[up_sect_firsta_cs_light_outfit]
cost 		= 800
value		= +10

fire_wound_protection  				= 0.05
bones_koeff_protection_add 			= actor_armor_light_add_1

[up_sect_firstc_cs_light_outfit]
cost 		= 1600
value		= -20

strike_protection 					= 0.05 ;0.25
explosion_protection 				= 0.05 ;0.25
wound_protection					= 0.05 ;0.25
hit_fraction_actor					= -0.15 ;0.55

[up_sect_firste_cs_light_outfit]
cost 		= 2400
value		= +30

fire_wound_protection  				= 0.1
bones_koeff_protection_add  		= actor_armor_light_add_3

[up_sect_firstf_cs_light_outfit]
cost 		= 2400
value		= +25

immunities_sect_add					= sect_cs_light_outfit_immunities_add

[up_sect_secona_cs_light_outfit]
cost 		= 800
value		= -3

inv_weight  						= -3
power_loss							= -0.05

[up_sect_seconc_cs_light_outfit]
cost 		= 1600
value		= +20

burn_protection    					= 0.0100 ;0.0725

[up_sect_second_cs_light_outfit]
cost 		= 1600
value       = +20 

chemical_burn_protection   			= 0.0015 ;0.0325
shock_protection           			= 0.100  ;0.250

[up_sect_secone_cs_light_outfit]
cost 		= 2400
value		= +30

chemical_burn_protection 			= 0.0025 ;0.0325

[up_sect_seconf_cs_light_outfit]
cost 		= 2400
value		= +30

radiation_protection 				= 0.0010 ;0.0035

[up_sect_thirda_cs_light_outfit]
cost 		= 800
value		= +10

radiation_protection 				= 0.0005 ;0.0035
chemical_burn_protection 			= 0.0010 ;0.0325

[up_sect_thirdc_cs_light_outfit]
cost 		= 1600
value		= +10

additional_inventory_weight			= 10		; +max_walk_weight
additional_inventory_weight2		= 10
power_loss	 						= -0.1

[up_sect_thirdd_cs_light_outfit]
cost 		= 3000
value       = +1

artefact_count						= 1

[up_sect_thirde_cs_light_outfit]
cost 		= 5000
value       = +2

artefact_count						= 2

[up_firsta_cs_light_outfit]
scheme_index            = 0, 0
known                   = 1
effects                 = up_gr_firstcd_cs_light_outfit
section                 = up_sect_firsta_cs_light_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_a7_name
description             = st_up_arm_a7_descr
icon                    = ui_inGame2_upgrade_cs_light_outfit_1

[up_firstc_cs_light_outfit]
scheme_index            = 1, 0
known                   = 1
effects                 = up_gr_firstef_cs_light_outfit
section                 = up_sect_firstc_cs_light_outfit
property                = prop_damage, prop_wound, prop_strike, prop_explo

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_cs_light_outfit_2

[up_firste_cs_light_outfit]
scheme_index            = 2, 0
known                   = 1
effects                 = 
section                 = up_sect_firste_cs_light_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_c2_name
description             = st_up_arm_c2_descr
icon                    = ui_inGame2_upgrade_cs_light_outfit_3

[up_firstf_cs_light_outfit]
scheme_index            = 2, 1
known                   = 1
effects                 = 
section                 = up_sect_firstf_cs_light_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_arm_c3_name
description             = st_up_arm_c3_descr
icon                    = ui_inGame2_upgrade_cs_light_outfit_4

[up_secona_cs_light_outfit]
scheme_index            = 0, 1
known                   = 1
effects                 = up_gr_seconcd_cs_light_outfit
section                 = up_sect_secona_cs_light_outfit
property                = prop_weightoutfit

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_a3_name
description             = st_up_kom_a3_descr
icon                    = ui_inGame2_upgrade_cs_light_outfit_5

[up_seconc_cs_light_outfit]
scheme_index            = 1, 1
known                   = 1
effects                 = up_gr_seconef_cs_light_outfit
section                 = up_sect_seconc_cs_light_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_b3_name
description             = st_up_kom_b3_descr
icon                    = ui_inGame2_upgrade_cs_light_outfit_6

[up_second_cs_light_outfit]
scheme_index            = 1, 2
known                   = 1
effects                 = up_gr_seconef_cs_light_outfit
section                 = up_sect_second_cs_light_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_b4_name
description             = st_up_kom_b4_descr
icon                    = ui_inGame2_upgrade_cs_light_outfit_8

[up_secone_cs_light_outfit]
scheme_index            = 2, 2
known                   = 1
effects                 = 
section                 = up_sect_secone_cs_light_outfit
property                = 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_c1_name
description             = st_up_kom_c1_descr
icon                    = ui_inGame2_upgrade_cs_light_outfit_7

[up_seconf_cs_light_outfit]
scheme_index            = 2, 3
known                   = 1
effects                 = 
section                 = up_sect_seconf_cs_light_outfit
property                = prop_radio

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_c2_name
description             = st_up_kom_c2_descr
icon                    = ui_inGame2_upgrade_cs_light_outfit_9

[up_thirda_cs_light_outfit]
scheme_index            = 0, 2
known                   = 1
effects                 = up_gr_thirdcd_cs_light_outfit
section                 = up_sect_thirda_cs_light_outfit
property                = prop_radio, 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_uti_a5_name
description             = st_up_uti_a5_descr
icon                    = ui_inGame2_upgrade_cs_light_outfit_10

[up_thirdc_cs_light_outfit]
scheme_index            = 1, 3
known                   = 1
effects                 = up_gr_thirdef_cs_light_outfit
section                 = up_sect_thirdc_cs_light_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_b2_name
description             = st_up_uti_b2_descr
icon                    = ui_inGame2_upgrade_cs_light_outfit_11

[up_thirdd_cs_light_outfit]
scheme_index            = 1, 4
known                   = 1
effects                 = up_gr_thirdef_cs_light_outfit
section                 = up_sect_thirdd_cs_light_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           = 
name                    = st_up_uti_b1_name
description             = st_up_uti_b1_descr
icon                    = ui_inGame2_upgrade_cs_light_outfit_12

[up_thirde_cs_light_outfit]
scheme_index            = 2, 4
known                   = 1
effects                 = 
section                 = up_sect_thirde_cs_light_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           = 
name                    = st_up_uti_c1_name
description             = st_up_uti_c1_descr
icon                    = ui_inGame2_upgrade_cs_light_outfit_13

[up_gr_firstab_cs_light_outfit]
elements                = up_firsta_cs_light_outfit

[up_gr_firstcd_cs_light_outfit]
elements                = up_firstc_cs_light_outfit

[up_gr_firstef_cs_light_outfit]
elements                = up_firste_cs_light_outfit, up_firstf_cs_light_outfit

[up_gr_seconab_cs_light_outfit]
elements                = up_secona_cs_light_outfit

[up_gr_seconcd_cs_light_outfit]
elements                = up_seconc_cs_light_outfit, up_second_cs_light_outfit

[up_gr_seconef_cs_light_outfit]
elements                = up_secone_cs_light_outfit, up_seconf_cs_light_outfit

[up_gr_thirdab_cs_light_outfit]
elements                = up_thirda_cs_light_outfit

[up_gr_thirdcd_cs_light_outfit]
elements                = up_thirdc_cs_light_outfit, up_thirdd_cs_light_outfit

[up_gr_thirdef_cs_light_outfit]
elements                = up_thirde_cs_light_outfit