inv_name_short			= wpn-eagle_m2
class                   = WP_RG6
weapon_class			= heavy_weapon
;ef_main_weapon_type		= 4
;ef_weapon_type			= 9
cost					= 180
ammo_limit		 		= 24
ammo_current		 	= 24
ammo_elapsed		 	= 0

ammo_class				= ammo_pellet
ammo_mag_size		 	= 24
launch_speed			= 250	;76
sprint_allowed			= true

shell_particles	 		= ;none
;shell_particles	 		= weapons\generic_shells
startup_ammo            = 24

condition_shot_dec		= 0.0
inv_grid_x				= 9
inv_grid_y				= 22

kill_msg_x			= 0
kill_msg_y			= 172
kill_msg_width		= 68
kill_msg_height		= 30

hit_power        		= 0.75
hit_impulse      		= 210
hit_type 				= fire_wound

fire_point				= -0.005000,0.130000,0.220000
fire_distance           = 300
bullet_speed			= 250			;начальная скорость пули
rpm                     = 100
hud                     = wpn_desert_eagle_hud_m2

snd_draw				= weapons\fort_draw
snd_holster				= weapons\generic_holster
snd_shoot				= weapons\t_mp53_shot, 0.4	;weapons\gen_grenshoot
snd_empty				= weapons\pistol_empty
snd_close				= weapons\generic_close
snd_reload				= weapons\pm_reload, 0.8
snd_shoot_duplet		= weapons\t_mp53_shot, 0.4	;weapons\toz34_shoot_both

snd_open_weapon			= weapons\pistol_empty		;change me
snd_add_cartridge		= weapons\w1300_load		;was gen_grenload
snd_close_weapon		= weapons\pistol_empty		;change me

[wpn_desert_eagle_hud_m2]:wpn_desert_eagle_hud
anim_shoot_both 		= shoot

;for the NPCs
[wpn_eagle_pg]:wpn_eagle_m2
rpm                     = 30
ammo_limit		 		= 4
ammo_current		 	= 4
ammo_mag_size		 	= 4
inv_grid_x				= 14
inv_grid_y				= 8

[outfit_specnaz_m2]:specops_outfit	;Модифицированный армейский бронекостюм
$spawn						= "outfit\uniq\outfit_specnaz_m1"
inv_name					= specnaz_outfit_name_m2
inv_name_short				= specnaz_outfit_name_m2
description					= specnaz_outfit_description_m2
inv_grid_x					= 18
inv_grid_y					= 24
nightvision_sect			= effector_nightvision_good

cost						= 18000
immunities_sect				= sect_specnaz_outfit_immunities

burn_protection 			= 0.2	;0.3
strike_protection 			= 0.2
shock_protection 			= 0.2	;0.3
wound_protection			= 0.5	;0.4  ;0.7 for military outfit
radiation_protection 		= 0.2	;0.3
telepatic_protection 		= 0.0
chemical_burn_protection 	= 0.2	;0.3
explosion_protection 		= 0.4
fire_wound_protection  		= 0.5	;0.45 ;0.55 for military outfit

[sect_specnaz_outfit_immunities]
burn_immunity				= 0.2	;0.02
strike_immunity				= 0.01
shock_immunity				= 0.2	;0.02
wound_immunity				= 0.005	;0.01
radiation_immunity			= 0.00
telepatic_immunity			= 0.00
chemical_burn_immunity		= 0.2	;0.02
explosion_immunity			= 0.01
fire_wound_immunity			= 0.003	;0.005
