[0] : struct.begin SID = Empty Text = LocalizationSID = Empty Hint = false Icon = Texture2D'/Game/GameLite/FPS_Game/UI/UIIcons/EffectNone_Texture.EffectNone_Texture' Duration = 0.f DelayMin = 0.f DelayMax = 0.f Charges = 0 TimePerChargeMin = 1.f TimePerChargeMax = 1.f Type = EEffectType::None ValueMin = 0.f ValueMax = 0.f ValueProviderSID = Empty AssetPath = bIsPermanent = false bIsSmooth = true DuplicationType = EDuplicateResolveType::KeepAll InstantFirstCharge = false Positive = EBeneficial::None AttachmentItemPrototypeSID = Empty EffectCurvePath = IsCurvePercent = false ShouldPauseByDialog = true DialogIntensityMultiplier = 1.0 DamageType = empty{bskipref} DamageSource = empty{bskipref} ShouldIgnoreArmor = empty{bskipref} ArmorPiercing = empty{bskipref} MinSpeed = empty{bskipref} MaxSpeed = empty{bskipref} PsyNPCType = empty{bskipref} PhantomPlayerMinDistance = empty{bskipref} PhantomPlayerMaxDistance = empty{bskipref} PhantomPhantomMinDistance = empty{bskipref} PhantomPhantomMaxDistance = empty{bskipref} DelayBeforeNewSpawnCycleMin = empty{bskipref} DelayBeforeNewSpawnCycleMax = empty{bskipref} TimeBetwenSpawnPhantomMin = empty{bskipref} TimeBetwenSpawnPhantomMax = empty{bskipref} TimeBetwenDespawnPhantomMin = empty{bskipref} TimeBetwenDespawnPhantomMax = empty{bskipref} MinSpawnPhantoms = empty{bskipref} MaxSpawnPhantoms = empty{bskipref} AvailableObjPrototypes = empty{bskipref} ShowUpgradeEffectValue = true ShowUpgradeEffect = true struct.end DutyArmor_4_E1_CarryweightEffectComposite : struct.begin {refkey=[0]} SID = DutyArmor_4_E1_CarryweightEffectComposite Type = EEffectType::Composite ApplyExtraEffectPrototypeSIDs : struct.begin [0] = DutyArmor_4_E1_CarryweightEffect [1] = DutyArmor_4_E1_CarryweightEffectPenalty struct.end struct.end DutyArmor_4_E1_CarryweightEffect : struct.begin {refkey=[0]} SID = DutyArmor_4_E1_CarryweightEffect Text = Increase max inventory weight Type = EEffectType::AdditionalInventoryWeight LocalizationSID = increase_max_inventory_weight ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end DutyArmor_4_E1_CarryweightEffectPenalty : struct.begin {refkey=[0]} SID = DutyArmor_4_E1_CarryweightEffectPenalty Type = EEffectType::PenaltyLessWeight ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end DutyArmor_4_E1_RadiationDefEffect : struct.begin {refkey=[0]} SID = DutyArmor_4_E1_RadiationDefEffect Text = Defence Radiation Type = EEffectType::ProtectionRadiation ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end DutyArmor_4_E1_UpDurabilityArmorEffect : struct.begin {refkey=[0]} SID = DutyArmor_4_E1_UpDurabilityArmorEffect Text = Increase Durability Type = EEffectType::MaxDurability ValueMin = 10.0% ValueMax = 10.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end DutyArmor_4_E1_BulletProofEffect : struct.begin {refkey=[0]} SID = DutyArmor_4_E1_BulletProofEffect Text = Bullet Prof Type = EEffectType::ProtectionStrike ValueMin = 10.0% ValueMax = 10.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end DutyArmor_4_E1_DecreaseArmorWeightEffect : struct.begin {refkey=[0]} SID = DutyArmor_4_E1_DecreaseArmorWeightEffect Text = Decrease Weight Type = EEffectType::ArmorItemWeight ValueMin = -30.0% ValueMax = -30.0% Positive = EBeneficial::Positive bIsPermanent = true struct.end DutyArmor_4_E1_BulletProof2Effect : struct.begin {refkey=[0]} SID = DutyArmor_4_E1_BulletProof2Effect Text = Bullet Proof Type = EEffectType::ProtectionStrike ValueMin = 10.0% ValueMax = 10.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end DutyArmor_4_E1_AddRunEffect : struct.begin {refkey=[0]} SID = DutyArmor_4_E1_AddRunEffect Text = Add Run Type = EEffectType::MovementSpeed bIsPermanent = true Positive = EBeneficial::Positive struct.end DutyArmor_4_E1_Carryweight2Effect : struct.begin {refkey=[0]} SID = DutyArmor_4_E1_Carryweight2Effect Text = Increase max inventory weight Type = EEffectType::AdditionalInventoryWeight LocalizationSID = increase_max_inventory_weight ValueMin = 20.0% ValueMax = 20.0% Positive = EBeneficial::Positive bIsPermanent = true struct.end DutyArmor_4_E1_RadiationDef2Effect : struct.begin {refkey=[0]} SID = DutyArmor_4_E1_RadiationDef2Effect Text = Defence Radiation Type = EEffectType::ProtectionRadiation ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end DutyArmor_4_E1_ElectroDefEffect : struct.begin {refkey=[0]} SID = DutyArmor_4_E1_ElectroDefEffect Text = Defence Electric Type = EEffectType::ProtectionShock ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end DutyArmor_4_E1_AddArtifactSlotEffect : struct.begin {refkey=[0]} SID = DutyArmor_4_E1_AddArtifactSlotEffect Text = Increase Artifact Slot Type = EEffectType::ArtifactSlots ValueMin = 1 ValueMax = 1 Positive = EBeneficial::Positive bIsPermanent = true struct.end DutyArmor_4_E1_CloseDamageDefEffect : struct.begin {refkey=[0]} SID = DutyArmor_4_E1_CloseDamageDefEffect Text = Close Damage Defence Type = EEffectType::ProtectionStrike ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end DutyArmor_4_E1_ChemicalDefEffect : struct.begin {refkey=[0]} SID = DutyArmor_4_E1_ChemicalDefEffect Text = Chemical Defence Type = EEffectType::ProtectionChemical ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end DutyArmor_4_E1_ElectroDef2Effect : struct.begin {refkey=[0]} SID = DutyArmor_4_E1_ElectroDef2Effect Text = Electro Defence Type = EEffectType::ProtectionShock ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end DutyArmor_4_E1_FireDefEffect : struct.begin {refkey=[0]} SID = DutyArmor_4_E1_FireDefEffect Text = Fire Defence Type = EEffectType::ProtectionBurn ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end DutyArmor_4_E1_FireDef2Effect : struct.begin {refkey=[0]} SID = DutyArmor_4_E1_FireDef2Effect Text = Fire Defense Type = EEffectType::ProtectionBurn ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end DutyArmor_4_E1_ChemicalDef2Effect : struct.begin {refkey=[0]} SID = DutyArmor_4_E1_ChemicalDef2Effect Text = Increase Chemical Defence Type = EEffectType::ProtectionChemical ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end DutyArmor_4_E1_GaussianArmorEffect : struct.begin {refkey=[0]} SID = DutyArmor_4_E1_GaussianArmorEffect Text = Gaussian Armor Type = EEffectType::ProtectionPSY ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end BreadSatiety2 : struct.begin {refkey=[0]} SID = BreadSatiety2 Text = Decrease Hunger LocalizationSID = decrease_hunger Icon = Texture2D'/Game/GameLite/FPS_Game/UIRemaster/UITextures/Inventory/Effects/Texture_Icon_Hungry.Texture_Icon_Hungry' Type = EEffectType::HungerPoints ValueMin = -20 ValueMax = -20 Positive = EBeneficial::Positive ShouldPauseByDialog = false struct.end FreshBreadSatiety3 : struct.begin {refkey=[0]} SID = FreshBreadSatiety3 Text = Decrease Hunger LocalizationSID = decrease_hunger Icon = Texture2D'/Game/GameLite/FPS_Game/UIRemaster/UITextures/Inventory/Effects/Texture_Icon_Hungry.Texture_Icon_Hungry' Type = EEffectType::HungerPoints ValueMin = -35 ValueMax = -35 Positive = EBeneficial::Positive ShouldPauseByDialog = false struct.end BreadHealing1 : struct.begin {refkey=[0]} SID = BreadHealing1 Text = Restore Health LocalizationSID = restore_health Icon = Texture2D'/Game/GameLite/FPS_Game/UIRemaster/UITextures/Inventory/Effects/Texture_Icon_HP.Texture_Icon_HP' Duration = 4.0 Charges = 4 Type = EEffectType::Health ValueMin = 8 ValueMax = 8 Positive = EBeneficial::Positive ShouldPauseByDialog = false struct.end FreshBreadHealing2 : struct.begin {refkey=[0]} SID = FreshBreadHealing2 Text = Restore Health LocalizationSID = restore_health Icon = Texture2D'/Game/GameLite/FPS_Game/UIRemaster/UITextures/Inventory/Effects/Texture_Icon_HP.Texture_Icon_HP' Duration = 4.0 Charges = 4 Type = EEffectType::Health ValueMin = 15 ValueMax = 15 Positive = EBeneficial::Positive ShouldPauseByDialog = false struct.end BreadHealing2 : struct.begin {refkey=[0]} SID = BreadHealing2 Text = Restore Health LocalizationSID = restore_health Icon = Texture2D'/Game/GameLite/FPS_Game/UIRemaster/UITextures/Inventory/Effects/Texture_Icon_HP.Texture_Icon_HP' Duration = 2.0 Charges = 4 Type = EEffectType::Health ValueMin = 20 ValueMax = 20 Positive = EBeneficial::Positive ShouldPauseByDialog = false struct.end CannedSatiety3 : struct.begin {refkey=[0]} SID = CannedSatiety3 Text = Decrease Hunger LocalizationSID = decrease_hunger Icon = Texture2D'/Game/GameLite/FPS_Game/UIRemaster/UITextures/Inventory/Effects/Texture_Icon_Hungry.Texture_Icon_Hungry' Type = EEffectType::HungerPoints ValueMin = -50 ValueMax = -50 Positive = EBeneficial::Positive ShouldPauseByDialog = false struct.end SpoiledCannedSatiety1 : struct.begin {refkey=[0]} SID = SpoiledCannedSatiety1 Text = Decrease Hunger LocalizationSID = decrease_hunger Icon = Texture2D'/Game/GameLite/FPS_Game/UIRemaster/UITextures/Inventory/Effects/Texture_Icon_Hungry.Texture_Icon_Hungry' Type = EEffectType::HungerPoints ValueMin = -5 ValueMax = -5 Positive = EBeneficial::Positive ShouldPauseByDialog = false struct.end CannedHealing2 : struct.begin {refkey=[0]} SID = CannedHealing2 Text = Restore Health LocalizationSID = restore_health Icon = Texture2D'/Game/GameLite/FPS_Game/UIRemaster/UITextures/Inventory/Effects/Texture_Icon_HP.Texture_Icon_HP' Duration = 6.0 Charges = 4 Type = EEffectType::Health ValueMin = 18 ValueMax = 18 Positive = EBeneficial::Positive ShouldPauseByDialog = false struct.end SpoiledCannedDamage1 : struct.begin {refkey=[0]} SID = SpoiledCannedDamage1 Text = Damage Type = EEffectType::Damage LocalizationSID = ammo_damage ValueMin = 15 ValueMax = 15 Positive = EBeneficial::Negative DamageType = EDamageType::Hunger ShouldIgnoreArmor = true ArmorPiercing = 0.f ShouldPauseByDialog = false struct.end VodkaSatiety1 : struct.begin {refkey=[0]} SID = VodkaSatiety1 Text = Increase Hunger LocalizationSID = increase_hunger Icon = Texture2D'/Game/GameLite/FPS_Game/UIRemaster/UITextures/Inventory/Effects/Texture_Icon_Hungry.Texture_Icon_Hungry' Type = EEffectType::HungerPoints ValueMin = 10 ValueMax = 10 Positive = EBeneficial::Negative ShouldPauseByDialog = false struct.end VodkaArmor : struct.begin {refkey=[0]} SID = VodkaArmor Text = Invulnerability Duration = 1.3 Type = EEffectType::Invulnerability Positive = EBeneficial::Positive ShouldPauseByDialog = false struct.end SausageSatiety2 : struct.begin {refkey=[0]} SID = SausageSatiety2 Text = Decrease Hunger LocalizationSID = decrease_hunger Icon = Texture2D'/Game/GameLite/FPS_Game/UIRemaster/UITextures/Inventory/Effects/Texture_Icon_Hungry.Texture_Icon_Hungry' Type = EEffectType::HungerPoints ValueMin = -30 ValueMax = -30 Positive = EBeneficial::Positive ShouldPauseByDialog = false struct.end SausageHealing2 : struct.begin {refkey=[0]} SID = SausageHealing2 Text = Restore Health LocalizationSID = restore_health Icon = Texture2D'/Game/GameLite/FPS_Game/UIRemaster/UITextures/Inventory/Effects/Texture_Icon_HP.Texture_Icon_HP' Duration = 4.0 Charges = 4 Type = EEffectType::Health ValueMin = 12 ValueMax = 12 Positive = EBeneficial::Positive ShouldPauseByDialog = false struct.end SausageHealing3 : struct.begin {refkey=[0]} SID = SausageHealing3 Text = Restore Health LocalizationSID = restore_health Icon = Texture2D'/Game/GameLite/FPS_Game/UIRemaster/UITextures/Inventory/Effects/Texture_Icon_HP.Texture_Icon_HP' Duration = 2.0 Charges = 4 Type = EEffectType::Health ValueMin = 20 ValueMax = 20 Positive = EBeneficial::Positive ShouldPauseByDialog = false struct.end EnergeticStamina : struct.begin {refkey=[0]} SID = EnergeticStamina Text = Regen Stamina LocalizationSID = increase_stamina_regen Icon = Texture2D'/Game/GameLite/FPS_Game/UIRemaster/UITextures/Inventory/Effects/Texture_Icon_EnergyRegen.Texture_Icon_EnergyRegen' Duration = 45.0 Type = EEffectType::RegenStamina DuplicationType = EDuplicateResolveType::KeepNew ValueMin = 200% ValueMax = 200% Positive = EBeneficial::Positive ShouldPauseByDialog = false struct.end EnergeticLimitedStamina : struct.begin {refkey=[0]} SID = EnergeticLimitedStamina Text = Regen Stamina LocalizationSID = increase_stamina_regen Icon = Texture2D'/Game/GameLite/FPS_Game/UIRemaster/UITextures/Inventory/Effects/Texture_Icon_EnergyRegen.Texture_Icon_EnergyRegen' Duration = 30.0 Type = EEffectType::RegenStamina ValueMin = 500% ValueMax = 500% Positive = EBeneficial::Positive ShouldPauseByDialog = false struct.end EnergeticSleepiness : struct.begin {refkey=[0]} SID = EnergeticSleepiness Text = Energetic Sleepiness LocalizationSID = increase_stamina_regen Icon = Texture2D'/Game/GameLite/FPS_Game/UIRemaster/UITextures/Inventory/Effects/Texture_Icon_EnergyRegen.Texture_Icon_EnergyRegen' Duration = 3.0 Charges = 3 Type = EEffectType::SleepinessPoints ValueMin = -20 ValueMax = -20 Positive = EBeneficial::Positive ShouldPauseByDialog = false struct.end EnegeticSatiety1 : struct.begin {refkey=[0]} SID = EnegeticSatiety1 Text = Increase Hunger LocalizationSID = increase_hunger Icon = Texture2D'/Game/GameLite/FPS_Game/UIRemaster/UITextures/Inventory/Effects/Texture_Icon_Hungry.Texture_Icon_Hungry' Type = EEffectType::HungerPoints ValueMin = 10 ValueMax = 10 Positive = EBeneficial::Negative ShouldPauseByDialog = false struct.end EnegeticSatiety2 : struct.begin {refkey=[0]} SID = EnegeticSatiety2 Text = Increase Hunger LocalizationSID = increase_hunger Icon = Texture2D'/Game/GameLite/FPS_Game/UIRemaster/UITextures/Inventory/Effects/Texture_Icon_Hungry.Texture_Icon_Hungry' Type = EEffectType::HungerPoints ValueMin = 5 ValueMax = 5 Positive = EBeneficial::Negative ShouldPauseByDialog = false struct.end BandageBleeding4 : struct.begin {refkey=[0]} SID = BandageBleeding4 Text = Bandage Bleeding LocalizationSID = decrease_bleeding Icon = Texture2D'/Game/GameLite/FPS_Game/UIRemaster/UITextures/Inventory/Effects/Texture_Icon_Bleeding.Texture_Icon_Bleeding' Duration = 2.0 Charges = 4 Type = EEffectType::Bleeding ValueMin = -100 ValueMax = -100 Positive = EBeneficial::Positive ShouldPauseByDialog = false struct.end MedkitHealing3 : struct.begin {refkey=[0]} SID = MedkitHealing3 Duration = 1.0 Charges = 4 Text = Restore Health LocalizationSID = restore_health Icon = Texture2D'/Game/GameLite/FPS_Game/UIRemaster/UITextures/Inventory/Effects/Texture_Icon_HP.Texture_Icon_HP' Type = EEffectType::Health ValueMin = 70 ValueMax = 70 Positive = EBeneficial::Positive DuplicationType = EDuplicateResolveType::KeepAll ShouldPauseByDialog = false struct.end MedkitBleeding2 : struct.begin {refkey=[0]} SID = MedkitBleeding2 Text = Medkit Bleeding LocalizationSID = decrease_bleeding Icon = Texture2D'/Game/GameLite/FPS_Game/UIRemaster/UITextures/Inventory/Effects/Texture_Icon_Bleeding.Texture_Icon_Bleeding' Duration = 2.0 Charges = 4 Type = EEffectType::Bleeding ValueMin = -15 ValueMax = -15 Positive = EBeneficial::Positive ShouldPauseByDialog = false struct.end Antirad4 : struct.begin {refkey=[0]} SID = Antirad4 Text = Remove radiation LocalizationSID = decrease_radiation Icon = Texture2D'/Game/GameLite/FPS_Game/UIRemaster/UITextures/Inventory/Effects/Texture_Icon_Radiation.Texture_Icon_Radiation' Duration = 2.0 Charges = 10 Type = EEffectType::Radiation ValueMin = -100 ValueMax = -100 Positive = EBeneficial::Positive ShouldPauseByDialog = false struct.end FireBurning : struct.begin {refkey=[0]} SID = FireBurning Duration = 10 Charges = 10 Type = EEffectType::Damage ValueMin = 10 ValueMax = 12 bIsSmooth = false DuplicationType = EDuplicateResolveType::KeepNew Positive = EBeneficial::Negative DamageType = EDamageType::Burn DamageSource = EDamageSource::Fire ShouldIgnoreArmor = false ArmorPiercing = 0.f struct.end FireBurningPermanent : struct.begin {refkey=[0]} SID = FireBurningPermanent Duration = 2 Charges = 1 Type = EEffectType::Damage ValueMin = 10 ValueMax = 12 bIsSmooth = false bIsPermanent = true Positive = EBeneficial::Negative DamageType = EDamageType::Burn DamageSource = EDamageSource::Fire ShouldIgnoreArmor = false ArmorPiercing = 0.f struct.end VodkaStaminaPenalty : struct.begin {refkey=[0]} SID = VodkaStaminaPenalty Text = Stamina Penalty Duration = 20 Type = EEffectType::SPDrain ValueMin = 200% ValueMax = 200% AffectedStaminaActionTypes : struct.begin [0] = EStaminaAction::Walk [1] = EStaminaAction::Run [2] = EStaminaAction::Sprint struct.end Positive = EBeneficial::Negative struct.end WeakBleeding : struct.begin {refkey=[0]} SID = WeakBleeding Text = Weak Bleeding LocalizationSID = bleeding Duration = 0 Type = EEffectType::Bleeding ValueMin = 45 ValueMax = 45 Positive = EBeneficial::Negative struct.end MediumBleeding : struct.begin {refkey=[0]} SID = MediumBleeding Text = Medium Bleeding LocalizationSID = bleeding Duration = 0 Type = EEffectType::Bleeding ValueMin = 70 ValueMax = 70 Positive = EBeneficial::Negative struct.end StrongBleeding : struct.begin {refkey=[0]} SID = StrongBleeding Text = Strong Bleeding LocalizationSID = bleeding Duration = 0 Type = EEffectType::Bleeding ValueMin = 100 ValueMax = 100 Positive = EBeneficial::Negative struct.end ElectroAnomaly : struct.begin {refkey=[0]} SID = ElectroAnomaly Text = Take Damage Type = EEffectType::Damage ValueMin = 60.0 ValueMax = 60.0 Positive = EBeneficial::Negative DamageType = EDamageType::Shock ShouldIgnoreArmor = false ArmorPiercing = 0.f DamageSource = EDamageSource::Electricity struct.end ChemicalDamage : struct.begin {refkey=[0]} SID = ChemicalDamage Text = Take Damage Duration = 1 Charges = 1 Type = EEffectType::Damage ValueMin = 20.0 ValueMax = 20.0 Positive = EBeneficial::Negative DuplicationType = EDuplicateResolveType::KeepOld DamageType = EDamageType::ChemicalBurn DamageSource = EDamageSource::Chemical bIsPermanent = true bIsSmooth = true ShouldIgnoreArmor = false ArmorPiercing = 5.f struct.end ChemicalCorrosion : struct.begin {refkey=[0]} SID = ChemicalCorrosion Text = Corrosion item Type = EEffectType::Composite ApplyExtraEffectPrototypeSIDs : struct.begin [0] = ChemicalCorrosion_Weapon [1] = ChemicalCorrosion_SecWeapon [2] = ChemicalCorrosion_Pistol [3] = ChemicalCorrosion_Body [4] = ChemicalCorrosion_Head [5] = ChemicalCorrosion_None struct.end struct.end CarouselAnomaly : struct.begin {refkey=[0]} SID = CarouselAnomaly Text = Take Damage Type = EEffectType::Damage ValueMin = 70.0 ValueMax = 70.0 Positive = EBeneficial::Negative DamageType = EDamageType::Strike ShouldIgnoreArmor = false ArmorPiercing = 5.f DamageSource = EDamageSource::Carousel struct.end IronWindDamage : struct.begin {refkey=[0]} SID = IronWindDamage Text = Take Damage Duration = 1 Charges = 1 Type = EEffectType::VelocityDamage ValueMin = 0.05 ValueMax = 0.05 MinSpeed = 190.0 MaxSpeed = 820.0 Positive = EBeneficial::Negative DamageType = EDamageType::Strike ShouldIgnoreArmor = false ArmorPiercing = 0.f DuplicationType = EDuplicateResolveType::KeepOld struct.end RazorAnomalyCorrosionDPS : struct.begin {refkey=[0]} SID = RazorAnomalyCorrosionDPS Text = Corrosion item Duration = 0 Charges = 0 Type = EEffectType::Composite ApplyExtraEffectPrototypeSIDs : struct.begin [0] = RazorCorrosion_Weapon [1] = RazorCorrosion_SecWeapon [2] = RazorCorrosion_Pistol [3] = RazorCorrosion_Body [4] = RazorCorrosion_Head struct.end DuplicationType = EDuplicateResolveType::KeepOld struct.end GravityAnomalyWound : struct.begin {refkey=[0]} SID = GravityAnomalyWound Text = Take Damage Duration = 1 Charges = 1 Type = EEffectType::Damage ValueMin = 33.33 ValueMax = 33.33 Positive = EBeneficial::Negative DamageType = EDamageType::Strike ShouldIgnoreArmor = false ArmorPiercing = 0.f struct.end PSYAnomalyDamage : struct.begin {refkey=[0]} SID = PSYAnomalyDamage Text = Take Damage Duration = 1 Charges = 1 Type = EEffectType::Damage ValueMin = 0.1 ValueMax = 0.1 Positive = EBeneficial::Negative DamageType = EDamageType::PSY ShouldIgnoreArmor = true ArmorPiercing = 0.f struct.end PSYAnomalyCamera : struct.begin {refkey=[0]} SID = PSYAnomalyCamera Text = Camera Duration = 1 Charges = 1 Type = EEffectType::CameraShake CameraShakeEffectSubtype = ECameraShakeEffectSubtype::None // MP: There is no camera shake asset mentioned, so I will disable it for now CameraShakePrototypeSID = Empty ValueMin = 10 ValueMax = 10 Positive = EBeneficial::Negative struct.end ProtectionShock1 : struct.begin {refkey=[0]} SID = ProtectionShock1 Text = ProtectionShock1 Type = EEffectType::ProtectionShock ValueMin = 5.0% ValueMax = 5.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end ProtectionShock2 : struct.begin {refkey=[0]} SID = ProtectionShock2 Text = ProtectionShock2 Type = EEffectType::ProtectionShock ValueMin = 10.0% ValueMax = 10.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end ProtectionShock3 : struct.begin {refkey=[0]} SID = ProtectionShock3 Text = ProtectionShock3 Type = EEffectType::ProtectionShock ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end ProtectionShock4 : struct.begin {refkey=[0]} SID = ProtectionShock4 Text = ProtectionShock4 Type = EEffectType::ProtectionShock ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end ProtectionShock5 : struct.begin {refkey=[0]} SID = ProtectionShock5 Text = ProtectionShock5 Type = EEffectType::ProtectionShock ValueMin = 25.0% ValueMax = 25.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end ProtectionShock6 : struct.begin {refkey=[0]} SID = ProtectionShock6 Text = ProtectionShock6 Type = EEffectType::ProtectionShock ValueMin = 30.0% ValueMax = 30.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end ProtectionShock7 : struct.begin {refkey=[0]} SID = ProtectionShock7 Text = ProtectionShock7 Type = EEffectType::ProtectionShock ValueMin = 35.0% ValueMax = 35.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end ProtectionShock8 : struct.begin {refkey=[0]} SID = ProtectionShock8 Text = ProtectionShock8 Type = EEffectType::ProtectionShock ValueMin = 40.0% ValueMax = 40.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end ProtectionShock9 : struct.begin {refkey=[0]} SID = ProtectionShock9 Text = ProtectionShock9 Type = EEffectType::ProtectionShock ValueMin = 45.0% ValueMax = 45.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end ProtectionBurn1 : struct.begin {refkey=[0]} SID = ProtectionBurn1 Text = ProtectionBurn1 Type = EEffectType::ProtectionBurn ValueMin = 5.0% ValueMax = 5.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end ProtectionBurn2 : struct.begin {refkey=[0]} SID = ProtectionBurn2 Text = ProtectionBurn2 Type = EEffectType::ProtectionBurn ValueMin = 10.0% ValueMax = 10.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end ProtectionBurn3 : struct.begin {refkey=[0]} SID = ProtectionBurn3 Text = ProtectionBurn3 Type = EEffectType::ProtectionBurn ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end ProtectionBurn4 : struct.begin {refkey=[0]} SID = ProtectionBurn4 Text = ProtectionBurn4 Type = EEffectType::ProtectionBurn ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end ProtectionBurn5 : struct.begin {refkey=[0]} SID = ProtectionBurn5 Text = ProtectionBurn5 Type = EEffectType::ProtectionBurn ValueMin = 25.0% ValueMax = 25.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end ProtectionBurn6 : struct.begin {refkey=[0]} SID = ProtectionBurn6 Text = ProtectionBurn6 Type = EEffectType::ProtectionBurn ValueMin = 30.0% ValueMax = 30.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end ProtectionBurn7 : struct.begin {refkey=[0]} SID = ProtectionBurn7 Text = ProtectionBurn7 Type = EEffectType::ProtectionBurn ValueMin = 35.0% ValueMax = 35.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end ProtectionBurn8 : struct.begin {refkey=[0]} SID = ProtectionBurn8 Text = ProtectionBurn8 Type = EEffectType::ProtectionBurn ValueMin = 40.0% ValueMax = 40.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end ProtectionBurn9 : struct.begin {refkey=[0]} SID = ProtectionBurn9 Text = ProtectionBurn9 Type = EEffectType::ProtectionBurn ValueMin = 45.0% ValueMax = 45.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end ProtectionStrike1 : struct.begin {refkey=[0]} SID = ProtectionStrike1 Text = ProtectionStrike1 Type = EEffectType::ProtectionStrike ValueMin = 5.0% ValueMax = 5.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end ProtectionStrike2 : struct.begin {refkey=[0]} SID = ProtectionStrike2 Text = ProtectionStrike2 Type = EEffectType::ProtectionStrike ValueMin = 10.0% ValueMax = 10.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end ProtectionStrike3 : struct.begin {refkey=[0]} SID = ProtectionStrike3 Text = ProtectionStrike3 Type = EEffectType::ProtectionStrike ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end ProtectionStrike4 : struct.begin {refkey=[0]} SID = ProtectionStrike4 Text = ProtectionStrike4 Type = EEffectType::ProtectionStrike ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end ProtectionStrike5 : struct.begin {refkey=[0]} SID = ProtectionStrike5 Text = ProtectionStrike5 Type = EEffectType::ProtectionStrike ValueMin = 25.0% ValueMax = 25.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end ProtectionStrike6 : struct.begin {refkey=[0]} SID = ProtectionStrike6 Text = ProtectionStrike6 Type = EEffectType::ProtectionStrike ValueMin = 30.0% ValueMax = 30.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end ProtectionStrike7 : struct.begin {refkey=[0]} SID = ProtectionStrike7 Text = ProtectionStrike7 Type = EEffectType::ProtectionStrike ValueMin = 35.0% ValueMax = 35.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end ProtectionStrike8 : struct.begin {refkey=[0]} SID = ProtectionStrike8 Text = ProtectionStrike8 Type = EEffectType::ProtectionStrike ValueMin = 40.0% ValueMax = 40.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end ProtectionStrike9 : struct.begin {refkey=[0]} SID = ProtectionStrike9 Text = ProtectionStrike9 Type = EEffectType::ProtectionStrike ValueMin = 45.0% ValueMax = 45.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end ProtectionShot1 : struct.begin {refkey=[0]} SID = ProtectionShot1 Text = ProtectionShot1 Type = EEffectType::ProtectionStrike ValueMin = 5.0% ValueMax = 5.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end ProtectionShot2 : struct.begin {refkey=[0]} SID = ProtectionShot2 Text = ProtectionShot2 Type = EEffectType::ProtectionStrike ValueMin = 10.0% ValueMax = 10.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end ProtectionShot3 : struct.begin {refkey=[0]} SID = ProtectionShot3 Text = ProtectionShot3 Type = EEffectType::ProtectionStrike ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end ProtectionShot4 : struct.begin {refkey=[0]} SID = ProtectionShot4 Text = ProtectionShot4 Type = EEffectType::ProtectionStrike ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end ProtectionShot5 : struct.begin {refkey=[0]} SID = ProtectionShot5 Text = ProtectionShot5 Type = EEffectType::ProtectionStrike ValueMin = 25.0% ValueMax = 25.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end ProtectionShot6 : struct.begin {refkey=[0]} SID = ProtectionShot6 Text = ProtectionShot6 Type = EEffectType::ProtectionStrike ValueMin = 30.0% ValueMax = 30.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end ProtectionShot7 : struct.begin {refkey=[0]} SID = ProtectionShot7 Text = ProtectionShot7 Type = EEffectType::ProtectionStrike ValueMin = 35.0% ValueMax = 35.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end ProtectionShot8 : struct.begin {refkey=[0]} SID = ProtectionShot8 Text = ProtectionShot8 Type = EEffectType::ProtectionStrike ValueMin = 40.0% ValueMax = 40.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end ProtectionShot9 : struct.begin {refkey=[0]} SID = ProtectionShot9 Text = ProtectionShot9 Type = EEffectType::ProtectionStrike ValueMin = 45.0% ValueMax = 45.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end ProtectionChemicalBurn1 : struct.begin {refkey=[0]} SID = ProtectionChemicalBurn1 Text = ProtectionChemicalBurn1 Type = EEffectType::ProtectionChemical ValueMin = 5.0% ValueMax = 5.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end ProtectionChemicalBurn2 : struct.begin {refkey=[0]} SID = ProtectionChemicalBurn2 Text = ProtectionChemicalBurn2 Type = EEffectType::ProtectionChemical ValueMin = 10.0% ValueMax = 10.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end ProtectionChemicalBurn3 : struct.begin {refkey=[0]} SID = ProtectionChemicalBurn3 Text = ProtectionChemicalBurn3 Type = EEffectType::ProtectionChemical ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end ProtectionChemicalBurn4 : struct.begin {refkey=[0]} SID = ProtectionChemicalBurn4 Text = ProtectionChemicalBurn4 Type = EEffectType::ProtectionChemical ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end ProtectionChemicalBurn5 : struct.begin {refkey=[0]} SID = ProtectionChemicalBurn5 Text = ProtectionChemicalBurn5 Type = EEffectType::ProtectionChemical bIsPermanent = true Positive = EBeneficial::Positive struct.end ProtectionChemicalBurn6 : struct.begin {refkey=[0]} SID = ProtectionChemicalBurn6 Text = ProtectionChemicalBurn6 Type = EEffectType::ProtectionChemical ValueMin = 30.0% ValueMax = 30.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end ProtectionChemicalBurn7 : struct.begin {refkey=[0]} SID = ProtectionChemicalBurn7 Text = ProtectionChemicalBurn7 Type = EEffectType::ProtectionChemical ValueMin = 35.0% ValueMax = 35.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end ProtectionChemicalBurn8 : struct.begin {refkey=[0]} SID = ProtectionChemicalBurn8 Text = ProtectionChemicalBurn8 Type = EEffectType::ProtectionChemical ValueMin = 40.0% ValueMax = 40.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end ProtectionChemicalBurn9 : struct.begin {refkey=[0]} SID = ProtectionChemicalBurn9 Text = ProtectionChemicalBurn9 Type = EEffectType::ProtectionChemical ValueMin = 45.0% ValueMax = 45.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end ProtectionRadiation1 : struct.begin {refkey=[0]} SID = ProtectionRadiation1 Text = ProtectionRadiation1 Type = EEffectType::ProtectionRadiation ValueMin = 5.0% ValueMax = 5.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end ProtectionRadiation2 : struct.begin {refkey=[0]} SID = ProtectionRadiation2 Text = ProtectionRadiation2 Type = EEffectType::ProtectionRadiation ValueMin = 10.0% ValueMax = 10.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end ProtectionRadiation3 : struct.begin {refkey=[0]} SID = ProtectionRadiation3 Text = ProtectionRadiation3 Type = EEffectType::ProtectionRadiation ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end ProtectionRadiation4 : struct.begin {refkey=[0]} SID = ProtectionRadiation4 Text = ProtectionRadiation4 Type = EEffectType::ProtectionRadiation ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end ProtectionRadiation5 : struct.begin {refkey=[0]} SID = ProtectionRadiation5 Text = ProtectionRadiation5 Type = EEffectType::ProtectionRadiation ValueMin = 25.0% ValueMax = 25.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end ProtectionRadiation6 : struct.begin {refkey=[0]} SID = ProtectionRadiation6 Text = ProtectionRadiation6 Type = EEffectType::ProtectionRadiation ValueMin = 30.0% ValueMax = 30.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end ProtectionRadiation7 : struct.begin {refkey=[0]} SID = ProtectionRadiation7 Text = ProtectionRadiation7 Type = EEffectType::ProtectionRadiation ValueMin = 35.0% ValueMax = 35.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end ProtectionRadiation8 : struct.begin {refkey=[0]} SID = ProtectionRadiation8 Text = ProtectionRadiation8 Type = EEffectType::ProtectionRadiation ValueMin = 40.0% ValueMax = 40.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end ProtectionRadiation9 : struct.begin {refkey=[0]} SID = ProtectionRadiation9 Text = ProtectionRadiation9 Type = EEffectType::ProtectionRadiation ValueMin = 45.0% ValueMax = 45.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end IncreaseRegenStamina1 : struct.begin {refkey=[0]} SID = IncreaseRegenStamina1 Text = IncreaseRegenStamina1 LocalizationSID = restore_stamina Type = EEffectType::RegenStamina ValueMin = 5.0% ValueMax = 5.0% Positive = EBeneficial::Positive bIsPermanent = true ShouldPauseByDialog = false struct.end IncreaseRegenStamina2 : struct.begin {refkey=[0]} SID = IncreaseRegenStamina2 Text = IncreaseRegenStamina2 LocalizationSID = restore_stamina Type = EEffectType::RegenStamina ValueMin = 10.0% ValueMax = 10.0% Positive = EBeneficial::Positive bIsPermanent = true ShouldPauseByDialog = false struct.end IncreaseRegenStamina3 : struct.begin {refkey=[0]} SID = IncreaseRegenStamina3 Text = IncreaseRegenStamina3 LocalizationSID = restore_stamina Type = EEffectType::RegenStamina ValueMin = 15.0% ValueMax = 15.0% Positive = EBeneficial::Positive bIsPermanent = true ShouldPauseByDialog = false struct.end IncreaseRegenStamina4 : struct.begin {refkey=[0]} SID = IncreaseRegenStamina4 Text = IncreaseRegenStamina4 LocalizationSID = restore_stamina Type = EEffectType::RegenStamina ValueMin = 20.0% ValueMax = 20.0% Positive = EBeneficial::Positive bIsPermanent = true ShouldPauseByDialog = false struct.end IncreaseRegenStamina5 : struct.begin {refkey=[0]} SID = IncreaseRegenStamina5 Text = IncreaseRegenStamina5 LocalizationSID = restore_stamina Type = EEffectType::RegenStamina ValueMin = 25.0% ValueMax = 25.0% Positive = EBeneficial::Positive bIsPermanent = true ShouldPauseByDialog = false struct.end IncreaseRegenStamina6 : struct.begin {refkey=[0]} SID = IncreaseRegenStamina6 Text = IncreaseRegenStamina6 LocalizationSID = restore_stamina Type = EEffectType::RegenStamina ValueMin = 30.0% ValueMax = 30.0% Positive = EBeneficial::Positive bIsPermanent = true ShouldPauseByDialog = false struct.end IncreaseRegenStamina7 : struct.begin {refkey=[0]} SID = IncreaseRegenStamina7 Text = IncreaseRegenStamina7 LocalizationSID = restore_stamina Type = EEffectType::RegenStamina ValueMin = 35.0% ValueMax = 35.0% Positive = EBeneficial::Positive bIsPermanent = true ShouldPauseByDialog = false struct.end IncreaseRegenStamina8 : struct.begin {refkey=[0]} SID = IncreaseRegenStamina8 Text = IncreaseRegenStamina8 LocalizationSID = restore_stamina Type = EEffectType::RegenStamina ValueMin = 40.0% ValueMax = 40.0% Positive = EBeneficial::Positive bIsPermanent = true ShouldPauseByDialog = false struct.end IncreaseRegenStamina9 : struct.begin {refkey=[0]} SID = IncreaseRegenStamina9 Text = IncreaseRegenStamina9 LocalizationSID = restore_stamina Type = EEffectType::RegenStamina ValueMin = 45.0% ValueMax = 45.0% Positive = EBeneficial::Positive bIsPermanent = true ShouldPauseByDialog = false struct.end DegenBleeding1 : struct.begin {refkey=[0]} SID = DegenBleeding1 Text = Degen Bleeding1 LocalizationSID = decrease_bleeding Type = EEffectType::DegenBleeding ValueMin = 5.0% ValueMax = 5.0% Positive = EBeneficial::Positive bIsPermanent = true struct.end DegenBleeding2 : struct.begin {refkey=[0]} SID = DegenBleeding2 Text = Degen Bleeding2 LocalizationSID = decrease_bleeding Type = EEffectType::DegenBleeding ValueMin = 10.0% ValueMax = 10.0% Positive = EBeneficial::Positive bIsPermanent = true struct.end DegenBleeding3 : struct.begin {refkey=[0]} SID = DegenBleeding3 Text = Degen Bleeding3 LocalizationSID = decrease_bleeding Type = EEffectType::DegenBleeding ValueMin = 15.0% ValueMax = 15.0% Positive = EBeneficial::Positive bIsPermanent = true struct.end DegenBleeding4 : struct.begin {refkey=[0]} SID = DegenBleeding4 Text = Degen Bleeding4 LocalizationSID = decrease_bleeding Type = EEffectType::DegenBleeding ValueMin = 20.0% ValueMax = 20.0% Positive = EBeneficial::Positive bIsPermanent = true struct.end DegenBleeding5 : struct.begin {refkey=[0]} SID = DegenBleeding5 Text = Degen Bleeding5 LocalizationSID = decrease_bleeding Type = EEffectType::DegenBleeding ValueMin = 25.0% ValueMax = 25.0% Positive = EBeneficial::Positive bIsPermanent = true struct.end DegenBleeding6 : struct.begin {refkey=[0]} SID = DegenBleeding6 Text = Degen Bleeding6 LocalizationSID = decrease_bleeding Type = EEffectType::DegenBleeding ValueMin = 30.0% ValueMax = 30.0% Positive = EBeneficial::Positive bIsPermanent = true struct.end DegenBleeding7 : struct.begin {refkey=[0]} SID = DegenBleeding7 Text = Degen Bleeding7 LocalizationSID = decrease_bleeding Type = EEffectType::DegenBleeding ValueMin = 35.0% ValueMax = 35.0% Positive = EBeneficial::Positive bIsPermanent = true struct.end DegenBleeding8 : struct.begin {refkey=[0]} SID = DegenBleeding8 Text = Degen Bleeding8 LocalizationSID = decrease_bleeding Type = EEffectType::DegenBleeding ValueMin = 40.0% ValueMax = 40.0% Positive = EBeneficial::Positive bIsPermanent = true struct.end DegenBleeding9 : struct.begin {refkey=[0]} SID = DegenBleeding9 Text = Degen Bleeding9 LocalizationSID = decrease_bleeding Type = EEffectType::DegenBleeding ValueMin = 45.0% ValueMax = 45.0% Positive = EBeneficial::Positive bIsPermanent = true struct.end DegenBleeding10 : struct.begin {refkey=[0]} SID = DegenBleeding10 Text = Degen Bleeding10 LocalizationSID = decrease_bleeding Type = EEffectType::DegenBleeding ValueMin = 1000.0% ValueMax = 1000.0% Positive = EBeneficial::Positive bIsPermanent = true struct.end AdditionalInventoryWeight1 : struct.begin {refkey=[0]} SID = AdditionalInventoryWeight1 Text = AdditionalInventoryWeight1 Type = EEffectType::AdditionalInventoryWeight LocalizationSID = increase_max_inventory_weight ValueMin = 5.0% ValueMax = 5.0% Positive = EBeneficial::Positive bIsPermanent = true struct.end AdditionalInventoryWeight2 : struct.begin {refkey=[0]} SID = AdditionalInventoryWeight2 Text = AdditionalInventoryWeight2 Type = EEffectType::AdditionalInventoryWeight LocalizationSID = increase_max_inventory_weight ValueMin = 10.0% ValueMax = 10.0% Positive = EBeneficial::Positive bIsPermanent = true struct.end AdditionalInventoryWeight3 : struct.begin {refkey=[0]} SID = AdditionalInventoryWeight3 Text = AdditionalInventoryWeight3 Type = EEffectType::AdditionalInventoryWeight LocalizationSID = increase_max_inventory_weight ValueMin = 15.0% ValueMax = 15.0% Positive = EBeneficial::Positive bIsPermanent = true struct.end AdditionalInventoryWeight4 : struct.begin {refkey=[0]} SID = AdditionalInventoryWeight4 Text = AdditionalInventoryWeight4 Type = EEffectType::AdditionalInventoryWeight LocalizationSID = increase_max_inventory_weight ValueMin = 20.0% ValueMax = 20.0% Positive = EBeneficial::Positive bIsPermanent = true struct.end AdditionalInventoryWeight5 : struct.begin {refkey=[0]} SID = AdditionalInventoryWeight5 Text = AdditionalInventoryWeight5 Type = EEffectType::AdditionalInventoryWeight LocalizationSID = increase_max_inventory_weight ValueMin = 25.0% ValueMax = 25.0% Positive = EBeneficial::Positive bIsPermanent = true struct.end AdditionalInventoryWeight6 : struct.begin {refkey=[0]} SID = AdditionalInventoryWeight6 Text = AdditionalInventoryWeight6 Type = EEffectType::AdditionalInventoryWeight LocalizationSID = increase_max_inventory_weight ValueMin = 30.0% ValueMax = 30.0% Positive = EBeneficial::Positive bIsPermanent = true struct.end AdditionalInventoryWeight7 : struct.begin {refkey=[0]} SID = AdditionalInventoryWeight7 Text = AdditionalInventoryWeight7 Type = EEffectType::AdditionalInventoryWeight LocalizationSID = increase_max_inventory_weight ValueMin = 35.0% ValueMax = 35.0% Positive = EBeneficial::Positive bIsPermanent = true struct.end AdditionalInventoryWeight8 : struct.begin {refkey=[0]} SID = AdditionalInventoryWeight8 Text = AdditionalInventoryWeight8 Type = EEffectType::AdditionalInventoryWeight LocalizationSID = increase_max_inventory_weight ValueMin = 40.0% ValueMax = 40.0% Positive = EBeneficial::Positive bIsPermanent = true struct.end AdditionalInventoryWeight9 : struct.begin {refkey=[0]} SID = AdditionalInventoryWeight9 Text = AdditionalInventoryWeight9 Type = EEffectType::AdditionalInventoryWeight LocalizationSID = increase_max_inventory_weight ValueMin = 45.0% ValueMax = 45.0% Positive = EBeneficial::Positive bIsPermanent = true struct.end AddRadiation1 : struct.begin {refkey=[0]} SID = AddRadiation1 Text = Degen Radiation Type = EEffectType::DegenRadiation ValueMin = -5 ValueMax = -5 bIsPermanent = true struct.end AddRadiation2 : struct.begin {refkey=[0]} SID = AddRadiation2 Text = Degen Radiation Type = EEffectType::DegenRadiation ValueMin = -10 ValueMax = -10 bIsPermanent = true struct.end AddRadiation3 : struct.begin {refkey=[0]} SID = AddRadiation3 Text = Degen Radiation Type = EEffectType::DegenRadiation ValueMin = -15 ValueMax = -15 bIsPermanent = true struct.end AddRadiation4 : struct.begin {refkey=[0]} SID = AddRadiation4 Text = Degen Radiation Type = EEffectType::DegenRadiation ValueMin = -20 ValueMax = -20 bIsPermanent = true struct.end AddRadiation5 : struct.begin {refkey=[0]} SID = AddRadiation5 Text = Degen Radiation Type = EEffectType::DegenRadiation ValueMin = -25 ValueMax = -25 bIsPermanent = true struct.end AddRadiation6 : struct.begin {refkey=[0]} SID = AddRadiation6 Text = Degen Radiation Type = EEffectType::DegenRadiation ValueMin = -30 ValueMax = -30 bIsPermanent = true struct.end AddRadiation7 : struct.begin {refkey=[0]} SID = AddRadiation7 Text = Degen Radiation Type = EEffectType::DegenRadiation ValueMin = -35 ValueMax = -35 bIsPermanent = true struct.end AddRadiation8 : struct.begin {refkey=[0]} SID = AddRadiation8 Text = Degen Radiation Type = EEffectType::DegenRadiation ValueMin = -40 ValueMax = -40 bIsPermanent = true struct.end AddRadiation9 : struct.begin {refkey=[0]} SID = AddRadiation9 Text = Degen Radiation Type = EEffectType::DegenRadiation ValueMin = -45 ValueMax = -45 bIsPermanent = true struct.end DegenRadiation1 : struct.begin {refkey=[0]} SID = DegenRadiation1 Text = Degen Radiation Type = EEffectType::DegenRadiation ValueMin = 15 ValueMax = 15 bIsPermanent = true struct.end DegenRadiation2 : struct.begin {refkey=[0]} SID = DegenRadiation2 Text = Degen Radiation Type = EEffectType::DegenRadiation ValueMin = 10 ValueMax = 10 bIsPermanent = true struct.end DegenRadiation3 : struct.begin {refkey=[0]} SID = DegenRadiation3 Text = Degen Radiation Type = EEffectType::DegenRadiation ValueMin = 15 ValueMax = 15 bIsPermanent = true struct.end DegenRadiation4 : struct.begin {refkey=[0]} SID = DegenRadiation4 Text = Degen Radiation Type = EEffectType::DegenRadiation ValueMin = 20 ValueMax = 20 bIsPermanent = true struct.end DegenRadiation5 : struct.begin {refkey=[0]} SID = DegenRadiation5 Text = Degen Radiation Type = EEffectType::DegenRadiation ValueMin = 25 ValueMax = 25 bIsPermanent = true struct.end DegenRadiation6 : struct.begin {refkey=[0]} SID = DegenRadiation6 Text = Degen Radiation Type = EEffectType::DegenRadiation ValueMin = 30 ValueMax = 30 bIsPermanent = true struct.end DegenRadiation7 : struct.begin {refkey=[0]} SID = DegenRadiation7 Text = Degen Radiation Type = EEffectType::DegenRadiation ValueMin = 35 ValueMax = 35 bIsPermanent = true struct.end DegenRadiation8 : struct.begin {refkey=[0]} SID = DegenRadiation8 Text = Degen Radiation Type = EEffectType::DegenRadiation ValueMin = 40 ValueMax = 40 bIsPermanent = true struct.end DegenRadiation9 : struct.begin {refkey=[0]} SID = DegenRadiation9 Text = Degen Radiation Type = EEffectType::DegenRadiation ValueMin = 45 ValueMax = 45 bIsPermanent = true struct.end DamageAccuracy1 : struct.begin {refkey=[0]} SID = DamageAccuracy1 Text = Damage Accuracy Duration = 5 Type = EEffectType::Accuracy ValueMin = -30.0% ValueMax = -30.0% struct.end DamageVelocity1 : struct.begin {refkey=[0]} SID = DamageVelocity1 Text = Damage Velocity Duration = 5 Type = EEffectType::VelocityDamage ValueMin = -190.0% ValueMax = -190.0% MinSpeed = 190.0 MaxSpeed = 820.0 Positive = EBeneficial::Negative DamageType = EDamageType::Strike ShouldIgnoreArmor = false ArmorPiercing = 0.f struct.end AmmoPerShot1 : struct.begin {refkey=[0]} SID = AmmoPerShot1 Text = Two Muzzels Shot Type = EEffectType::AmmoPerShot ValueMin = 1 // additional to default ValueMax = 1 struct.end AccuracyUp5Effect : struct.begin {refkey=[0]} SID = AccuracyUp5Effect Text = Increase Accuracy Type = EEffectType::Accuracy ValueMin = 5.0% ValueMax = 5.0% Positive = EBeneficial::Positive bIsPermanent = true struct.end AccuracyUp10Effect : struct.begin {refkey=[0]} SID = AccuracyUp10Effect Text = Increase Accuracy Type = EEffectType::Accuracy ValueMin = 10.0% ValueMax = 10.0% Positive = EBeneficial::Positive bIsPermanent = true struct.end AccuracyUp15Effect : struct.begin {refkey=[0]} SID = AccuracyUp15Effect Text = Increase Accuracy Type = EEffectType::Accuracy ValueMin = 15.0% ValueMax = 15.0% Positive = EBeneficial::Positive bIsPermanent = true struct.end AccuracyUp20Effect : struct.begin {refkey=[0]} SID = AccuracyUp20Effect Text = Increase Accuracy Type = EEffectType::Accuracy ValueMin = 20.0% ValueMax = 20.0% Positive = EBeneficial::Positive bIsPermanent = true struct.end AccuracyUp25Effect : struct.begin {refkey=[0]} SID = AccuracyUp25Effect Text = Increase Accuracy Type = EEffectType::Accuracy ValueMin = 25.0% ValueMax = 25.0% Positive = EBeneficial::Positive bIsPermanent = true struct.end AccuracyUp30Effect : struct.begin {refkey=[0]} SID = AccuracyUp30Effect Text = Increase Accuracy Type = EEffectType::Accuracy ValueMin = 30.0% ValueMax = 30.0% Positive = EBeneficial::Positive bIsPermanent = true struct.end ComfortUp5Effect : struct.begin {refkey=[0]} SID = ComfortUp5Effect Text = Increase Comfort Type = EEffectType::Comfort ValueMin = 5.0% ValueMax = 5.0% Positive = EBeneficial::Positive bIsPermanent = true struct.end ComfortUp10Effect : struct.begin {refkey=[0]} SID = ComfortUp10Effect Text = Increase Comfort Type = EEffectType::Comfort ValueMin = 10.0% ValueMax = 10.0% Positive = EBeneficial::Positive bIsPermanent = true struct.end ComfortUp15Effect : struct.begin {refkey=[0]} SID = ComfortUp15Effect Text = Increase Comfort Type = EEffectType::Comfort ValueMin = 15.0% ValueMax = 15.0% Positive = EBeneficial::Positive bIsPermanent = true struct.end ComfortUp20Effect : struct.begin {refkey=[0]} SID = ComfortUp20Effect Text = Increase Comfort Type = EEffectType::Comfort ValueMin = 20.0% ValueMax = 20.0% Positive = EBeneficial::Positive bIsPermanent = true struct.end ComfortUp25Effect : struct.begin {refkey=[0]} SID = ComfortUp25Effect Text = Increase Comfort Type = EEffectType::Comfort ValueMin = 25.0% ValueMax = 25.0% Positive = EBeneficial::Positive bIsPermanent = true struct.end ComfortUp30Effect : struct.begin {refkey=[0]} SID = ComfortUp30Effect Text = Increase Comfort Type = EEffectType::Comfort ValueMin = 30.0% ValueMax = 30.0% Positive = EBeneficial::Positive bIsPermanent = true struct.end DurabilityUp5Effect : struct.begin {refkey=[0]} SID = DurabilityUp5Effect Text = Increase Durability Type = EEffectType::MaxDurability ValueMin = 5.0% ValueMax = 5.0% Positive = EBeneficial::Positive bIsPermanent = true struct.end DurabilityUp10Effect : struct.begin {refkey=[0]} SID = DurabilityUp10Effect Text = Increase Durability Type = EEffectType::MaxDurability ValueMin = 10.0% ValueMax = 10.0% Positive = EBeneficial::Positive bIsPermanent = true struct.end DurabilityUp15Effect : struct.begin {refkey=[0]} SID = DurabilityUp15Effect Text = Increase Durability Type = EEffectType::MaxDurability ValueMin = 15.0% ValueMax = 15.0% Positive = EBeneficial::Positive bIsPermanent = true struct.end DurabilityUp20Effect : struct.begin {refkey=[0]} SID = DurabilityUp20Effect Text = Increase Durability Type = EEffectType::MaxDurability ValueMin = 20.0% ValueMax = 20.0% Positive = EBeneficial::Positive bIsPermanent = true struct.end DurabilityUp25Effect : struct.begin {refkey=[0]} SID = DurabilityUp25Effect Text = Increase Durability Type = EEffectType::MaxDurability ValueMin = 25.0% ValueMax = 25.0% Positive = EBeneficial::Positive bIsPermanent = true struct.end DurabilityUp30Effect : struct.begin {refkey=[0]} SID = DurabilityUp30Effect Text = Increase Durability Type = EEffectType::MaxDurability ValueMin = 30.0% ValueMax = 30.0% Positive = EBeneficial::Positive bIsPermanent = true struct.end FireRateUp5Effect : struct.begin {refkey=[0]} SID = FireRateUp5Effect Text = Increase FireRate Type = EEffectType::FireInterval ValueMin = 5.0% ValueMax = 5.0% Positive = EBeneficial::Positive bIsPermanent = true struct.end FireRateUp10Effect : struct.begin {refkey=[0]} SID = FireRateUp10Effect Text = Increase FireRate Type = EEffectType::FireInterval ValueMin = 10.0% ValueMax = 10.0% Positive = EBeneficial::Positive bIsPermanent = true struct.end FireRateUp15Effect : struct.begin {refkey=[0]} SID = FireRateUp15Effect Text = Increase FireRate Type = EEffectType::FireInterval ValueMin = 15.0% ValueMax = 15.0% Positive = EBeneficial::Positive bIsPermanent = true struct.end FireRateUp20Effect : struct.begin {refkey=[0]} SID = FireRateUp20Effect Text = Increase FireRate Type = EEffectType::FireInterval ValueMin = 20.0% ValueMax = 20.0% Positive = EBeneficial::Positive bIsPermanent = true struct.end FireRateUp25Effect : struct.begin {refkey=[0]} SID = FireRateUp25Effect Text = Increase FireRate Type = EEffectType::FireInterval ValueMin = 25.0% ValueMax = 25.0% Positive = EBeneficial::Positive bIsPermanent = true struct.end FireRateUp30Effect : struct.begin {refkey=[0]} SID = FireRateUp30Effect Text = Increase FireRate Type = EEffectType::FireInterval ValueMin = 30.0% ValueMax = 30.0% Positive = EBeneficial::Positive bIsPermanent = true struct.end WeightDown5Effect : struct.begin {refkey=[0]} SID = WeightDown5Effect Text = Decrease Weight Type = EEffectType::WeaponItemWeight ValueMin = -5.0% ValueMax = -5.0% Positive = EBeneficial::Positive bIsPermanent = true struct.end WeightDown10Effect : struct.begin {refkey=[0]} SID = WeightDown10Effect Text = Decrease Weight Type = EEffectType::WeaponItemWeight ValueMin = -10.0% ValueMax = -10.0% Positive = EBeneficial::Positive bIsPermanent = true struct.end WeightDown15Effect : struct.begin {refkey=[0]} SID = WeightDown15Effect Text = Decrease Weight Type = EEffectType::WeaponItemWeight ValueMin = -15.0% ValueMax = -15.0% Positive = EBeneficial::Positive bIsPermanent = true struct.end WeightDown20Effect : struct.begin {refkey=[0]} SID = WeightDown20Effect Text = Decrease Weight Type = EEffectType::WeaponItemWeight ValueMin = -20.0% ValueMax = -20.0% Positive = EBeneficial::Positive bIsPermanent = true struct.end WeightDown25Effect : struct.begin {refkey=[0]} SID = WeightDown25Effect Text = Decrease Weight Type = EEffectType::WeaponItemWeight ValueMin = -25.0% ValueMax = -25.0% Positive = EBeneficial::Positive bIsPermanent = true struct.end WeightDown30Effect : struct.begin {refkey=[0]} SID = WeightDown30Effect Text = Decrease Weight Type = EEffectType::WeaponItemWeight ValueMin = -30.0% ValueMax = -30.0% Positive = EBeneficial::Positive bIsPermanent = true struct.end RecoilDown5Effect : struct.begin {refkey=[0]} SID = RecoilDown5Effect Text = Decrease Recoil Type = EEffectType::Recoil ValueMin = -5.0% ValueMax = -5.0% Positive = EBeneficial::Positive bIsPermanent = true struct.end RecoilDown10Effect : struct.begin {refkey=[0]} SID = RecoilDown10Effect Text = Decrease Recoil Type = EEffectType::Recoil ValueMin = -10.0% ValueMax = -10.0% Positive = EBeneficial::Positive bIsPermanent = true struct.end RecoilDown15Effect : struct.begin {refkey=[0]} SID = RecoilDown15Effect Text = Decrease Recoil Type = EEffectType::Recoil ValueMin = -15.0% ValueMax = -15.0% Positive = EBeneficial::Positive bIsPermanent = true struct.end RecoilDown20Effect : struct.begin {refkey=[0]} SID = RecoilDown20Effect Text = Decrease Recoil Type = EEffectType::Recoil ValueMin = -20.0% ValueMax = -20.0% Positive = EBeneficial::Positive bIsPermanent = true struct.end RecoilDown25Effect : struct.begin {refkey=[0]} SID = RecoilDown25Effect Text = Decrease Recoil Type = EEffectType::Recoil ValueMin = -25.0% ValueMax = -25.0% Positive = EBeneficial::Positive bIsPermanent = true struct.end RecoilDown30Effect : struct.begin {refkey=[0]} SID = RecoilDown30Effect Text = Decrease Recoil Type = EEffectType::Recoil ValueMin = -30.0% ValueMax = -30.0% Positive = EBeneficial::Positive bIsPermanent = true struct.end FlatnessUp5Effect : struct.begin {refkey=[0]} SID = FlatnessUp5Effect Text = Increase Flatness Type = EEffectType::EffectiveFireDistance ValueMin = 5.0% ValueMax = 5.0% Positive = EBeneficial::Positive bIsPermanent = true struct.end FlatnessUp10Effect : struct.begin {refkey=[0]} SID = FlatnessUp10Effect Text = Increase Flatness Type = EEffectType::EffectiveFireDistance ValueMin = 10.0% ValueMax = 10.0% Positive = EBeneficial::Positive bIsPermanent = true struct.end FlatnessUp15Effect : struct.begin {refkey=[0]} SID = FlatnessUp15Effect Text = Increase Flatness Type = EEffectType::EffectiveFireDistance ValueMin = 15.0% ValueMax = 15.0% Positive = EBeneficial::Positive bIsPermanent = true struct.end FlatnessUp20Effect : struct.begin {refkey=[0]} SID = FlatnessUp20Effect Text = Increase Flatness Type = EEffectType::EffectiveFireDistance ValueMin = 20.0% ValueMax = 20.0% Positive = EBeneficial::Positive bIsPermanent = true struct.end FlatnessUp25Effect : struct.begin {refkey=[0]} SID = FlatnessUp25Effect Text = Increase Flatness Type = EEffectType::EffectiveFireDistance ValueMin = 25.0% ValueMax = 25.0% Positive = EBeneficial::Positive bIsPermanent = true struct.end FlatnessUp30Effect : struct.begin {refkey=[0]} SID = FlatnessUp30Effect Text = Increase Flatness Type = EEffectType::EffectiveFireDistance ValueMin = 30.0% ValueMax = 30.0% Positive = EBeneficial::Positive bIsPermanent = true struct.end ChangeCaliber918Effect : struct.begin {refkey=[0]} SID = ChangeCaliber918Effect Text = Change Caliber to 9,18 Type = EEffectType::ChangeCaliber bIsPermanent = true Caliber = EAmmoCaliber::A918 struct.end ChangeCaliber919Effect : struct.begin {refkey=[0]} SID = ChangeCaliber919Effect Text = Change Caliber to 9,19 Type = EEffectType::ChangeCaliber bIsPermanent = true Caliber = EAmmoCaliber::A919 struct.end GunPM_BigMagEffect : struct.begin {refkey=[0]} SID = GunPM_BigMagEffect Text = GunPM_BigMagEffect Type = EEffectType::AddAttachment AttachmentItemPrototypeSID = bIsPermanent = true Positive = EBeneficial::Positive struct.end GunAPB_BigMagEffect : struct.begin {refkey=[0]} SID = GunAPB_BigMagEffect Text = GunAPB_BigMagEffect Type = EEffectType::AddAttachment AttachmentItemPrototypeSID = bIsPermanent = true Positive = EBeneficial::Positive struct.end GunAKU_FastMagEffect : struct.begin {refkey=[0]} SID = GunAKU_FastMagEffect Text = Fast Magazine Type = EEffectType::AddAttachment AttachmentItemPrototypeSID = bIsPermanent = true Positive = EBeneficial::Positive struct.end GunAK74_BigMagEffect : struct.begin {refkey=[0]} SID = GunAK74_BigMagEffect Text = GunAK74_BigMagEffect Type = EEffectType::AddAttachment AttachmentItemPrototypeSID = bIsPermanent = true Positive = EBeneficial::Positive struct.end GunAK74_FastMagEffect : struct.begin {refkey=[0]} SID = GunAK74_FastMagEffect Text = GunAK74_FastMagEffect Type = EEffectType::AddAttachment AttachmentItemPrototypeSID = bIsPermanent = true Positive = EBeneficial::Positive struct.end GunM16_BigMagEffect : struct.begin {refkey=[0]} SID = GunM16_BigMagEffect Text = GunM16_BigMagEffect Type = EEffectType::AddAttachment AttachmentItemPrototypeSID = bIsPermanent = true Positive = EBeneficial::Positive struct.end GunRPD_BigMagEffect : struct.begin {refkey=[0]} SID = GunRPD_BigMagEffect Text = GunRPD_BigMagEffect Type = EEffectType::AddAttachment AttachmentItemPrototypeSID = bIsPermanent = true Positive = EBeneficial::Positive struct.end GunRPD_HugeMagEffect : struct.begin {refkey=[0]} SID = GunRPD_HugeMagEffect Text = GunRPD_HugeMagEffect Type = EEffectType::AddAttachment AttachmentItemPrototypeSID = bIsPermanent = true Positive = EBeneficial::Positive struct.end GunGauss_BigMagEffect : struct.begin {refkey=[0]} SID = GunGauss_BigMagEffect Text = GunGauss_BigMagEffect Type = EEffectType::AddAttachment AttachmentItemPrototypeSID = bIsPermanent = true Positive = EBeneficial::Positive struct.end LightRU1Effect : struct.begin {refkey=[0]} SID = LightRU1Effect Text = LightRU1Effect Type = EEffectType::AddAttachment AttachmentItemPrototypeSID = RU_Light_1 bIsPermanent = true Positive = EBeneficial::Positive struct.end LightEN1Effect : struct.begin {refkey=[0]} SID = LightEN1Effect Text = LightEN1Effect Type = EEffectType::AddAttachment AttachmentItemPrototypeSID = EN_Light_1 bIsPermanent = true Positive = EBeneficial::Positive struct.end LaserRU1Effect : struct.begin {refkey=[0]} SID = LaserRU1Effect Text = LaserRU1Effect Type = EEffectType::AddAttachment AttachmentItemPrototypeSID = RU_Laser_1 bIsPermanent = true Positive = EBeneficial::Positive struct.end LaserEN1Effect : struct.begin {refkey=[0]} SID = LaserEN1Effect Text = LaserEN1Effect Type = EEffectType::AddAttachment AttachmentItemPrototypeSID = EN_Laser_1 bIsPermanent = true Positive = EBeneficial::Positive struct.end GripRU1Effect : struct.begin {refkey=[0]} SID = GripRU1Effect Text = GripRU1Effect Type = EEffectType::AddAttachment AttachmentItemPrototypeSID = RU_Grip_1 bIsPermanent = true Positive = EBeneficial::Positive struct.end GripEN1Effect : struct.begin {refkey=[0]} SID = GripEN1Effect Text = GripEN1Effect Type = EEffectType::AddAttachment AttachmentItemPrototypeSID = EN_Grip_1 bIsPermanent = true Positive = EBeneficial::Positive struct.end SinMuzRU1Effect : struct.begin {refkey=[0]} SID = SinMuzRU1Effect Text = SinMuzRU1Effect Type = EEffectType::AddAttachment AttachmentItemPrototypeSID = RU_SinMuz_1 bIsPermanent = true Positive = EBeneficial::Positive struct.end SinMuzRU2Effect : struct.begin {refkey=[0]} SID = SinMuzRU2Effect Text = SinMuzRU2Effect Type = EEffectType::AddAttachment AttachmentItemPrototypeSID = RU_SinMuz_2 bIsPermanent = true Positive = EBeneficial::Positive struct.end SinMuzRU3Effect : struct.begin {refkey=[0]} SID = SinMuzRU3Effect Text = SinMuzRU3Effect Type = EEffectType::AddAttachment AttachmentItemPrototypeSID = RU_SinMuz_3 bIsPermanent = true Positive = EBeneficial::Positive struct.end SinMuzRU4Effect : struct.begin {refkey=[0]} SID = SinMuzRU4Effect Text = SinMuzRU4Effect Type = EEffectType::AddAttachment AttachmentItemPrototypeSID = RU_SinMuz_4 bIsPermanent = true Positive = EBeneficial::Positive struct.end SinMuzRU5Effect : struct.begin {refkey=[0]} SID = SinMuzRU5Effect Text = SinMuzRU5Effect Type = EEffectType::AddAttachment AttachmentItemPrototypeSID = RU_SinMuz_5 bIsPermanent = true Positive = EBeneficial::Positive struct.end SinMuzEN1Effect : struct.begin {refkey=[0]} SID = SinMuzEN1Effect Text = SinMuzEN1Effect Type = EEffectType::AddAttachment AttachmentItemPrototypeSID = EN_SinMuz_1 bIsPermanent = true Positive = EBeneficial::Positive struct.end SinMuzEN2Effect : struct.begin {refkey=[0]} SID = SinMuzEN2Effect Text = SinMuzEN2Effect Type = EEffectType::AddAttachment AttachmentItemPrototypeSID = EN_SinMuz_2 bIsPermanent = true Positive = EBeneficial::Positive struct.end SinMuzEN3Effect : struct.begin {refkey=[0]} SID = SinMuzEN3Effect Text = SinMuzEN3Effect Type = EEffectType::AddAttachment AttachmentItemPrototypeSID = EN_SinMuz_3 bIsPermanent = true Positive = EBeneficial::Positive struct.end SinMuzEN4Effect : struct.begin {refkey=[0]} SID = SinMuzEN4Effect Text = SinMuzEN4Effect Type = EEffectType::AddAttachment AttachmentItemPrototypeSID = EN_SinMuz_4 bIsPermanent = true Positive = EBeneficial::Positive struct.end SinMuzEN5Effect : struct.begin {refkey=[0]} SID = SinMuzEN5Effect Text = SinMuzEN5Effect Type = EEffectType::AddAttachment AttachmentItemPrototypeSID = EN_SinMuz_5 bIsPermanent = true Positive = EBeneficial::Positive struct.end AutMuzRU1Effect : struct.begin {refkey=[0]} SID = AutMuzRU1Effect Text = AutMuzRU1Effect Type = EEffectType::AddAttachment AttachmentItemPrototypeSID = RU_AutMuz_1 bIsPermanent = true Positive = EBeneficial::Positive struct.end AutMuzRU2Effect : struct.begin {refkey=[0]} SID = AutMuzRU2Effect Text = AutMuzRU2Effect Type = EEffectType::AddAttachment AttachmentItemPrototypeSID = RU_AutMuz_2 bIsPermanent = true Positive = EBeneficial::Positive struct.end AutMuzRU3Effect : struct.begin {refkey=[0]} SID = AutMuzRU3Effect Text = AutMuzRU3Effect Type = EEffectType::AddAttachment AttachmentItemPrototypeSID = RU_AutMuz_3 bIsPermanent = true Positive = EBeneficial::Positive struct.end AutMuzEN1Effect : struct.begin {refkey=[0]} SID = AutMuzEN1Effect Text = AutMuzEN1Effect Type = EEffectType::AddAttachment AttachmentItemPrototypeSID = EN_AutMuz_1 bIsPermanent = true Positive = EBeneficial::Positive struct.end AutMuzEN2Effect : struct.begin {refkey=[0]} SID = AutMuzEN2Effect Text = AutMuzEN2Effect Type = EEffectType::AddAttachment AttachmentItemPrototypeSID = EN_AutMuz_2 bIsPermanent = true Positive = EBeneficial::Positive struct.end GLaunchRU1Effect : struct.begin {refkey=[0]} SID = GLaunchRUEffect Text = GLaunchRUEffect Type = EEffectType::OpenSlotForAttachments AttachType = EAttachType::GrenadeLauncher bIsPermanent = true Positive = EBeneficial::Positive struct.end GLaunchEN1Effect : struct.begin {refkey=[0]} SID = GLaunchEN1Effect Text = GLaunchEN1Effect Type = EEffectType::OpenSlotForAttachments AttachType = EAttachType::GrenadeLauncher bIsPermanent = true Positive = EBeneficial::Positive struct.end GLaunchEN2Effect : struct.begin {refkey=[0]} SID = GLaunchEN2Effect Text = GLaunchEN2Effect Type = EEffectType::OpenSlotForAttachments AttachType = EAttachType::GrenadeLauncher bIsPermanent = true Positive = EBeneficial::Positive struct.end BuckLaunchEN1Effect : struct.begin {refkey=[0]} SID = BuckLaunchEN1Effect Text = BuckLaunchEN1Effect Type = EEffectType::OpenSlotForAttachments AttachType = EAttachType::Shotgun bIsPermanent = true Positive = EBeneficial::Positive struct.end ProtectionAbsoluteShock1 : struct.begin {refkey=[0]} SID = ProtectionAbsoluteShock1 Text = ProtectionAbsoluteShock1 Type = EEffectType::ProtectionShock ValueMin = 5.0 ValueMax = 5.0 bIsPermanent = true Positive = EBeneficial::Positive struct.end ProtectionAbsoluteShock2 : struct.begin {refkey=[0]} SID = ProtectionAbsoluteShock2 Text = ProtectionAbsoluteShock2 Type = EEffectType::ProtectionShock ValueMin = 10.0 ValueMax = 10.0 bIsPermanent = true Positive = EBeneficial::Positive struct.end ProtectionAbsoluteShock3 : struct.begin {refkey=[0]} SID = ProtectionAbsoluteShock3 Text = ProtectionAbsoluteShock3 Type = EEffectType::ProtectionShock ValueMin = 15.0 ValueMax = 15.0 bIsPermanent = true Positive = EBeneficial::Positive struct.end ProtectionAbsoluteShock4 : struct.begin {refkey=[0]} SID = ProtectionAbsoluteShock4 Text = ProtectionAbsoluteShock4 Type = EEffectType::ProtectionShock ValueMin = 20.0 ValueMax = 20.0 bIsPermanent = true Positive = EBeneficial::Positive struct.end ProtectionAbsoluteShock5 : struct.begin {refkey=[0]} SID = ProtectionAbsoluteShock5 Text = ProtectionAbsoluteShock5 Type = EEffectType::ProtectionShock ValueMin = 25.0 ValueMax = 25.0 bIsPermanent = true Positive = EBeneficial::Positive struct.end ProtectionAbsoluteShock6 : struct.begin {refkey=[0]} SID = ProtectionAbsoluteShock6 Text = ProtectionAbsoluteShock6 Type = EEffectType::ProtectionShock ValueMin = 30.0 ValueMax = 30.0 bIsPermanent = true Positive = EBeneficial::Positive struct.end ProtectionAbsoluteShock7 : struct.begin {refkey=[0]} SID = ProtectionAbsoluteShock7 Text = ProtectionAbsoluteShock7 Type = EEffectType::ProtectionShock ValueMin = 35.0 ValueMax = 35.0 bIsPermanent = true Positive = EBeneficial::Positive struct.end ProtectionAbsoluteShock8 : struct.begin {refkey=[0]} SID = ProtectionAbsoluteShock8 Text = ProtectionAbsoluteShock8 Type = EEffectType::ProtectionShock ValueMin = 40.0 ValueMax = 40.0 bIsPermanent = true Positive = EBeneficial::Positive struct.end ProtectionAbsoluteShock9 : struct.begin {refkey=[0]} SID = ProtectionAbsoluteShock9 Text = ProtectionAbsoluteShock9 Type = EEffectType::ProtectionShock ValueMin = 45.0 ValueMax = 45.0 bIsPermanent = true Positive = EBeneficial::Positive struct.end ProtectionAbsoluteBurn1 : struct.begin {refkey=[0]} SID = ProtectionAbsoluteBurn1 Text = ProtectionAbsoluteBurn1 Type = EEffectType::ProtectionBurn ValueMin = 5.0 ValueMax = 5.0 bIsPermanent = true Positive = EBeneficial::Positive struct.end ProtectionAbsoluteBurn2 : struct.begin {refkey=[0]} SID = ProtectionAbsoluteBurn2 Text = ProtectionAbsoluteBurn2 Type = EEffectType::ProtectionBurn ValueMin = 10.0 ValueMax = 10.0 bIsPermanent = true Positive = EBeneficial::Positive struct.end ProtectionAbsoluteBurn3 : struct.begin {refkey=[0]} SID = ProtectionAbsoluteBurn3 Text = ProtectionAbsoluteBurn3 Type = EEffectType::ProtectionBurn ValueMin = 15.0 ValueMax = 15.0 bIsPermanent = true Positive = EBeneficial::Positive struct.end ProtectionAbsoluteBurn4 : struct.begin {refkey=[0]} SID = ProtectionAbsoluteBurn4 Text = ProtectionAbsoluteBurn4 Type = EEffectType::ProtectionBurn ValueMin = 20.0 ValueMax = 20.0 bIsPermanent = true Positive = EBeneficial::Positive struct.end ProtectionAbsoluteBurn5 : struct.begin {refkey=[0]} SID = ProtectionAbsoluteBurn5 Text = ProtectionAbsoluteBurn5 Type = EEffectType::ProtectionBurn ValueMin = 25.0 ValueMax = 25.0 bIsPermanent = true Positive = EBeneficial::Positive struct.end ProtectionAbsoluteBurn6 : struct.begin {refkey=[0]} SID = ProtectionAbsoluteBurn6 Text = ProtectionAbsoluteBurn6 Type = EEffectType::ProtectionBurn ValueMin = 30.0 ValueMax = 30.0 bIsPermanent = true Positive = EBeneficial::Positive struct.end ProtectionAbsoluteBurn7 : struct.begin {refkey=[0]} SID = ProtectionAbsoluteBurn7 Text = ProtectionAbsoluteBurn7 Type = EEffectType::ProtectionBurn ValueMin = 35.0 ValueMax = 35.0 bIsPermanent = true Positive = EBeneficial::Positive struct.end ProtectionAbsoluteBurn8 : struct.begin {refkey=[0]} SID = ProtectionAbsoluteBurn8 Text = ProtectionAbsoluteBurn8 Type = EEffectType::ProtectionBurn ValueMin = 40.0 ValueMax = 40.0 bIsPermanent = true Positive = EBeneficial::Positive struct.end ProtectionAbsoluteBurn9 : struct.begin {refkey=[0]} SID = ProtectionAbsoluteBurn9 Text = ProtectionAbsoluteBurn9 Type = EEffectType::ProtectionBurn ValueMin = 45.0 ValueMax = 45.0 bIsPermanent = true Positive = EBeneficial::Positive struct.end ProtectionAbsoluteStrike1 : struct.begin {refkey=[0]} SID = ProtectionAbsoluteStrike1 Text = ProtectionAbsoluteStrike1 Type = EEffectType::ProtectionStrike ValueMin = 5.0 ValueMax = 5.0 bIsPermanent = true Positive = EBeneficial::Positive struct.end ProtectionAbsoluteStrike2 : struct.begin {refkey=[0]} SID = ProtectionAbsoluteStrike2 Text = ProtectionAbsoluteStrike2 Type = EEffectType::ProtectionStrike ValueMin = 10.0 ValueMax = 10.0 bIsPermanent = true Positive = EBeneficial::Positive struct.end ProtectionAbsoluteStrike3 : struct.begin {refkey=[0]} SID = ProtectionAbsoluteStrike3 Text = ProtectionAbsoluteStrike3 Type = EEffectType::ProtectionStrike ValueMin = 15.0 ValueMax = 15.0 bIsPermanent = true Positive = EBeneficial::Positive struct.end ProtectionAbsoluteStrike4 : struct.begin {refkey=[0]} SID = ProtectionAbsoluteStrike4 Text = ProtectionAbsoluteStrike4 Type = EEffectType::ProtectionStrike ValueMin = 20.0 ValueMax = 20.0 bIsPermanent = true Positive = EBeneficial::Positive struct.end ProtectionAbsoluteStrike5 : struct.begin {refkey=[0]} SID = ProtectionAbsoluteStrike5 Text = ProtectionAbsoluteStrike5 Type = EEffectType::ProtectionStrike ValueMin = 25.0 ValueMax = 25.0 bIsPermanent = true Positive = EBeneficial::Positive struct.end ProtectionAbsoluteStrike6 : struct.begin {refkey=[0]} SID = ProtectionAbsoluteStrike6 Text = ProtectionAbsoluteStrike6 Type = EEffectType::ProtectionStrike ValueMin = 30.0 ValueMax = 30.0 bIsPermanent = true Positive = EBeneficial::Positive struct.end ProtectionAbsoluteStrike7 : struct.begin {refkey=[0]} SID = ProtectionAbsoluteStrike7 Text = ProtectionAbsoluteStrike7 Type = EEffectType::ProtectionStrike ValueMin = 35.0 ValueMax = 35.0 bIsPermanent = true Positive = EBeneficial::Positive struct.end ProtectionAbsoluteStrike8 : struct.begin {refkey=[0]} SID = ProtectionAbsoluteStrike8 Text = ProtectionAbsoluteStrike8 Type = EEffectType::ProtectionStrike ValueMin = 40.0 ValueMax = 40.0 bIsPermanent = true Positive = EBeneficial::Positive struct.end ProtectionAbsoluteStrike9 : struct.begin {refkey=[0]} SID = ProtectionAbsoluteStrike9 Text = ProtectionAbsoluteStrike9 Type = EEffectType::ProtectionStrike ValueMin = 45.0 ValueMax = 45.0 bIsPermanent = true Positive = EBeneficial::Positive struct.end ProtectionAbsoluteChemicalBurn1 : struct.begin {refkey=[0]} SID = ProtectionAbsoluteChemicalBurn1 Text = ProtectionAbsoluteChemicalBurn1 LocalizationSID = chemical_defence Type = EEffectType::ProtectionChemical ValueMin = 5.0 ValueMax = 5.0 bIsPermanent = true Positive = EBeneficial::Positive struct.end ProtectionAbsoluteChemicalBurn2 : struct.begin {refkey=[0]} SID = ProtectionAbsoluteChemicalBurn2 Text = ProtectionAbsoluteChemicalBurn2 LocalizationSID = chemical_defence Type = EEffectType::ProtectionChemical ValueMin = 10.0 ValueMax = 10.0 bIsPermanent = true Positive = EBeneficial::Positive struct.end ProtectionAbsoluteChemicalBurn3 : struct.begin {refkey=[0]} SID = ProtectionAbsoluteChemicalBurn3 Text = ProtectionAbsoluteChemicalBurn3 LocalizationSID = chemical_defence Type = EEffectType::ProtectionChemical ValueMin = 15.0 ValueMax = 15.0 bIsPermanent = true Positive = EBeneficial::Positive struct.end ProtectionAbsoluteChemicalBurn4 : struct.begin {refkey=[0]} SID = ProtectionAbsoluteChemicalBurn4 Text = ProtectionAbsoluteChemicalBurn4 LocalizationSID = chemical_defence Type = EEffectType::ProtectionChemical ValueMin = 20.0 ValueMax = 20.0 bIsPermanent = true Positive = EBeneficial::Positive struct.end ProtectionAbsoluteChemicalBurn5 : struct.begin {refkey=[0]} SID = ProtectionAbsoluteChemicalBurn5 Text = ProtectionAbsoluteChemicalBurn5 LocalizationSID = chemical_defence Type = EEffectType::ProtectionChemical ValueMin = 25.0 ValueMax = 25.0 bIsPermanent = true Positive = EBeneficial::Positive struct.end ProtectionAbsoluteChemicalBurn6 : struct.begin {refkey=[0]} SID = ProtectionAbsoluteChemicalBurn6 Text = ProtectionAbsoluteChemicalBurn6 LocalizationSID = chemical_defence Type = EEffectType::ProtectionChemical ValueMin = 30.0 ValueMax = 30.0 bIsPermanent = true Positive = EBeneficial::Positive struct.end ProtectionAbsoluteChemicalBurn7 : struct.begin {refkey=[0]} SID = ProtectionAbsoluteChemicalBurn7 Text = ProtectionAbsoluteChemicalBurn7 LocalizationSID = chemical_defence Type = EEffectType::ProtectionChemical ValueMin = 35.0 ValueMax = 35.0 bIsPermanent = true Positive = EBeneficial::Positive struct.end ProtectionAbsoluteChemicalBurn8 : struct.begin {refkey=[0]} SID = ProtectionAbsoluteChemicalBurn8 Text = ProtectionAbsoluteChemicalBurn8 LocalizationSID = chemical_defence Type = EEffectType::ProtectionChemical ValueMin = 40.0 ValueMax = 40.0 bIsPermanent = true Positive = EBeneficial::Positive struct.end ProtectionAbsoluteChemicalBurn9 : struct.begin {refkey=[0]} SID = ProtectionAbsoluteChemicalBurn9 Text = ProtectionAbsoluteChemicalBurn9 LocalizationSID = chemical_defence Type = EEffectType::ProtectionChemical ValueMin = 45.0 ValueMax = 45.0 bIsPermanent = true Positive = EBeneficial::Positive struct.end ProtectionAbsoluteRadiation1 : struct.begin {refkey=[0]} SID = ProtectionAbsoluteRadiation1 Text = ProtectionAbsoluteRadiation1 Type = EEffectType::ProtectionRadiation ValueMin = 5.0 ValueMax = 5.0 bIsPermanent = true Positive = EBeneficial::Positive struct.end ProtectionAbsoluteRadiation2 : struct.begin {refkey=[0]} SID = ProtectionAbsoluteRadiation2 Text = ProtectionAbsoluteRadiation2 Type = EEffectType::ProtectionRadiation ValueMin = 10.0 ValueMax = 10.0 bIsPermanent = true Positive = EBeneficial::Positive struct.end ProtectionAbsoluteRadiation3 : struct.begin {refkey=[0]} SID = ProtectionAbsoluteRadiation3 Text = ProtectionAbsoluteRadiation3 Type = EEffectType::ProtectionRadiation ValueMin = 15.0 ValueMax = 15.0 bIsPermanent = true Positive = EBeneficial::Positive struct.end ProtectionAbsoluteRadiation4 : struct.begin {refkey=[0]} SID = ProtectionAbsoluteRadiation4 Text = ProtectionAbsoluteRadiation4 Type = EEffectType::ProtectionRadiation ValueMin = 20.0 ValueMax = 20.0 bIsPermanent = true Positive = EBeneficial::Positive struct.end ProtectionAbsoluteRadiation5 : struct.begin {refkey=[0]} SID = ProtectionAbsoluteRadiation5 Text = ProtectionAbsoluteRadiation5 Type = EEffectType::ProtectionRadiation ValueMin = 25.0 ValueMax = 25.0 bIsPermanent = true Positive = EBeneficial::Positive struct.end ProtectionAbsoluteRadiation6 : struct.begin {refkey=[0]} SID = ProtectionAbsoluteRadiation6 Text = ProtectionAbsoluteRadiation6 Type = EEffectType::ProtectionRadiation ValueMin = 30.0 ValueMax = 30.0 bIsPermanent = true Positive = EBeneficial::Positive struct.end ProtectionAbsoluteRadiation7 : struct.begin {refkey=[0]} SID = ProtectionAbsoluteRadiation7 Text = ProtectionAbsoluteRadiation7 Type = EEffectType::ProtectionRadiation ValueMin = 35.0 ValueMax = 35.0 bIsPermanent = true Positive = EBeneficial::Positive struct.end ProtectionAbsoluteRadiation8 : struct.begin {refkey=[0]} SID = ProtectionAbsoluteRadiation8 Text = ProtectionAbsoluteRadiation8 Type = EEffectType::ProtectionRadiation ValueMin = 40.0 ValueMax = 40.0 bIsPermanent = true Positive = EBeneficial::Positive struct.end ProtectionAbsoluteRadiation9 : struct.begin {refkey=[0]} SID = ProtectionAbsoluteRadiation9 Text = ProtectionAbsoluteRadiation9 Type = EEffectType::ProtectionRadiation ValueMin = 45.0 ValueMax = 45.0 bIsPermanent = true Positive = EBeneficial::Positive struct.end IncreaseAbsoluteRegenStamina1 : struct.begin {refkey=[0]} SID = IncreaseAbsoluteRegenStamina1 Text = IncreaseAbsoluteRegenStamina1 LocalizationSID = restore_stamina Type = EEffectType::RegenStamina ValueMin = 5.0 ValueMax = 5.0 Positive = EBeneficial::Positive bIsPermanent = true ShouldPauseByDialog = false struct.end IncreaseAbsoluteRegenStamina2 : struct.begin {refkey=[0]} SID = IncreaseAbsoluteRegenStamina2 Text = IncreaseAbsoluteRegenStamina2 LocalizationSID = restore_stamina Type = EEffectType::RegenStamina ValueMin = 10.0 ValueMax = 10.0 Positive = EBeneficial::Positive bIsPermanent = true ShouldPauseByDialog = false struct.end IncreaseAbsoluteRegenStamina3 : struct.begin {refkey=[0]} SID = IncreaseAbsoluteRegenStamina3 Text = IncreaseAbsoluteRegenStamina3 LocalizationSID = restore_stamina Type = EEffectType::RegenStamina ValueMin = 15.0 ValueMax = 15.0 Positive = EBeneficial::Positive bIsPermanent = true ShouldPauseByDialog = false struct.end IncreaseAbsoluteRegenStamina4 : struct.begin {refkey=[0]} SID = IncreaseAbsoluteRegenStamina4 Text = IncreaseAbsoluteRegenStamina4 LocalizationSID = restore_stamina Type = EEffectType::RegenStamina ValueMin = 20.0 ValueMax = 20.0 Positive = EBeneficial::Positive bIsPermanent = true ShouldPauseByDialog = false struct.end IncreaseAbsoluteRegenStamina5 : struct.begin {refkey=[0]} SID = IncreaseAbsoluteRegenStamina5 Text = IncreaseAbsoluteRegenStamina5 LocalizationSID = restore_stamina Type = EEffectType::RegenStamina ValueMin = 25.0 ValueMax = 25.0 Positive = EBeneficial::Positive bIsPermanent = true ShouldPauseByDialog = false struct.end IncreaseAbsoluteRegenStamina6 : struct.begin {refkey=[0]} SID = IncreaseAbsoluteRegenStamina6 Text = IncreaseAbsoluteRegenStamina6 LocalizationSID = restore_stamina Type = EEffectType::RegenStamina ValueMin = 30.0 ValueMax = 30.0 Positive = EBeneficial::Positive bIsPermanent = true ShouldPauseByDialog = false struct.end IncreaseAbsoluteRegenStamina7 : struct.begin {refkey=[0]} SID = IncreaseAbsoluteRegenStamina7 Text = IncreaseAbsoluteRegenStamina7 LocalizationSID = restore_stamina Type = EEffectType::RegenStamina ValueMin = 35.0 ValueMax = 35.0 Positive = EBeneficial::Positive bIsPermanent = true ShouldPauseByDialog = false struct.end IncreaseAbsoluteRegenStamina8 : struct.begin {refkey=[0]} SID = IncreaseAbsoluteRegenStamina8 Text = IncreaseAbsoluteRegenStamina8 LocalizationSID = restore_stamina Type = EEffectType::RegenStamina ValueMin = 40.0 ValueMax = 40.0 Positive = EBeneficial::Positive bIsPermanent = true ShouldPauseByDialog = false struct.end IncreaseAbsoluteRegenStamina9 : struct.begin {refkey=[0]} SID = IncreaseAbsoluteRegenStamina9 Text = IncreaseAbsoluteRegenStamina9 LocalizationSID = restore_stamina Type = EEffectType::RegenStamina ValueMin = 45.0 ValueMax = 45.0 Positive = EBeneficial::Positive bIsPermanent = true ShouldPauseByDialog = false struct.end DegenAbsoluteBleeding1 : struct.begin {refkey=[0]} SID = DegenAbsoluteBleeding1 Text = Degen Bleeding1 LocalizationSID = decrease_bleeding Type = EEffectType::DegenBleeding ValueMin = 5.0 ValueMax = 5.0 Positive = EBeneficial::Positive bIsPermanent = true struct.end DegenAbsoluteBleeding2 : struct.begin {refkey=[0]} SID = DegenAbsoluteBleeding2 Text = Degen Bleeding2 LocalizationSID = decrease_bleeding Type = EEffectType::DegenBleeding ValueMin = 10.0 ValueMax = 10.0 Positive = EBeneficial::Positive bIsPermanent = true struct.end DegenAbsoluteBleeding3 : struct.begin {refkey=[0]} SID = DegenAbsoluteBleeding3 Text = Degen Bleeding3 LocalizationSID = decrease_bleeding Type = EEffectType::DegenBleeding ValueMin = 15.0 ValueMax = 15.0 Positive = EBeneficial::Positive bIsPermanent = true struct.end DegenAbsoluteBleeding4 : struct.begin {refkey=[0]} SID = DegenAbsoluteBleeding4 Text = Degen Bleeding4 LocalizationSID = decrease_bleeding Type = EEffectType::DegenBleeding ValueMin = 20.0 ValueMax = 20.0 Positive = EBeneficial::Positive bIsPermanent = true struct.end DegenAbsoluteBleeding5 : struct.begin {refkey=[0]} SID = DegenAbsoluteBleeding5 Text = Degen Bleeding5 LocalizationSID = decrease_bleeding Type = EEffectType::DegenBleeding ValueMin = 25.0 ValueMax = 25.0 Positive = EBeneficial::Positive bIsPermanent = true struct.end DegenAbsoluteBleeding6 : struct.begin {refkey=[0]} SID = DegenAbsoluteBleeding6 Text = Degen Bleeding6 LocalizationSID = decrease_bleeding Type = EEffectType::DegenBleeding ValueMin = 30.0 ValueMax = 30.0 Positive = EBeneficial::Positive bIsPermanent = true struct.end DegenAbsoluteBleeding7 : struct.begin {refkey=[0]} SID = DegenAbsoluteBleeding7 Text = Degen Bleeding7 LocalizationSID = decrease_bleeding Type = EEffectType::DegenBleeding ValueMin = 35.0 ValueMax = 35.0 Positive = EBeneficial::Positive bIsPermanent = true struct.end DegenAbsoluteBleeding8 : struct.begin {refkey=[0]} SID = DegenAbsoluteBleeding8 Text = Degen Bleeding8 LocalizationSID = decrease_bleeding Type = EEffectType::DegenBleeding ValueMin = 40.0 ValueMax = 40.0 Positive = EBeneficial::Positive bIsPermanent = true struct.end DegenAbsoluteBleeding9 : struct.begin {refkey=[0]} SID = DegenAbsoluteBleeding9 Text = Degen Bleeding9 LocalizationSID = decrease_bleeding Type = EEffectType::DegenBleeding ValueMin = 45.0 ValueMax = 45.0 Positive = EBeneficial::Positive bIsPermanent = true struct.end DegenAbsoluteBleeding10 : struct.begin {refkey=[0]} SID = DegenAbsoluteBleeding10 Text = Degen Bleeding10 LocalizationSID = decrease_bleeding Type = EEffectType::DegenBleeding ValueMin = -1.5 ValueMax = -1.5 Positive = EBeneficial::Positive bIsPermanent = true struct.end AdditionalAbsoluteInventoryWeight1 : struct.begin {refkey=[0]} SID = AdditionalAbsoluteInventoryWeight1 Text = AdditionalAbsoluteInventoryWeight1 Type = EEffectType::AdditionalInventoryWeight LocalizationSID = increase_max_inventory_weight ValueMin = 5.0 ValueMax = 5.0 Positive = EBeneficial::Positive bIsPermanent = true struct.end AdditionalAbsoluteInventoryWeight2 : struct.begin {refkey=[0]} SID = AdditionalAbsoluteInventoryWeight2 Text = AdditionalAbsoluteInventoryWeight2 Type = EEffectType::AdditionalInventoryWeight LocalizationSID = increase_max_inventory_weight ValueMin = 10.0 ValueMax = 10.0 Positive = EBeneficial::Positive bIsPermanent = true struct.end AdditionalAbsoluteInventoryWeight3 : struct.begin {refkey=[0]} SID = AdditionalAbsoluteInventoryWeight3 Text = AdditionalAbsoluteInventoryWeight3 Type = EEffectType::AdditionalInventoryWeight LocalizationSID = increase_max_inventory_weight ValueMin = 15.0 ValueMax = 15.0 Positive = EBeneficial::Positive bIsPermanent = true struct.end AdditionalAbsoluteInventoryWeight4 : struct.begin {refkey=[0]} SID = AdditionalAbsoluteInventoryWeight4 Text = AdditionalAbsoluteInventoryWeight4 Type = EEffectType::AdditionalInventoryWeight LocalizationSID = increase_max_inventory_weight ValueMin = 20.0 ValueMax = 20.0 Positive = EBeneficial::Positive bIsPermanent = true struct.end AdditionalAbsoluteInventoryWeight5 : struct.begin {refkey=[0]} SID = AdditionalAbsoluteInventoryWeight5 Text = AdditionalAbsoluteInventoryWeight5 Type = EEffectType::AdditionalInventoryWeight LocalizationSID = increase_max_inventory_weight ValueMin = 25.0 ValueMax = 25.0 Positive = EBeneficial::Positive bIsPermanent = true struct.end AdditionalAbsoluteInventoryWeight6 : struct.begin {refkey=[0]} SID = AdditionalAbsoluteInventoryWeight6 Text = AdditionalAbsoluteInventoryWeight6 Type = EEffectType::AdditionalInventoryWeight LocalizationSID = increase_max_inventory_weight ValueMin = 30.0 ValueMax = 30.0 Positive = EBeneficial::Positive bIsPermanent = true struct.end AdditionalAbsoluteInventoryWeight7 : struct.begin {refkey=[0]} SID = AdditionalAbsoluteInventoryWeight7 Text = AdditionalAbsoluteInventoryWeight7 Type = EEffectType::AdditionalInventoryWeight LocalizationSID = increase_max_inventory_weight ValueMin = 35.0 ValueMax = 35.0 Positive = EBeneficial::Positive bIsPermanent = true struct.end AdditionalAbsoluteInventoryWeight8 : struct.begin {refkey=[0]} SID = AdditionalAbsoluteInventoryWeight8 Text = AdditionalAbsoluteInventoryWeight8 Type = EEffectType::AdditionalInventoryWeight LocalizationSID = increase_max_inventory_weight ValueMin = 40.0 ValueMax = 40.0 Positive = EBeneficial::Positive bIsPermanent = true struct.end AdditionalAbsoluteInventoryWeight9 : struct.begin {refkey=[0]} SID = AdditionalAbsoluteInventoryWeight9 Text = AdditionalAbsoluteInventoryWeight9 Type = EEffectType::AdditionalInventoryWeight LocalizationSID = increase_max_inventory_weight ValueMin = 45.0 ValueMax = 45.0 Positive = EBeneficial::Positive bIsPermanent = true struct.end MutantAttackCameraShake : struct.begin {refkey=[0]} SID = MutantAttackCameraShake Text = MutantAttackCameraShake Type = EEffectType::CameraShake ValueMin = 1.0 ValueMax = 1.0 Positive = EBeneficial::Negative CameraShakeEffectSubtype = ECameraShakeEffectSubtype::AddEffect CameraShakePrototypeSID = MutantAttackCameraShake struct.end PoppyFieldInsideEffect : struct.begin {refkey=[0]} SID = PoppyFieldInsideEffect Type = EEffectType::PoppyFieldSleepiness // Increase Sleepiness per second ValueMin = 7 ValueMax = 7 Positive = EBeneficial::Negative bIsPermanent = true DuplicationType = EDuplicateResolveType::KeepNew struct.end EnergeticsPoppyFieldSleepiness : struct.begin {refkey=[0]} SID = EnergeticsPoppyFieldSleepiness Type = EEffectType::PoppyFieldRegenSleepiness ValueMin = -3.5 ValueMax = -3.5 Positive = EBeneficial::Positive Duration = 25 DuplicationType = EDuplicateResolveType::KeepNew struct.end EnergeticsLimitedPoppyFieldSleepiness : struct.begin {refkey=[0]} SID = EnergeticsLimitedPoppyFieldSleepiness Type = EEffectType::PoppyFieldRegenSleepiness ValueMin = -5.0 ValueMax = -5.0 Positive = EBeneficial::Positive Duration = 30 DuplicationType = EDuplicateResolveType::KeepNew struct.end CondensedMilkPoppyFieldSleepiness : struct.begin {refkey=[0]} SID = CondensedMilkPoppyFieldSleepiness Type = EEffectType::PoppyFieldRegenSleepiness ValueMin = -10% ValueMax = -10% Positive = EBeneficial::Positive Duration = 25 DuplicationType = EDuplicateResolveType::KeepNew struct.end PoppyFieldCriticalSleepiness : struct.begin {refkey=[0]} SID = PoppyFieldCriticalSleepiness Type = EEffectType::PoppyFieldSleepiness ValueMin = 100 ValueMax = 100 Positive = EBeneficial::Negative bIsPermanent = true DuplicationType = EDuplicateResolveType::KeepNew struct.end PoppyFieldOutsideEffectDepletion : struct.begin {refkey=[0]} SID = PoppyFieldOutsideEffectDepletion Type = EEffectType::AutoDepletionEffect // Value is applied on effect update ValueMin = -50 ValueMax = -50 ConditionComparance = EConditionComparance::LessOrEqual TargetValue = 0 bIsPermanent = true Positive = EBeneficial::Positive // VitalType, ChangeValue, Threshold to destroy VitalType = EVitalType::PoppyFieldSleepiness DuplicationType = EDuplicateResolveType::KeepNew struct.end PoppyFieldCameraShake : struct.begin {refkey=[0]} SID = PoppyFieldCameraShake Type = EEffectType::CameraShake ValueMin = 1.0 ValueMax = 1.0 Positive = EBeneficial::Negative CameraShakeEffectSubtype = ECameraShakeEffectSubtype::AddEffect CameraShakePrototypeSID = PoppyFieldCameraShake bIsPermanent = true DuplicationType = EDuplicateResolveType::KeepNew struct.end HungerMechanics : struct.begin {refkey=[0]} SID = HungerMechanics Type = EEffectType::MechanicsEffect MechanicsEffect : struct.begin StartMechanicsValue = 0.0 StopMechanicsValue = 0.0 VitalBarType = EVitalType::HungerPoints ConditionComparance = EConditionComparance::GreaterOrEqual ConditionEffects : struct.begin StrongHunger : struct.begin ConditionValue = 83 ApplicableEffects : struct.begin [0] : struct.begin EffectSID = StrongHungerStaminaRegeneration RemoveOnTransition = true struct.end [1] : struct.begin EffectSID = HungerRandomSound RemoveOnTransition = true struct.end [2] : struct.begin EffectSID = HungerNoSleep RemoveOnTransition = false struct.end struct.end struct.end MediumHunger : struct.begin ConditionValue = 33 ApplicableEffects : struct.begin [0] : struct.begin EffectSID = MediumHungerStaminaRegeneration RemoveOnTransition = true struct.end [1] : struct.begin EffectSID = HungerNoSleep RemoveOnTransition = false struct.end struct.end struct.end LowHunger : struct.begin ConditionValue = 17 ApplicableEffects : struct.begin [0] : struct.begin EffectSID = LowHungerStaminaRegeneration RemoveOnTransition = true struct.end struct.end struct.end VeryLowHunger : struct.begin ConditionValue = 0 ApplicableEffects : struct.begin [0] : struct.begin EffectSID = VeryLowHungerStaminaRegeneration RemoveOnTransition = true struct.end struct.end struct.end struct.end struct.end bIsPermanent = true Positive = EBeneficial::Negative struct.end VeryLowHungerStaminaRegeneration : struct.begin {refkey=[0]} SID = VeryLowHungerStaminaRegeneration Text = Regen Stamina LocalizationSID = restore_stamina Type = EEffectType::RegenStamina ValueMin = 20% ValueMax = 20% Positive = EBeneficial::Positive bIsPermanent = true ShouldPauseByDialog = false struct.end LowHungerStaminaRegeneration : struct.begin {refkey=[0]} SID = LowHungerStaminaRegeneration Text = Regen Stamina LocalizationSID = restore_stamina Type = EEffectType::RegenStamina ValueMin = 0% ValueMax = 0% Positive = EBeneficial::Negative bIsPermanent = true struct.end MediumHungerStaminaRegeneration : struct.begin {refkey=[0]} SID = MediumHungerStaminaRegeneration Text = Regen Stamina LocalizationSID = restore_stamina Type = EEffectType::RegenStamina ValueMin = -33% ValueMax = -33% Positive = EBeneficial::Negative bIsPermanent = true struct.end MediumHungerHealthRegeneration : struct.begin {refkey=[0]} SID = MediumHungerHealthRegeneration Text = Regen Health Type = EEffectType::RegenHealth ValueMin = -25% ValueMax = -25% Positive = EBeneficial::Negative bIsPermanent = true struct.end StrongHungerStaminaRegeneration : struct.begin {refkey=[0]} SID = StrongHungerStaminaRegeneration Text = Regen Stamina LocalizationSID = restore_stamina Type = EEffectType::RegenStamina ValueMin = -70% ValueMax = -70% Positive = EBeneficial::Negative bIsPermanent = true struct.end StrongHungerHealthRegeneration : struct.begin {refkey=[0]} SID = StrongHungerHealthRegeneration Text = Regen Health Type = EEffectType::RegenHealth ValueMin = -100% ValueMax = -100% Positive = EBeneficial::Negative bIsPermanent = true struct.end WaterStaminaInstant : struct.begin {refkey=[0]} SID = WaterStaminaInstant Text = Restore Stamina LocalizationSID = restore_stamina Icon = Texture2D'/Game/GameLite/FPS_Game/UIRemaster/UITextures/Inventory/Effects/Texture_Icon_EnergyRegen.Texture_Icon_EnergyRegen' Type = EEffectType::Stamina ValueMin = 38% ValueMax = 38% Positive = EBeneficial::Positive struct.end EnergeticStaminaInstant3 : struct.begin {refkey=[0]} SID = EnergeticStaminaInstant3 Text = Restore Stamina LocalizationSID = restore_stamina Icon = Texture2D'/Game/GameLite/FPS_Game/UIRemaster/UITextures/Inventory/Effects/Texture_Icon_EnergyRegen.Texture_Icon_EnergyRegen' Type = EEffectType::Stamina ValueMin = 50% ValueMax = 50% Positive = EBeneficial::Positive struct.end EnergeticLimitedStaminaInstant4 : struct.begin {refkey=[0]} SID = EnergeticLimitedStaminaInstant4 Text = Restore Stamina LocalizationSID = restore_stamina Icon = Texture2D'/Game/GameLite/FPS_Game/UIRemaster/UITextures/Inventory/Effects/Texture_Icon_EnergyRegen.Texture_Icon_EnergyRegen' Type = EEffectType::Stamina ValueMin = 100% ValueMax = 100% Positive = EBeneficial::Positive struct.end BleedingMechanics : struct.begin {refkey=[0]} SID = BleedingMechanics Type = EEffectType::MechanicsEffect MechanicsEffect : struct.begin StartMechanicsValue = 0.0 StopMechanicsValue = 0.0 VitalBarType = EVitalType::Bleeding ConditionComparance = EConditionComparance::GreaterOrEqual ConditionEffects : struct.begin StrongBleeding : struct.begin ConditionValue = 75 ApplicableEffects : struct.begin [0] : struct.begin EffectSID = StrongBleedingDamage RemoveOnTransition = true struct.end [1] : struct.begin EffectSID = StrongBleedingVelocityChange RemoveOnTransition = true struct.end [2] : struct.begin EffectSID = BleedingPostProcess RemoveOnTransition = false struct.end [3] : struct.begin EffectSID = BleedingNoSleep RemoveOnTransition = false struct.end struct.end struct.end MediumBleeding : struct.begin ConditionValue = 50 ApplicableEffects : struct.begin [0] : struct.begin EffectSID = MediumBleedingDamage RemoveOnTransition = true struct.end [1] : struct.begin EffectSID = MediumBleedingVelocityChange RemoveOnTransition = true struct.end [2] : struct.begin EffectSID = BleedingPostProcess RemoveOnTransition = false struct.end [3] : struct.begin EffectSID = BleedingNoSleep RemoveOnTransition = false struct.end struct.end struct.end LowBleeding : struct.begin ConditionValue = 0.1 ApplicableEffects : struct.begin [0] : struct.begin EffectSID = LowBleedingDamage RemoveOnTransition = true struct.end [1] : struct.begin EffectSID = BleedingPostProcess RemoveOnTransition = false struct.end [2] : struct.begin EffectSID = DegenAbsoluteBleedingM RemoveOnTransition = false struct.end struct.end struct.end NoBleeding : struct.begin ConditionValue = 0 ApplicableEffects = struct.end struct.end struct.end bIsPermanent = true Positive = EBeneficial::Negative struct.end WindowBreakBleeding : struct.begin {refkey=[0]} SID = WindowBreakBleeding Text = Damage Type = EEffectType::Damage ValueMin = 0.33 ValueMax = 0.33 bIsPermanent = false Positive = EBeneficial::Negative DamageType = EDamageType::Bleeding ShouldIgnoreArmor = true ArmorPiercing = 0.f struct.end VeryLowBleedingDamage : struct.begin {refkey=[0]} SID = VeryLowBleedingDamage Text = Damage Type = EEffectType::Damage ValueMin = 0.33 ValueMax = 0.33 bIsPermanent = true Positive = EBeneficial::Negative DamageType = EDamageType::Bleeding ShouldIgnoreArmor = true ArmorPiercing = 0.f struct.end LowBleedingDamage : struct.begin {refkey=[0]} SID = LowBleedingDamage Text = Damage Type = EEffectType::Damage ValueMin = 1.0 ValueMax = 1.0 Charges = 1 TimePerChargeMin = 1.f TimePerChargeMax = 1.f bIsPermanent = true bIsSmooth = false Positive = EBeneficial::Negative DamageType = EDamageType::Bleeding ShouldIgnoreArmor = true ArmorPiercing = 5.f struct.end MediumBleedingDamage : struct.begin {refkey=[0]} SID = MediumBleedingDamage Text = Damage Type = EEffectType::Damage ValueMin = 1.5 ValueMax = 1.5 Charges = 1 TimePerChargeMin = 1.f TimePerChargeMax = 1.f bIsPermanent = true bIsSmooth = false Positive = EBeneficial::Negative DamageType = EDamageType::Bleeding ShouldIgnoreArmor = true ArmorPiercing = 5.f struct.end StrongBleedingDamage : struct.begin {refkey=[0]} SID = StrongBleedingDamage Text = Damage Type = EEffectType::Damage ValueMin = 2.0 ValueMax = 2.0 Charges = 1 TimePerChargeMin = 1.f TimePerChargeMax = 1.f bIsSmooth = false bIsPermanent = true Positive = EBeneficial::Negative DamageType = EDamageType::Bleeding ShouldIgnoreArmor = true ArmorPiercing = 5.f struct.end ProjectileCameraShakeInstant : struct.begin {refkey=[0]} SID = ProjectileCameraShakeInstant Text = Applies camera shake on player when projectile hits him Type = EEffectType::CameraShake ValueMin = 1.0 ValueMax = 1.0 Positive = EBeneficial::Negative CameraShakeEffectSubtype = ECameraShakeEffectSubtype::AddEffect CameraShakePrototypeSID = ProjectileHitCameraShake struct.end BarbedWireVelocityChange : struct.begin {refkey=[0]} SID = BarbedWireVelocityChange Text = Applies slowness effect on barbed wire victim Type = EEffectType::VelocityChange ValueMin = -20% ValueMax = -20% Positive = EBeneficial::Negative bIsPermanent = true DuplicationType = EDuplicateResolveType::KeepOld struct.end BarbedWireTurnRateChange : struct.begin {refkey=[0]} SID = BarbedWireTurnRateChange Text = Applies turn rate slowness effect on barbed wire victim Duration = 0 Charges = 0 Type = EEffectType::Composite ApplyExtraEffectPrototypeSIDs : struct.begin [0] = BarbedWireTurnRateChangeYaw [1] = BarbedWireTurnRateChangePitch struct.end struct.end FlycatcherSlowRegenHP : struct.begin {refkey=[0]} SID = FlycatcherSlowRegenHP Text = Degrade HP regen rate Type = EEffectType::RegenHealth ValueMin = -80% ValueMax = -80% Positive = EBeneficial::Negative bIsPermanent = true struct.end FlycatcherSlowRegenFP : struct.begin {refkey=[0]} SID = FlycatcherSlowRegenFP Text = Degrade FP regen rate Type = EEffectType::RegenStamina ValueMin = -80% ValueMax = -80% bIsPermanent = true Positive = EBeneficial::Negative struct.end FlycatcherVelocityChange : struct.begin {refkey=[0]} SID = FlycatcherVelocityChange Text = Applies slowness effect on enter in flycatcher anomaly Type = EEffectType::VelocityChange ValueMin = -50% ValueMax = -50% Positive = EBeneficial::Negative bIsPermanent = true struct.end FlycatcherTurnRateChange : struct.begin {refkey=[0]} SID = FlycatcherTurnRateChange Text = Applies turn rate slowness effect on enter in flycatcher anomaly Duration = 0 Charges = 0 Type = EEffectType::Composite ApplyExtraEffectPrototypeSIDs : struct.begin [0] = FlycatcherTurnRateChangeYaw [1] = FlycatcherTurnRateChangePitch struct.end struct.end GrenadeSuppressionDepletion : struct.begin {refkey=[0]} SID = GrenadeSuppressionDepletion Type = EEffectType::DegenSuppressionPoints // Value is applied on effect update ValueMin = 5.0 ValueMax = 5.0 bIsPermanent = false Positive = EBeneficial::Positive struct.end SFXConcussionLoopStart : struct.begin {refkey=[0]} SID = SFXConcussionLoopStart Type = EEffectType::SoundEffect AssetPath = AkAudioEvent'/Game/_STALKER2/Audio/WwiseAudio/Events/Effects/Concussion/SFX_Concussion_Start.SFX_Concussion_Start' SoundEffectSubtype = ESoundEffectSubtype::PlaySoundAttached InterpolationTime = 0 DuplicationType = EDuplicateResolveType::KeepNew bIsPermanent = false bIsLooped = true StopEffectSID = SFXConcussionLoopStop ShouldPauseByDialog = false struct.end SFXConcussionBloodsuckerRoarStart : struct.begin {refkey=SFXConcussionLoopStart} SID = SFXConcussionBloodsuckerRoarStart AssetPath = /Script/AkAudio.AkAudioEvent'/Game/_STALKER2/Audio/WwiseAudio/Events/Effects/Concussion/SFX_Concussion_BloodsuckerRoar_Start.SFX_Concussion_BloodsuckerRoar_Start' StopEffectSID = SFXConcussionBloodsuckerRoarStop struct.end SFXConcussionLoopStop : struct.begin {refkey=[0]} SID = SFXConcussionLoopStop Type = EEffectType::SoundEffect DelayMin = 3.0 DelayMax = 3.0 AssetPath = AkAudioEvent'/Game/_STALKER2/Audio/WwiseAudio/Events/Effects/Concussion/SFX_Concussion_Stop.SFX_Concussion_Stop' SoundEffectSubtype = ESoundEffectSubtype::PlaySoundAttached InterpolationTime = 0 DuplicationType = EDuplicateResolveType::KeepNew ShouldPauseByDialog = false struct.end SFXConcussionBloodsuckerRoarStop : struct.begin {refkey=SFXConcussionLoopStop} SID = SFXConcussionBloodsuckerRoarStop AssetPath = /Script/AkAudio.AkAudioEvent'/Game/_STALKER2/Audio/WwiseAudio/Events/Effects/Concussion/SFX_Concussion_BloodsuckerRoar_Stop.SFX_Concussion_BloodsuckerRoar_Stop' struct.end ApplyBaseConcussion : struct.begin {refkey=[0]} SID = ApplyBaseConcussion Type = EEffectType::Concussion ValueMin = 1.0 ValueMax = 1.0 Charges = 1 Duration = 3 bIsPermanent = false DuplicationType = EDuplicateResolveType::KeepNew Positive = EBeneficial::Negative ShouldPauseByDialog = false struct.end ConcussionComposite : struct.begin {refkey=[0]} SID = ConcussionComposite Type = EEffectType::Composite Duration = 0 Charges = 0 ApplyExtraEffectPrototypeSIDs : struct.begin [*] = ConcussionBlurPostProcess [*] = SFXConcussionLoopStart [*] = ConcussionCameraShake [*] = ConcussionVelocityChange [*] = ConcussionModifyRotate2DAxis [*] = ConcussionBlockJump [*] = ConcussionInputInertia2DAxis [*] = ConcussionBlockAim [*] = ConcussionBlockSprint struct.end Positive = EBeneficial::Negative DuplicationType = EDuplicateResolveType::KeepNew ShouldPauseByDialog = false struct.end ConcussionBloodsuckerRoar : struct.begin {refkey=ConcussionComposite} SID = ConcussionBloodsuckerRoar ApplyExtraEffectPrototypeSIDs : struct.begin [*] = ConcussionBlurPostProcess [*] = SFXConcussionBloodsuckerRoarStart [*] = ConcussionCameraShake [*] = ConcussionVelocityChange [*] = ConcussionModifyRotate2DAxis [*] = ConcussionBlockJump [*] = ConcussionInputInertia2DAxis [*] = ConcussionBlockAim [*] = ConcussionBlockSprint struct.end struct.end ApplyBaseSuppression : struct.begin {refkey=[0]} SID = ApplyBaseSuppression Type = EEffectType::SuppressionPoints ValueMin = 1.0 ValueMax = 1.0 Positive = EBeneficial::Negative struct.end ApplyBaseBleeding : struct.begin {refkey=[0]} SID = ApplyBaseBleeding Text = Base Bleeding Duration = 0 Type = EEffectType::Bleeding ValueMin = 1 ValueMax = 1 Positive = EBeneficial::Negative struct.end SleepMechanics : struct.begin {refkey=[0]} SID = SleepMechanics Type = EEffectType::MechanicsEffect MechanicsEffect : struct.begin StartMechanicsValue = 20.0 StopMechanicsValue = 10.0 VitalBarType = EVitalType::SleepinessPoints ConditionComparance = EConditionComparance::GreaterOrEqual ConditionEffects : struct.begin StrongSleepiness : struct.begin ConditionValue = 80 ApplicableEffects : struct.begin [0] : struct.begin EffectSID = SleepinessVignettePostProcess RemoveOnTransition = false struct.end [1] : struct.begin EffectSID = SleepinessBlurPostProcess RemoveOnTransition = false struct.end [2] : struct.begin EffectSID = StrongSleepinessAimingDecrease RemoveOnTransition = true struct.end [3] : struct.begin EffectSID = StrongSleepinessReloadingDecrease RemoveOnTransition = true struct.end [4] : struct.begin EffectSID = SleepHideEquipmentTime RemoveOnTransition = true struct.end [5] : struct.begin EffectSID = SleepShowEquipmentTime RemoveOnTransition = true struct.end [6] : struct.begin EffectSID = StrongSleepinessSound RemoveOnTransition = true struct.end [7] : struct.begin EffectSID = //SleepinessBlinkPostProcess RemoveOnTransition = false struct.end struct.end struct.end MediumSleepiness : struct.begin ConditionValue = 60 ApplicableEffects : struct.begin [0] : struct.begin EffectSID = SleepinessVignettePostProcess RemoveOnTransition = false struct.end [1] : struct.begin EffectSID = SleepinessBlurPostProcess RemoveOnTransition = false struct.end [2] : struct.begin EffectSID = MediumSleepinessAimingDecrease RemoveOnTransition = true struct.end [3] : struct.begin EffectSID = MediumSleepinessReloadingDecrease RemoveOnTransition = true struct.end [4] : struct.begin EffectSID = MediumSleepinessSound RemoveOnTransition = true struct.end struct.end struct.end LowSleepiness : struct.begin ConditionValue = 50 ApplicableEffects : struct.begin [0] : struct.begin EffectSID = SleepinessBlurPostProcess RemoveOnTransition = false struct.end [1] : struct.begin EffectSID = LowSleepinessAimingDecrease RemoveOnTransition = true struct.end struct.end struct.end VeryLowSleepiness : struct.begin ConditionValue = 0 ApplicableEffects = struct.end struct.end struct.end bIsPermanent = true Positive = EBeneficial::Negative struct.end SleepinessVignettePostProcess : struct.begin {refkey=[0]} SID = SleepinessVignettePostProcess Text = Sleepiness Vignette Type = EEffectType::PostProcessing ProcessorSID = SleepinessVignetteEffectProcessor bStartEffect = true bIsPermanent = true Positive = EBeneficial::Negative DialogBlendInDuration = 3.0 DialogBlendOutDuration = 3.0 DialogIntensityMultiplier = 0.2 struct.end SleepinessBlurPostProcess : struct.begin {refkey=[0]} SID = SleepinessBlurPostProcess Text = Sleepiness Blur Type = EEffectType::PostProcessing ProcessorSID = SleepinessBlurEffectProcessor bStartEffect = true bIsPermanent = true Positive = EBeneficial::Negative DialogBlendInDuration = 3.0 DialogBlendOutDuration = 3.0 DialogIntensityMultiplier = 0.2 struct.end MediumSleepinessSound : struct.begin {refkey=[0]} SID = MediumSleepinessSound Type = EEffectType::SoundEffect AssetPath = /Script/AkAudio.AkAudioEvent'/Game/_STALKER2/Audio/WwiseAudio/Events/Voiceover/Effects/Sleepiness/VO_Skif_Effect_Sleepiness_Medium.VO_Skif_Effect_Sleepiness_Medium' SoundEffectSubtype = ESoundEffectSubtype::PlaySoundAttached InterpolationTime = 0 bIsPermanent = true bIsSmooth = false DuplicationType = EDuplicateResolveType::KeepAll Charges = 1 TimePerChargeMin = 240.f TimePerChargeMax = 300.f InstantFirstCharge = true MechanicsSourceEffectSID = SleepMechanics struct.end StrongSleepinessSound : struct.begin {refkey=[0]} SID = StrongSleepinessSound Type = EEffectType::SoundEffect AssetPath = /Script/AkAudio.AkAudioEvent'/Game/_STALKER2/Audio/WwiseAudio/Events/Voiceover/Effects/Sleepiness/VO_Skif_Effect_Sleepiness_Strong.VO_Skif_Effect_Sleepiness_Strong' SoundEffectSubtype = ESoundEffectSubtype::PlaySoundAttached InterpolationTime = 0 bIsPermanent = true bIsSmooth = false DuplicationType = EDuplicateResolveType::KeepAll Charges = 1 TimePerChargeMin = 120.f TimePerChargeMax = 180.f InstantFirstCharge = true MechanicsSourceEffectSID = SleepMechanics struct.end PsyAnomalyIncreaseRegen : struct.begin {refkey=[0]} SID = PsyAnomalyIncreaseRegen Text = PsyAnomaly Type = EEffectType::DegenPsyPoints ValueMin = -1.7 ValueMax = -1.7 Positive = EBeneficial::Negative bIsPermanent = true DuplicationType = EDuplicateResolveType::KeepNew struct.end PsyMechanics : struct.begin {refkey=[0]} SID = PsyMechanics Type = EEffectType::MechanicsEffect MechanicsEffect : struct.begin StartMechanicsValue = 0.001f StopMechanicsValue = 0.0 VitalBarType = EVitalType::PsyPoints ConditionComparance = EConditionComparance::GreaterOrEqual ConditionEffects : struct.begin PhaseFour : struct.begin ConditionValue = 85.0f ApplicableEffects : struct.begin [0] : struct.begin EffectSID = SpawnPSYPhantoms RemoveOnTransition = true struct.end [1] : struct.begin EffectSID = PsyNoSleep RemoveOnTransition = false struct.end [2] : struct.begin EffectSID = PsySepiaPostProcess RemoveOnTransition = false struct.end [3] : struct.begin EffectSID = PsyBlurPostProcess RemoveOnTransition = false struct.end [4] : struct.begin EffectSID = PSYDamage3InstaEffect RemoveOnTransition = false struct.end struct.end struct.end PhaseThree : struct.begin ConditionValue = 60.0f ApplicableEffects : struct.begin [0] : struct.begin EffectSID = PsySepiaPostProcess RemoveOnTransition = false struct.end [1] : struct.begin EffectSID = PsyBlurPostProcess RemoveOnTransition = false struct.end [2] : struct.begin EffectSID = PsyNoSleep RemoveOnTransition = true struct.end struct.end struct.end PhaseTwo : struct.begin ConditionValue = 30.0f ApplicableEffects : struct.begin [0] : struct.begin EffectSID = PsyNoSleep RemoveOnTransition = false struct.end [1] : struct.begin EffectSID = SpawnPSYNPC RemoveOnTransition = true struct.end struct.end struct.end PhaseOne : struct.begin ConditionValue = 0.1 ApplicableEffects : struct.begin [0] : struct.begin EffectSID = PsyNoSleep RemoveOnTransition = false struct.end struct.end struct.end None : struct.begin ConditionValue = 0.0f ApplicableEffects = struct.end struct.end struct.end bIsPermanent = true Positive = EBeneficial::Negative struct.end ConcussionInputInertia2DAxis : struct.begin {refkey=[0]} SID = ConcussionInputInertia2DAxis Text = Make input with inertia effect. Type = EEffectType::InputInertia2DAxis AxisType = EInputAxisType::XY Charges = 1 Duration = 4 XAxisMinValue = 0.9 XAxisMaxValue = 0.9 YAxisMinValue = 0.9 YAxisMaxValue = 0.9 bIsPermanent = false DuplicationType = EDuplicateResolveType::KeepNew Positive = EBeneficial::Negative ShouldPauseByDialog = false struct.end ConcussionModifyInputMovementAxis : struct.begin {refkey=[0]} SID = ConcussionModifyInputMovementAxis Text = Applies random counterinput to input axis Type = EEffectType::InputAxisMultiplier AxisType = EInputAxisType::XY Charges = 1 Duration = 3 XAxisMinValue = 0.1 XAxisMaxValue = 0.35 YAxisMinValue = 0.2 YAxisMaxValue = 0.25 bIsPermanent = false DuplicationType = EDuplicateResolveType::KeepNew Positive = EBeneficial::Negative struct.end ConcussionVelocityChange : struct.begin {refkey=[0]} SID = ConcussionVelocityChange Text = Applies slowness effect during concussion Type = EEffectType::VelocityChangeNoCap Charges = 1 Duration = 3 ValueMin = -60% ValueMax = -60% bIsPermanent = false DuplicationType = EDuplicateResolveType::KeepNew Positive = EBeneficial::Negative struct.end ConcussionModifyRotate2DAxis : struct.begin {refkey=[0]} SID = ConcussionModifyRotate2DAxis Text = Applies random counterinput to input axis Type = EEffectType::InputAxisMultiplier AxisType = EInputAxisType::Rotate2D Charges = 1 Duration = 3 XAxisMinValue = 0.5 XAxisMaxValue = 0.6 YAxisMinValue = 0.5 YAxisMaxValue = 0.6 bIsPermanent = false DuplicationType = EDuplicateResolveType::KeepNew Positive = EBeneficial::Negative ShouldPauseByDialog = false struct.end ConcussionBlockJump : struct.begin {refkey=[0]} SID = ConcussionBlockJump Type = EEffectType::BlockAnimationActionType Positive = EBeneficial::Negative Charges = 1 Duration = 3 bIsPermanent = false DuplicationType = EDuplicateResolveType::KeepNew BlockAnimationTypes : struct.begin [0] = EActionType::Fall struct.end ShouldPauseByDialog = false struct.end SuppressionInputDelay : struct.begin {refkey=[0]} SID = SuppressionInputDelay Type = EEffectType::InputDelay // seconds Duration = 3 ValueMin = 0.45 ValueMax = 0.45 bIsPermanent = false Positive = EBeneficial::Negative struct.end ConcussionBlockAim : struct.begin {refkey=[0]} SID = ConcussionBlockAim Type = EEffectType::BlockAnimationActionType Positive = EBeneficial::Negative Charges = 1 Duration = 3 bIsPermanent = false DuplicationType = EDuplicateResolveType::KeepNew BlockAnimationTypes : struct.begin [0] = EActionType::HandleAimInput struct.end ShouldPauseByDialog = false struct.end AnomalyVodkaRadiation : struct.begin {refkey=[0]} SID = AnomalyVodkaRadiation Text = Remove radiation Duration = 10.0 Charges = 10 Type = EEffectType::Radiation ValueMin = -5.0 ValueMax = -5.0 Positive = EBeneficial::Positive struct.end ChemicalCorrosion_Weapon : struct.begin {refkey=[0]} SID = ChemicalCorrosion_Weapon Text = Corrosion item ValueMin = 10.0 ValueMax = 10.0 InventoryEquipmentSlot = EInventoryEquipmentSlot::PrimaryWeapon Type = EEffectType::Corrosion Duration = 1 Charges = 1 DuplicationType = EDuplicateResolveType::KeepNew bIsPermanent = true bIsSmooth = true struct.end ChemicalCorrosion_SecWeapon : struct.begin {refkey=[0]} SID = ChemicalCorrosion_SecWeapon Text = Corrosion item ValueMin = 10.0 ValueMax = 10.0 InventoryEquipmentSlot = EInventoryEquipmentSlot::SecondaryWeapon Type = EEffectType::Corrosion Duration = 1 Charges = 1 DuplicationType = EDuplicateResolveType::KeepNew bIsPermanent = true bIsSmooth = true struct.end ChemicalCorrosion_Pistol : struct.begin {refkey=[0]} SID = ChemicalCorrosion_Pistol Text = Corrosion item ValueMin = 5.0 ValueMax = 5.0 InventoryEquipmentSlot = EInventoryEquipmentSlot::Pistol Type = EEffectType::Corrosion Duration = 1 Charges = 1 DuplicationType = EDuplicateResolveType::KeepNew bIsPermanent = true bIsSmooth = true struct.end ChemicalCorrosion_Body : struct.begin {refkey=[0]} SID = ChemicalCorrosion_Body Text = Corrosion item ValueMin = 5.5 ValueMax = 5.5 InventoryEquipmentSlot = EInventoryEquipmentSlot::Body Type = EEffectType::Corrosion Duration = 1 Charges = 1 DuplicationType = EDuplicateResolveType::KeepNew bIsPermanent = true bIsSmooth = true struct.end ChemicalCorrosion_Head : struct.begin {refkey=[0]} SID = ChemicalCorrosion_Head Text = Corrosion item ValueMin = 1.5 ValueMax = 1.5 InventoryEquipmentSlot = EInventoryEquipmentSlot::Head Type = EEffectType::Corrosion Duration = 1 Charges = 1 DuplicationType = EDuplicateResolveType::KeepNew bIsPermanent = true bIsSmooth = true struct.end AimingTimeDecBy50 : struct.begin {refkey=[0]} SID = AimingTimeDecBy50 Text = AimingTimeDecBy50 Type = EEffectType::AimingTime ValueMin = -50% ValueMax = -50% bIsPermanent = true Positive = EBeneficial::Positive struct.end AimingTimeIncBy50 : struct.begin {refkey=[0]} SID = AimingTimeIncBy50 Text = AimingTimeIncBy50 Type = EEffectType::AimingTime ValueMin = -50% ValueMax = -50% bIsPermanent = true Positive = EBeneficial::Negative struct.end DispersionRadiusDecBy50 : struct.begin {refkey=[0]} SID = DispersionRadius1 Text = DispersionRadius1 Type = EEffectType::Dispersion ValueMin = -0.5 ValueMax = -0.5 bIsPermanent = true Positive = EBeneficial::Positive struct.end AmmoCapacityIncrease : struct.begin {refkey=[0]} SID = AmmoCapacityIncrease Type = EEffectType::AmmoCapacity ValueMin = 50.0 ValueMax = 50.0 bIsPermanent = true Positive = EBeneficial::Positive struct.end AmmoCapacityIncrease1 : struct.begin {refkey=[0]} SID = AmmoCapacityIncrease1 Type = EEffectType::AmmoCapacity ValueMin = 50% ValueMax = 50% bIsPermanent = true Positive = EBeneficial::Positive struct.end ChemicalAnomalyVelocityChange : struct.begin {refkey=[0]} SID = ChemicalAnomalyVelocityChange Text = Applies slowness effect on enter in chemical anomaly Type = EEffectType::VelocityChange ValueMin = -50% ValueMax = -50% bIsPermanent = true DuplicationType = EDuplicateResolveType::KeepNew Positive = EBeneficial::Negative struct.end ChemicalAnomalyTurnRateChange : struct.begin {refkey=[0]} SID = ChemicalAnomalyTurnRateChange Text = Applies turn rate slowness effect on enter in chemical anomaly Duration = 0 Charges = 0 Type = EEffectType::Composite ApplyExtraEffectPrototypeSIDs : struct.begin [0] = ChemicalAnomalyTurnRateChangeYaw [1] = ChemicalAnomalyTurnRateChangePitch struct.end Positive = EBeneficial::Negative struct.end GunPM_ScrewEffect : struct.begin {refkey=[0]} SID = GunPM_ScrewEffect Text = GunPM_ScrewEffect Type = EEffectType::AddAttachment AttachmentItemPrototypeSID = GunPM_Screw bIsPermanent = true Positive = EBeneficial::Positive struct.end RadiationMechanics : struct.begin {refkey=[0]} SID = RadiationMechanics Type = EEffectType::MechanicsEffect MechanicsEffect : struct.begin StartMechanicsValue = 0.0f StopMechanicsValue = 0.0 VitalBarType = EVitalType::Radiation ConditionComparance = EConditionComparance::GreaterOrEqual ConditionEffects : struct.begin DeadlyRadiation : struct.begin ConditionValue = 95.0f ApplicableEffects : struct.begin [0] : struct.begin EffectSID = DeadlyRadiationDamage RemoveOnTransition = true struct.end [1] : struct.begin EffectSID = DegenStamina3 RemoveOnTransition = true struct.end [2] : struct.begin EffectSID = RadiationPostProcess RemoveOnTransition = false struct.end [3] : struct.begin EffectSID = RadiationNoSleep RemoveOnTransition = false struct.end [4] : struct.begin EffectSID = RadiationRandomizePostProcess RemoveOnTransition = false struct.end struct.end struct.end StrongRadiation : struct.begin ConditionValue = 60.0f ApplicableEffects : struct.begin [0] : struct.begin EffectSID = StrongRadiationDamage RemoveOnTransition = true struct.end [1] : struct.begin EffectSID = DegenStamina2 RemoveOnTransition = true struct.end [2] : struct.begin EffectSID = RadiationPostProcess RemoveOnTransition = false struct.end [3] : struct.begin EffectSID = RadiationNoSleep RemoveOnTransition = false struct.end [4] : struct.begin EffectSID = RadiationRandomizePostProcess RemoveOnTransition = false struct.end struct.end struct.end MediumRadiation : struct.begin ConditionValue = 20.0f ApplicableEffects : struct.begin [0] : struct.begin EffectSID = MediumRadiationDamage RemoveOnTransition = true struct.end [1] : struct.begin EffectSID = DegenStamina1 RemoveOnTransition = true struct.end [2] : struct.begin EffectSID = RadiationPostProcess RemoveOnTransition = false struct.end [3] : struct.begin EffectSID = RadiationNoSleep RemoveOnTransition = false struct.end [4] : struct.begin EffectSID = RadiationRandomizePostProcess RemoveOnTransition = false struct.end struct.end struct.end LightRadiation_2 : struct.begin ConditionValue = 5.0f ApplicableEffects : struct.begin [0] : struct.begin EffectSID = LightRadiationDamage RemoveOnTransition = true struct.end [1] : struct.begin EffectSID = RadiationPostProcess RemoveOnTransition = false struct.end [2] : struct.begin EffectSID = RadiationRandomizePostProcess RemoveOnTransition = false struct.end struct.end struct.end LightRadiation : struct.begin ConditionValue = 0.001f ApplicableEffects : struct.begin [0] : struct.begin EffectSID = RadiationPostProcess RemoveOnTransition = false struct.end [1] : struct.begin EffectSID = RadiationRandomizePostProcess RemoveOnTransition = false struct.end struct.end struct.end None : struct.begin ConditionValue = 0.0f ApplicableEffects = struct.end struct.end struct.end bIsPermanent = true Positive = EBeneficial::Negative struct.end LightRadiationDamage : struct.begin {refkey=[0]} SID = LightRadiationDamage Text = LightRadiationDamage Duration = 0 Charges = 1 Type = EEffectType::Damage ValueMin = 0.066f ValueMax = 0.066f DamageType = EDamageType::Radiation ShouldIgnoreArmor = true ArmorPiercing = 0.f bIsPermanent = true bIsSmooth = false Positive = EBeneficial::Negative struct.end MediumRadiationDamage : struct.begin {refkey=[0]} SID = MediumRadiationDamage Text = MediumRadiationDamage Duration = 0 Charges = 1 Type = EEffectType::Damage ValueMin = 0.33f ValueMax = 0.33f DamageType = EDamageType::Radiation ShouldIgnoreArmor = true ArmorPiercing = 0.f bIsPermanent = true bIsSmooth = false Positive = EBeneficial::Negative struct.end StrongRadiationDamage : struct.begin {refkey=[0]} SID = StrongRadiationDamage Text = StrongRadiationDamage Duration = 1 Charges = 1 Type = EEffectType::Damage ValueMin = 1.66f ValueMax = 1.66f DamageType = EDamageType::Radiation ShouldIgnoreArmor = true ArmorPiercing = 0.f bIsPermanent = true bIsSmooth = false Positive = EBeneficial::Negative struct.end DeadlyRadiationDamage : struct.begin {refkey=[0]} SID = DeadlyRadiationDamage Text = DeadlyRadiationDamage Duration = 1 Charges = 1 Type = EEffectType::Damage ValueMin = 20.0f ValueMax = 20.0f DamageType = EDamageType::Radiation ShouldIgnoreArmor = false ArmorPiercing = 0.f bIsPermanent = true bIsSmooth = false Positive = EBeneficial::Negative struct.end DegenStamina1 : struct.begin {refkey=[0]} SID = DegenStamina1 Text = DegenStamina1 LocalizationSID = restore_stamina Type = EEffectType::RegenStamina ValueMin = -0.5f ValueMax = -0.5f bIsPermanent = true Positive = EBeneficial::Negative struct.end DegenStamina2 : struct.begin {refkey=[0]} SID = DegenStamina2 Text = DegenStamina2 LocalizationSID = restore_stamina Type = EEffectType::RegenStamina ValueMin = -1.0f ValueMax = -1.0f bIsPermanent = true Positive = EBeneficial::Negative struct.end DegenStamina3 : struct.begin {refkey=[0]} SID = DegenStamina3 Text = DegenStamina3 LocalizationSID = restore_stamina Type = EEffectType::RegenStamina ValueMin = -2.0f ValueMax = -2.0f bIsPermanent = true Positive = EBeneficial::Negative struct.end PsySepiaPostProcess : struct.begin {refkey=[0]} SID = PsySepiaPostProcess Text = Sepia Type = EEffectType::PostProcessing ProcessorSID = PsySepiaEffectProcessor bStartEffect = true bIsPermanent = true Positive = EBeneficial::Negative DialogBlendInDuration = 3.0 DialogBlendOutDuration = 3.0 DialogIntensityMultiplier = 0.4 struct.end PsyBlurPostProcess : struct.begin {refkey=[0]} SID = PsyBlurPostProcess Text = PsyBlur Type = EEffectType::PostProcessing ProcessorSID = PSYBlurEffectProcessor bStartEffect = true bIsPermanent = true Positive = EBeneficial::Negative DialogBlendInDuration = 3.0 DialogBlendOutDuration = 3.0 DialogIntensityMultiplier = 0.4 struct.end StrongBleedingVelocityChange : struct.begin {refkey=[0]} SID = StrongBleedingVelocityChange Text = Applies slowness effect on strong bleeding Type = EEffectType::VelocityChange ValueMin = -0.2 ValueMax = -0.2 Positive = EBeneficial::Negative bIsPermanent = true struct.end MediumBleedingVelocityChange : struct.begin {refkey=[0]} SID = MediumBleedingVelocityChange Text = Applies slowness effect on medium bleeding Type = EEffectType::VelocityChange ValueMin = -0.5 ValueMax = -0.5 Positive = EBeneficial::Negative bIsPermanent = true struct.end SoundEffectTestAttach : struct.begin {refkey=[0]} SID = SoundFXTestAttach Text = SoundFXTestAttach Type = EEffectType::SoundEffect AssetPath = AkAudioEvent'/Game/_STALKER2/Audio/WwiseAudio/Events/Detectors/DetectorGilka/SFX_DetectorGilka_Signal.SFX_DetectorGilka_Signal' SoundEffectSubtype = ESoundEffectSubtype::PlaySoundAttached InterpolationTime = 0 struct.end SoundEffectTestParam : struct.begin {refkey=[0]} SID = SoundFXTestParam Text = SoundFXTestParam Type = EEffectType::SoundEffect AssetPath = AkRtpc'/Game/_STALKER2/Audio/WwiseAudio/Game_Parameters/Equipment/AnomalyDetectorDangerLevel.AnomalyDetectorDangerLevel' ValueMin = 30.f ValueMax = 30.f SoundEffectSubtype = ESoundEffectSubtype::SetParameter InterpolationTime = 0 struct.end SoundEffectTestSwitch : struct.begin {refkey=[0]} SID = SoundFXTestSwitch Text = SoundFXTestSwitch Type = EEffectType::SoundEffect SoundEffectSubtype = ESoundEffectSubtype::SetSwitch InterpolationTime = 0 struct.end SoundEffectTestState : struct.begin {refkey=[0]} SID = SoundFXTestState Text = SoundFXTestState Type = EEffectType::SoundEffect Positive = EBeneficial::Positive SoundEffectSubtype = ESoundEffectSubtype::SetState InterpolationTime = 0 struct.end DamageOverTime_Wounded : struct.begin {refkey=[0]} SID = DamageOverTime_Wounded Text = Damage Over Time Type = EEffectType::WoundedHPOverTime Param1 = ValueMin = -1.0 // hp per minute ValueMax = -1.0 // hp per minute bIsPermanent = true Positive = EBeneficial::Negative struct.end HealOverTime_Wounded : struct.begin {refkey=[0]} SID = HealOverTime_Wounded Text = Heal Over Time Type = EEffectType::WoundedHPOverTime Param1 = ValueMin = 10 // hp per minute ValueMax = 10 // hp per minute bIsPermanent = true Positive = EBeneficial::Positive struct.end Quest_HealOverTime_Wounded : struct.begin {refkey=[0]} SID = Quest_HealOverTime_Wounded Text = Quest Heal Over Time Type = EEffectType::WoundedHPOverTime Param1 = ValueMin = 15 // hp per minute ValueMax = 15 // hp per minute bIsPermanent = true Positive = EBeneficial::Positive struct.end RazorAnomalyDamageDPSLow : struct.begin {refkey=[0]} SID = RazorAnomalyDamageDPSLow Text = Take Damage Duration = 1 Charges = 1 Type = EEffectType::VelocityDamage ValueMin = 15.0 ValueMax = 20.0 MinSpeed = 191.0 MaxSpeed = 819.0 Positive = EBeneficial::Negative DamageType = EDamageType::Strike DamageSource = EDamageSource::IronWind bIsPermanent = true bIsSmooth = true ShouldIgnoreArmor = false ArmorPiercing = 5.f DuplicationType = EDuplicateResolveType::KeepOld struct.end RazorAnomalyDamageDPSHigh : struct.begin {refkey=[0]} SID = RazorAnomalyDamageDPSHigh Text = Take Damage Duration = 1 Charges = 1 Type = EEffectType::VelocityDamage ValueMin = 100.0 ValueMax = 100.0 MinSpeed = 820.0 MaxSpeed = 10000.0 Positive = EBeneficial::Negative DamageType = EDamageType::Strike DamageSource = EDamageSource::IronWind bIsPermanent = true bIsSmooth = true ShouldIgnoreArmor = false ArmorPiercing = 5.f DuplicationType = EDuplicateResolveType::KeepOld struct.end RazorAnomalyLowBleed : struct.begin {refkey=[0]} SID = RazorAnomalyLowBleed Text = Take Bleeding Duration = 1 Charges = 1 Type = EEffectType::VelocityBleeding ValueMin = 20.0 ValueMax = 20.0 MinSpeed = 191.0 MaxSpeed = 819.0 Positive = EBeneficial::Negative DuplicationType = EDuplicateResolveType::KeepOld struct.end RazorAnomalyHighBleed : struct.begin {refkey=[0]} SID = RazorAnomalyHighBleed Text = Take Bleeding Duration = 1 Charges = 1 Type = EEffectType::VelocityBleeding ValueMin = 60.0 ValueMax = 60.0 MinSpeed = 820.0 MaxSpeed = 10000.0 Positive = EBeneficial::Negative DuplicationType = EDuplicateResolveType::KeepOld struct.end RadiationPostProcess : struct.begin {refkey=[0]} SID = RadiationPostProcess Text = Radiation PP Type = EEffectType::PostProcessing ProcessorSID = RadiationNoiseEffectProcessor bStartEffect = true bIsPermanent = true Positive = EBeneficial::Negative DialogBlendInDuration = 3.0 DialogBlendOutDuration = 3.0 DialogIntensityMultiplier = 0.4 struct.end RadiationRandomizePostProcess : struct.begin {refkey=[0]} SID = RadiationRandomizePostProcess Text = RadiationRandomizePostProcess Type = EEffectType::PostProcessing ProcessorSID = RadiationRandomEffectProcessor bStartEffect = true bIsPermanent = true Positive = EBeneficial::Negative DialogBlendInDuration = 3.0 DialogBlendOutDuration = 3.0 DialogIntensityMultiplier = 0.4 struct.end PSYDamage3InstaEffect : struct.begin {refkey=[0]} SID = PSYDamage3InstaEffect Text = Damage 2hp (PSY type) insta from 1 seconds Duration = 1 Charges = 1 Type = EEffectType::Damage ValueMin = 2.0f ValueMax = 2.0f DamageType = EDamageType::PSY ShouldIgnoreArmor = true ArmorPiercing = 0.f bIsPermanent = true bIsSmooth = false Positive = EBeneficial::Negative DamageSource = EDamageSource::PSY DuplicationType = EDuplicateResolveType::KeepOld struct.end PSYAdd5PointsInsta : struct.begin {refkey=[0]} SID = PSYAdd5PointsInsta Text = PSYAdd5PointsInsta Duration = 1 Charges = 1 Type = EEffectType::PsyPoints ValueMin = 5.0f ValueMax = 5.0f bIsPermanent = true bIsSmooth = false Positive = EBeneficial::Negative struct.end GunBucket_TopRailEffect : struct.begin {refkey=[0]} SID = GunBucket_TopRailEffect Text = GunBucket_TopRailEffect Type = EEffectType::AddAttachment AttachmentItemPrototypeSID = GunBucket_TopRail bIsPermanent = true Positive = EBeneficial::Positive struct.end RazorCorrosion_Weapon : struct.begin {refkey=[0]} SID = RazorCorrosion_Weapon Text = Corrosion item ValueMin = 14.0 ValueMax = 14.0 InventoryEquipmentSlot = EInventoryEquipmentSlot::PrimaryWeapon Duration = 1 Charges = 1 Type = EEffectType::VelocityCorrosion MinSpeed = 191.0 MaxSpeed = 820.0 DuplicationType = EDuplicateResolveType::KeepOld struct.end RazorCorrosion_SecWeapon : struct.begin {refkey=[0]} SID = RazorCorrosion_SecWeapon Text = Corrosion item ValueMin = 14.0 ValueMax = 14.0 InventoryEquipmentSlot = EInventoryEquipmentSlot::SecondaryWeapon Duration = 1 Charges = 1 Type = EEffectType::VelocityCorrosion MinSpeed = 191.0 MaxSpeed = 820.0 DuplicationType = EDuplicateResolveType::KeepOld struct.end RazorCorrosion_Pistol : struct.begin {refkey=[0]} SID = RazorCorrosion_Pistol Text = Corrosion item ValueMin = 7.0 ValueMax = 7.0 InventoryEquipmentSlot = EInventoryEquipmentSlot::Pistol Duration = 1 Charges = 1 Type = EEffectType::VelocityCorrosion MinSpeed = 191.0 MaxSpeed = 820.0 DuplicationType = EDuplicateResolveType::KeepOld struct.end RazorCorrosion_Body : struct.begin {refkey=[0]} SID = RazorCorrosion_Body Text = Corrosion item Duration = 1 Charges = 1 ValueMin = 10 ValueMax = 10 InventoryEquipmentSlot = EInventoryEquipmentSlot::Body Type = EEffectType::VelocityCorrosion MinSpeed = 191.0 MaxSpeed = 820.0 DuplicationType = EDuplicateResolveType::KeepOld struct.end RazorCorrosion_Head : struct.begin {refkey=[0]} SID = RazorCorrosion_Head Text = Corrosion item Duration = 1 Charges = 1 ValueMin = 3 ValueMax = 3 InventoryEquipmentSlot = EInventoryEquipmentSlot::Head Type = EEffectType::VelocityCorrosion MinSpeed = 191.0 MaxSpeed = 820.0 DuplicationType = EDuplicateResolveType::KeepOld struct.end FakeArtifactsPSYPoints : struct.begin {refkey=[0]} SID = FakeArtifactsPSYPoints Text = Hit 10-20 Psy points insta (after 1 seconds) Duration = 1 Charges = 1 Type = EEffectType::PsyPoints ValueMin = 10 ValueMax = 20 Positive = EBeneficial::Negative bIsSmooth = false struct.end RazorAnomalyDamageChangeStance : struct.begin {refkey=[0]} SID = RazorAnomalyDamageChangeStance Text = Take Damage Duration = 1 Charges = 1 Type = EEffectType::Damage ValueMin = 10.0 ValueMax = 10.0 Positive = EBeneficial::Negative DamageType = EDamageType::Strike DamageSource = EDamageSource::IronWind bIsSmooth = true bIsPermanent = false ArmorPiercing = 5.f ShouldIgnoreArmor = false DuplicationType = EDuplicateResolveType::KeepOld struct.end RazorAnomalyBleedChangeStance : struct.begin {refkey=[0]} SID = RazorAnomalyBleedChangeStance Text = Take Bleeding Duration = 1 Charges = 1 Type = EEffectType::Bleeding ValueMin = 20.0 ValueMax = 20.0 Positive = EBeneficial::Negative DuplicationType = EDuplicateResolveType::KeepOld struct.end RazorAnomalyCorrosionChangeStance : struct.begin {refkey=[0]} SID = RazorAnomalyCorrosionChangeStance Text = Corrosion item Duration = 0 Charges = 0 Type = EEffectType::Composite ApplyExtraEffectPrototypeSIDs : struct.begin [0] = RazorCorrosion_Weapon [1] = RazorCorrosion_SecWeapon [2] = RazorCorrosion_Pistol [3] = RazorCorrosion_Body [4] = RazorCorrosion_Head struct.end DuplicationType = EDuplicateResolveType::KeepOld struct.end FireAnomalyDPS : struct.begin {refkey=[0]} SID = FireAnomalyDPS Text = Take Damage Duration = 1 Charges = 1 Type = EEffectType::Damage ValueMin = 50.0 ValueMax = 50.0 Positive = EBeneficial::Negative DamageType = EDamageType::Burn DamageSource = EDamageSource::Fire ShouldIgnoreArmor = false ArmorPiercing = 0.f DuplicationType = EDuplicateResolveType::KeepOld bIsPermanent = true bIsSmooth = true struct.end ExpulsionDamage : struct.begin {refkey=[0]} SID = ExpulsionDamage Text = Take Damage Type = EEffectType::Damage ValueMin = 65.0 ValueMax = 75.0 Positive = EBeneficial::Negative DamageType = EDamageType::Strike ShouldIgnoreArmor = false ArmorPiercing = 4.f bIsSmooth = false DuplicationType = EDuplicateResolveType::KeepNew DamageSource = EDamageSource::Expulsion struct.end LavaLampAnomalyFloor : struct.begin {refkey=[0]} SID = LavaLampAnomalyFloor Text = Take Damage Duration = 0.2 Charges = 1 Type = EEffectType::Damage ValueMin = 5.0 ValueMax = 5.0 Positive = EBeneficial::Negative DamageType = EDamageType::Burn ShouldIgnoreArmor = false ArmorPiercing = 5.f DamageSource = EDamageSource::LavaLamp DuplicationType = EDuplicateResolveType::KeepOld struct.end LavaLampAnomalyHit : struct.begin {refkey=[0]} SID = LavaLampAnomalyHit Text = Take Damage Duration = 1 Charges = 1 Type = EEffectType::Damage ValueMin = 6.0 ValueMax = 6.0 Positive = EBeneficial::Negative DamageType = EDamageType::Burn ShouldIgnoreArmor = false ArmorPiercing = 5.f DamageSource = EDamageSource::LavaLamp DuplicationType = EDuplicateResolveType::KeepOld bIsPermanent = false bIsSmooth = true struct.end ElectroCorrosion : struct.begin {refkey=[0]} SID = ElectroCorrosion Text = Corrosion item Duration = 0 Charges = 0 Type = EEffectType::Composite ApplyExtraEffectPrototypeSIDs : struct.begin [0] = ElectroCorrosion_Weapon [1] = ElectroCorrosion_SecWeapon [2] = ElectroCorrosion_Pistol [3] = ElectroCorrosion_Body [4] = ElectroCorrosion_Head struct.end struct.end ElectroCorrosion_Weapon : struct.begin {refkey=[0]} SID = ElectroCorrosion_Weapon Text = Corrosion item ValueMin = 20 ValueMax = 20 InventoryEquipmentSlot = EInventoryEquipmentSlot::PrimaryWeapon Type = EEffectType::Corrosion DuplicationType = EDuplicateResolveType::KeepNew struct.end ElectroCorrosion_SecWeapon : struct.begin {refkey=[0]} SID = ElectroCorrosion_SecWeapon Text = Corrosion item ValueMin = 20 ValueMax = 20 InventoryEquipmentSlot = EInventoryEquipmentSlot::SecondaryWeapon Type = EEffectType::Corrosion DuplicationType = EDuplicateResolveType::KeepNew struct.end ElectroCorrosion_Pistol : struct.begin {refkey=[0]} SID = ElectroCorrosion_Pistol Text = Corrosion item ValueMin = 10 ValueMax = 10 InventoryEquipmentSlot = EInventoryEquipmentSlot::Pistol Type = EEffectType::Corrosion DuplicationType = EDuplicateResolveType::KeepNew struct.end ElectroCorrosion_Body : struct.begin {refkey=[0]} SID = ElectroCorrosion_Body Text = Corrosion item ValueMin = 10 ValueMax = 10 InventoryEquipmentSlot = EInventoryEquipmentSlot::Body Type = EEffectType::Corrosion DuplicationType = EDuplicateResolveType::KeepNew struct.end ElectroCorrosion_Head : struct.begin {refkey=[0]} SID = ElectroCorrosion_Head Text = Corrosion item ValueMin = 3 ValueMax = 3 InventoryEquipmentSlot = EInventoryEquipmentSlot::Head Type = EEffectType::Corrosion DuplicationType = EDuplicateResolveType::KeepNew struct.end RazorAnomalyCorrosionDPSHigh : struct.begin {refkey=[0]} SID = RazorAnomalyCorrosionDPSHigh Text = Corrosion item Duration = 0 Charges = 0 Type = EEffectType::Composite ApplyExtraEffectPrototypeSIDs : struct.begin [0] = RazorAnomalyCorrosionDPSHigh_Weapon [1] = RazorAnomalyCorrosionDPSHigh_SecWeapon [2] = RazorAnomalyCorrosionDPSHigh_Pistol [3] = RazorAnomalyCorrosionDPSHigh_Body [4] = RazorAnomalyCorrosionDPSHigh_Head struct.end struct.end RazorAnomalyCorrosionDPSHigh_Weapon : struct.begin {refkey=[0]} SID = RazorAnomalyCorrosionDPSHigh_Weapon Text = Corrosion item Duration = 1 Charges = 1 ValueMin = 20 ValueMax = 20 InventoryEquipmentSlot = EInventoryEquipmentSlot::PrimaryWeapon Type = EEffectType::Corrosion struct.end RazorAnomalyCorrosionDPSHigh_SecWeapon : struct.begin {refkey=[0]} SID = RazorAnomalyCorrosionDPSHigh_SecWeapon Text = Corrosion item Duration = 1 Charges = 1 ValueMin = 20 ValueMax = 20 InventoryEquipmentSlot = EInventoryEquipmentSlot::SecondaryWeapon Type = EEffectType::Corrosion struct.end RazorAnomalyCorrosionDPSHigh_Pistol : struct.begin {refkey=[0]} SID = RazorAnomalyCorrosionDPSHigh_Pistol Text = Corrosion item Duration = 1 Charges = 1 ValueMin = 20 ValueMax = 20 InventoryEquipmentSlot = EInventoryEquipmentSlot::Pistol Type = EEffectType::Corrosion struct.end RazorAnomalyCorrosionDPSHigh_Body : struct.begin {refkey=[0]} SID = RazorAnomalyCorrosionDPSHigh_Body Text = Corrosion item Duration = 1 Charges = 1 ValueMin = 10 ValueMax = 10 InventoryEquipmentSlot = EInventoryEquipmentSlot::Body Type = EEffectType::Corrosion DuplicationType = EDuplicateResolveType::KeepNew bIsPermanent = true bIsSmooth = true struct.end RazorAnomalyCorrosionDPSHigh_Head : struct.begin {refkey=[0]} SID = RazorAnomalyCorrosionDPSHigh_Head Text = Corrosion item Duration = 1 Charges = 1 ValueMin = 2 ValueMax = 2 InventoryEquipmentSlot = EInventoryEquipmentSlot::Head Type = EEffectType::Corrosion DuplicationType = EDuplicateResolveType::KeepNew bIsPermanent = true bIsSmooth = true struct.end HeatBurning : struct.begin {refkey=[0]} SID = HeatBurning Text = Take Damage Duration = 1 Charges = 1 Type = EEffectType::Damage ValueMin = 8.0 ValueMax = 8.0 Positive = EBeneficial::Negative DamageType = EDamageType::Burn DamageSource = EDamageSource::Fire ShouldIgnoreArmor = false ArmorPiercing = 0.f DuplicationType = EDuplicateResolveType::KeepOld bIsPermanent = true bIsSmooth = true struct.end AddMaxHP : struct.begin {refkey=[0]} SID = AddMaxHP Text = Add Max HP Type = EEffectType::MaxHealth ValueMin = 100 ValueMax = 100 Positive = EBeneficial::Positive bIsPermanent = true struct.end AddHPRegen : struct.begin {refkey=[0]} SID = AddHPRegen Text = Regen Health Type = EEffectType::RegenHealth ValueMin = 25% ValueMax = 25% Positive = EBeneficial::Positive bIsPermanent = true struct.end AddMaxFP : struct.begin {refkey=[0]} SID = AddMaxFP Text = Add Max FP Type = EEffectType::MaxStamina ValueMin = 100 ValueMax = 100 Positive = EBeneficial::Positive bIsPermanent = true struct.end AddFPRegen : struct.begin {refkey=[0]} SID = AddFPRegen Text = Regen Stamina Type = EEffectType::RegenStamina ValueMin = 25% ValueMax = 25% Positive = EBeneficial::Positive bIsPermanent = true struct.end AddRegenHungerPoints : struct.begin {refkey=[0]} SID = AddRegenHungerPoints Text = Regen Hunger Points Type = EEffectType::RegenHungerPoints ValueMin = 1.5 ValueMax = 1.5 Positive = EBeneficial::Positive bIsPermanent = true struct.end AddRegenSleepinessPoints : struct.begin {refkey=[0]} SID = AddRegenSleepinessPoints Text = Regen Sleepiness Points Type = EEffectType::RegenSleepinessPoints ValueMin = 1.5 ValueMax = 1.5 Positive = EBeneficial::Positive bIsPermanent = true struct.end AddDegenRadiation : struct.begin {refkey=[0]} SID = AddDegenRadiation Text = Degen Radiation Type = EEffectType::DegenRadiation ValueMin = 1.5 ValueMax = 1.5 bIsPermanent = true struct.end AddDegenBleeding : struct.begin {refkey=[0]} SID = AddDegenBleeding Text = Degen Bleeding Type = EEffectType::DegenBleeding ValueMin = 1.5 ValueMax = 1.5 bIsPermanent = true struct.end AddDegenPsyPoints : struct.begin {refkey=[0]} SID = AddDegenPsyPoints Text = Degen PsyPoints Type = EEffectType::DegenPsyPoints ValueMin = 1.5 ValueMax = 1.5 bIsPermanent = true struct.end AddDegenSuppressionPoints : struct.begin {refkey=[0]} SID = AddDegenSuppressionPoints Text = Degen Suppression Points Type = EEffectType::DegenSuppressionPoints ValueMin = 1.5 ValueMax = 1.5 bIsPermanent = true struct.end GunAK74_BaseDamage : struct.begin {refkey=[0]} SID = GunAK74_BaseDamage Text = GunAK74_BaseDamage Type = EEffectType::BaseDamage ValueMin = 50% ValueMax = 50% bIsPermanent = true Positive = EBeneficial::Positive struct.end GunAK74_BaseDamage_Temp : struct.begin {refkey=[0]} SID = GunAK74_BaseDamage_Temp Text = GunAK74_BaseDamage_Temp Type = EEffectType::BaseDamage ValueMin = 50% ValueMax = 50% Duration = 5.0 Positive = EBeneficial::Positive struct.end GunAK74_ArmorPiercing : struct.begin {refkey=[0]} SID = GunAK74_ArmorPiercing Text = GunAK74_ArmorPiercing Type = EEffectType::ArmorPiercing ValueMin = 50% ValueMax = 50% bIsPermanent = true Positive = EBeneficial::Positive struct.end GunAK74_ArmorPiercing_Temp : struct.begin {refkey=[0]} SID = GunAK74_ArmorPiercing_Temp Text = GunAK74_ArmorPiercing_Temp Type = EEffectType::ArmorPiercing ValueMin = 50% ValueMax = 50% Duration = 5.0 Positive = EBeneficial::Positive struct.end GunAK74_FireInterval : struct.begin {refkey=[0]} SID = GunAK74_FireInterval Text = Increase FireRate Type = EEffectType::FireInterval ValueMin = -25.0% ValueMax = -25.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end GunAK74_FireInterval_Temp : struct.begin {refkey=[0]} SID = GunAK74_FireInterval_Temp Text = Increase FireRate Type = EEffectType::FireInterval ValueMin = -25.0% ValueMax = -25.0% Duration = 5.0 Positive = EBeneficial::Positive struct.end ReloadingTimeDecBy25 : struct.begin {refkey=[0]} SID = ReloadingTimeDecBy25 Text = Descrease ReloadingTime Type = EEffectType::ReloadingTime ValueMin = -25% ValueMax = -25% bIsPermanent = true Positive = EBeneficial::Positive struct.end ReloadingTimeDecBy25_Temp : struct.begin {refkey=[0]} SID = ReloadingTimeDecBy25_Temp Text = Descrease ReloadingTime Type = EEffectType::ReloadingTime ValueMin = -25% ValueMax = -25% Duration = 5.0 Positive = EBeneficial::Positive struct.end PistolSilencerFireLoudness : struct.begin {refkey=[0]} SID = PistolSilencerFireLoudness Text = Descrease FireLoudness Type = EEffectType::FireLoudness ValueMin = -90.0% ValueMax = -90.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end SMGSilencerFireLoudness : struct.begin {refkey=[0]} SID = SMGSilencerFireLoudness Text = Descrease FireLoudness Type = EEffectType::FireLoudness ValueMin = -70.0% ValueMax = -70.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end ARSilencerFireLoudness : struct.begin {refkey=[0]} SID = ARSilencerFireLoudness Text = Descrease FireLoudness Type = EEffectType::FireLoudness ValueMin = -60.0% ValueMax = -60.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end SRSilencerFireLoudness : struct.begin {refkey=[0]} SID = SRSilencerFireLoudness Text = Descrease FireLoudness Type = EEffectType::FireLoudness ValueMin = -60.0% ValueMax = -60.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end GunAK74_BaseBleeding : struct.begin {refkey=[0]} SID = GunAK74_BaseBleeding Text = GunAK74_BaseBleeding Type = EEffectType::BaseBleeding ValueMin = 50% ValueMax = 50% bIsPermanent = true Positive = EBeneficial::Positive struct.end GunAK74_BaseBleeding_Temp : struct.begin {refkey=[0]} SID = GunAK74_BaseBleeding_Temp Text = GunAK74_BaseBleeding_Temp Type = EEffectType::BaseBleeding ValueMin = 50% ValueMax = 50% Duration = 5.0 Positive = EBeneficial::Positive struct.end GunAK74_BleedingChancePerShot : struct.begin {refkey=[0]} SID = GunAK74_BleedingChancePerShot Text = GunAK74_BleedingChancePerShot Type = EEffectType::BleedingChancePerShot ValueMin = 50% ValueMax = 50% bIsPermanent = true Positive = EBeneficial::Positive struct.end GunAK74_BleedingChancePerShot_Temp : struct.begin {refkey=[0]} SID = GunAK74_BleedingChancePerShot_Temp Text = GunAK74_BleedingChancePerShot_Temp Type = EEffectType::BleedingChancePerShot ValueMin = 50% ValueMax = 50% Duration = 5.0 Positive = EBeneficial::Positive struct.end ChemicalAnomalyTurnRateChangeYaw : struct.begin {refkey=[0]} SID = ChemicalAnomalyTurnRateChangeYaw Text = Applies turn rate slowness effect on enter in chemical anomaly Type = EEffectType::TurnRateChangeYaw ValueMin = -0.6 ValueMax = -0.6 bIsPermanent = true DuplicationType = EDuplicateResolveType::KeepNew Positive = EBeneficial::Negative struct.end ChemicalAnomalyTurnRateChangePitch : struct.begin {refkey=[0]} SID = ChemicalAnomalyTurnRateChangePitch Text = Applies turn rate slowness effect on enter in chemical anomaly Type = EEffectType::TurnRateChangePitch ValueMin = -0.6 ValueMax = -0.6 bIsPermanent = true DuplicationType = EDuplicateResolveType::KeepNew Positive = EBeneficial::Negative struct.end BarbedWireTurnRateChangeYaw : struct.begin {refkey=[0]} SID = BarbedWireTurnRateChangeYaw Text = Applies turn rate slowness effect on barbed wire victim Type = EEffectType::TurnRateChangeYaw ValueMin = -0.8 ValueMax = -0.8 bIsPermanent = true Positive = EBeneficial::Negative DuplicationType = EDuplicateResolveType::KeepOld struct.end BarbedWireTurnRateChangePitch : struct.begin {refkey=[0]} SID = BarbedWireTurnRateChangePitch Text = Applies turn rate slowness effect on barbed wire victim Type = EEffectType::TurnRateChangePitch ValueMin = -0.8 ValueMax = -0.8 bIsPermanent = true Positive = EBeneficial::Negative DuplicationType = EDuplicateResolveType::KeepOld struct.end FlycatcherTurnRateChangeYaw : struct.begin {refkey=[0]} SID = FlycatcherTurnRateChangeYaw Text = Applies turn rate slowness effect on enter in flycatcher anomaly Type = EEffectType::TurnRateChangeYaw ValueMin = -0.7 ValueMax = -0.7 bIsPermanent = true Positive = EBeneficial::Negative struct.end FlycatcherTurnRateChangePitch : struct.begin {refkey=[0]} SID = FlycatcherTurnRateChangePitch Text = Applies turn rate slowness effect on enter in flycatcher anomaly Type = EEffectType::TurnRateChangePitch ValueMin = -0.7 ValueMax = -0.7 bIsPermanent = true Positive = EBeneficial::Negative struct.end ChemicalVelocityCorrosion_Weapon : struct.begin {refkey=[0]} SID = ChemicalVelocityCorrosion_Weapon Text = Corrosion item in [190;820] Type = EEffectType::VelocityCorrosion Duration = 10 Charges = 1 MinSpeed = 190.0 MaxSpeed = 820.0 ValueMin = 0.05 ValueMax = 0.05 InventoryEquipmentSlot = EInventoryEquipmentSlot::PrimaryWeapon Positive = EBeneficial::Negative struct.end ChemicalVelocityCorrosionPerc_Weapon : struct.begin {refkey=[0]} SID = ChemicalVelocityCorrosionPerc_Weapon Text = Corrosion item in [190;820] Type = EEffectType::VelocityCorrosion Duration = 10 Charges = 1 MinSpeed = 190.0 MaxSpeed = 820.0 ValueMin = 5% ValueMax = 5% InventoryEquipmentSlot = EInventoryEquipmentSlot::PrimaryWeapon Positive = EBeneficial::Negative struct.end ClickerAnomalyHit : struct.begin {refkey=[0]} SID = ClickerAnomalyHit Text = Take Damage Type = EEffectType::Damage ValueMin = 70.0 ValueMax = 70.0 Positive = EBeneficial::Negative DamageType = EDamageType::Burn ShouldIgnoreArmor = false ArmorPiercing = 0.f DuplicationType = EDuplicateResolveType::KeepNew DamageSource = EDamageSource::Clicker struct.end ClickerCorrosion : struct.begin {refkey=[0]} SID = ClickerCorrosion Text = Corrosion item Type = EEffectType::Composite ApplyExtraEffectPrototypeSIDs : struct.begin [0] = ClickerCorrosion_Weapon [1] = ClickerCorrosion_SecWeapon [2] = ClickerCorrosion_Pistol [3] = ClickerCorrosion_Body [4] = ClickerCorrosion_Head struct.end struct.end ClickerCorrosion_Weapon : struct.begin {refkey=[0]} SID = ClickerCorrosion_Weapon Text = Corrosion item ValueMin = 25 ValueMax = 25 InventoryEquipmentSlot = EInventoryEquipmentSlot::PrimaryWeapon Type = EEffectType::Corrosion struct.end ClickerCorrosion_SecWeapon : struct.begin {refkey=[0]} SID = ClickerCorrosion_SecWeapon Text = Corrosion item ValueMin = 25 ValueMax = 25 InventoryEquipmentSlot = EInventoryEquipmentSlot::SecondaryWeapon Type = EEffectType::Corrosion struct.end ClickerCorrosion_Pistol : struct.begin {refkey=[0]} SID = ClickerCorrosion_Pistol Text = Corrosion item ValueMin = 12 ValueMax = 12 InventoryEquipmentSlot = EInventoryEquipmentSlot::Pistol Type = EEffectType::Corrosion struct.end ClickerCorrosion_Body : struct.begin {refkey=[0]} SID = ClickerCorrosion_Body Text = Corrosion item ValueMin = 10 ValueMax = 10 InventoryEquipmentSlot = EInventoryEquipmentSlot::Body Type = EEffectType::Corrosion struct.end ClickerCorrosion_Head : struct.begin {refkey=[0]} SID = ClickerCorrosion_Head Text = Corrosion item ValueMin = 3 ValueMax = 3 InventoryEquipmentSlot = EInventoryEquipmentSlot::Head Type = EEffectType::Corrosion struct.end SoapBubbleDamage : struct.begin {refkey=[0]} SID = SoapBubbleDamage Text = Take Damage Duration = 1 Charges = 1 Type = EEffectType::Damage ValueMin = 50.0 ValueMax = 50.0 Positive = EBeneficial::Negative DuplicationType = EDuplicateResolveType::KeepNew DamageType = EDamageType::ChemicalBurn DamageSource = EDamageSource::SoapBubble ShouldIgnoreArmor = false ArmorPiercing = 5.f struct.end ParticleSoapBubbleDamage : struct.begin {refkey=[0]} SID = ParticleSoapBubbleDamage Text = Take Damage Type = EEffectType::Damage Duration = 1 Charges = 1 ValueMin = 2.0 ValueMax = 2.0 Positive = EBeneficial::Negative DuplicationType = EDuplicateResolveType::KeepNew DamageType = EDamageType::ChemicalBurn DamageSource = EDamageSource::SoapBubble ShouldIgnoreArmor = false ArmorPiercing = 5.f struct.end HerculesWeight : struct.begin {refkey=[0]} SID = HerculesWeight Text = Additional Inventory Weight LocalizationSID = increase_max_inventory_weight Icon = Texture2D'/Game/GameLite/FPS_Game/UIRemaster/UITextures/Inventory/Effects/Texture_Icon_Weight.Texture_Icon_Weight' Type = EEffectType::AdditionalInventoryWeight Duration = 300.f ValueMin = 20 ValueMax = 20 Positive = EBeneficial::Positive DuplicationType = EDuplicateResolveType::KeepNew struct.end CinnamonDegenBleeding : struct.begin {refkey=[0]} SID = CinnamonDegenBleeding Text = Degen Bleeding LocalizationSID = increase_bleeding_regen Icon = Texture2D'/Game/GameLite/FPS_Game/UIRemaster/UITextures/Inventory/Effects/Texture_Icon_Bleeding.Texture_Icon_Bleeding' Type = EEffectType::DegenBleeding Duration = 180.f ValueMin = 10.0 ValueMax = 10.0 Positive = EBeneficial::Positive DuplicationType = EDuplicateResolveType::KeepNew struct.end BeerSatiety1 : struct.begin {refkey=[0]} SID = BeerSatiety1 Text = Increase Hunger LocalizationSID = increase_hunger Icon = Texture2D'/Game/GameLite/FPS_Game/UIRemaster/UITextures/Inventory/Effects/Texture_Icon_Hungry.Texture_Icon_Hungry' Type = EEffectType::HungerPoints ValueMin = 10 ValueMax = 10 Positive = EBeneficial::Negative struct.end BeerStaminaPenalty : struct.begin {refkey=[0]} SID = BeerStaminaPenalty Text = Stamina Penalty Duration = 20 Type = EEffectType::SPDrain ValueMin = 200% ValueMax = 200% AffectedStaminaActionTypes : struct.begin [0] = EStaminaAction::Walk [1] = EStaminaAction::Run [2] = EStaminaAction::Sprint struct.end Positive = EBeneficial::Negative struct.end BeerAntirad1 : struct.begin {refkey=[0]} SID = BeerAntirad1 Text = Remove radiation LocalizationSID = decrease_radiation Icon = Texture2D'/Game/GameLite/FPS_Game/UIRemaster/UITextures/Inventory/Effects/Texture_Icon_Radiation.Texture_Icon_Radiation' Duration = 2.0 Charges = 10 Type = EEffectType::Radiation ValueMin = -10 ValueMax = -10 Positive = EBeneficial::Positive struct.end VodkaAntirad3 : struct.begin {refkey=[0]} SID = VodkaAntirad3 Text = Remove radiation LocalizationSID = decrease_radiation Icon = Texture2D'/Game/GameLite/FPS_Game/UIRemaster/UITextures/Inventory/Effects/Texture_Icon_Radiation.Texture_Icon_Radiation' Duration = 2.0 Charges = 10 Type = EEffectType::Radiation ValueMin = -50 ValueMax = -50 Positive = EBeneficial::Positive struct.end VodkaDrunkness : struct.begin {refkey=[0]} SID = VodkaDrunkness Text = Drunkness Duration = 5.0 Charges = 10 Type = EEffectType::Drunkness ValueMin = 30 ValueMax = 30 Positive = EBeneficial::Positive ShouldPauseByDialog = false struct.end BeerDrunkness : struct.begin {refkey=[0]} SID = BeerDrunkness Text = Drunkness Duration = 5.0 Charges = 10 Type = EEffectType::Drunkness ValueMin = 15 ValueMax = 15 Positive = EBeneficial::Positive ShouldPauseByDialog = false struct.end WaterSatiety1 : struct.begin {refkey=[0]} SID = WaterSatiety1 Text = Increase Hunger LocalizationSID = decrease_hunger Icon = Texture2D'/Game/GameLite/FPS_Game/UIRemaster/UITextures/Inventory/Effects/Texture_Icon_Hungry.Texture_Icon_Hungry' Type = EEffectType::HungerPoints ValueMin = -10 ValueMax = -10 Positive = EBeneficial::Positive struct.end MilkSatiety4 : struct.begin {refkey=[0]} SID = MilkSatiety4 LocalizationSID = decrease_hunger Text = Increase Hunger Icon = Texture2D'/Game/GameLite/FPS_Game/UIRemaster/UITextures/Inventory/Effects/Texture_Icon_Hungry.Texture_Icon_Hungry' Type = EEffectType::HungerPoints ValueMin = -100 ValueMax = -100 Positive = EBeneficial::Positive struct.end PSYBlockerIncreaseRegen : struct.begin {refkey=[0]} SID = PSYBlockerIncreaseRegen Text = PsyAnomaly LocalizationSID = general_protectionPsi Icon = Texture2D'/Game/GameLite/FPS_Game/UIRemaster/UITextures/Inventory/Effects/Texture_Icon_PSIProtection.Texture_Icon_PSIProtection' Type = EEffectType::DegenPsyPoints Duration = 60.0 ValueMin = 10 ValueMax = 10 Positive = EBeneficial::Positive DuplicationType = EDuplicateResolveType::KeepNew struct.end SoapBubbleCorrosion : struct.begin {refkey=[0]} SID = SoapBubbleCorrosion Text = Corrosion item Type = EEffectType::Composite ApplyExtraEffectPrototypeSIDs : struct.begin [0] = SoapBubbleCorrosion_Weapon [1] = SoapBubbleCorrosion_SecWeapon [2] = SoapBubbleCorrosion_Pistol [3] = SoapBubbleCorrosion_Body [4] = SoapBubbleCorrosion_Head struct.end struct.end SoapBubbleCorrosion_Weapon : struct.begin {refkey=[0]} SID = SoapBubbleCorrosion_Weapon Text = Corrosion item ValueMin = 30 ValueMax = 30 InventoryEquipmentSlot = EInventoryEquipmentSlot::PrimaryWeapon Type = EEffectType::Corrosion DuplicationType = EDuplicateResolveType::KeepNew struct.end SoapBubbleCorrosion_SecWeapon : struct.begin {refkey=[0]} SID = SoapBubbleCorrosion_SecWeapon Text = Corrosion item ValueMin = 30 ValueMax = 30 InventoryEquipmentSlot = EInventoryEquipmentSlot::SecondaryWeapon Type = EEffectType::Corrosion DuplicationType = EDuplicateResolveType::KeepNew struct.end SoapBubbleCorrosion_Pistol : struct.begin {refkey=[0]} SID = SoapBubbleCorrosion_Pistol Text = Corrosion item ValueMin = 15 ValueMax = 15 InventoryEquipmentSlot = EInventoryEquipmentSlot::Pistol Type = EEffectType::Corrosion DuplicationType = EDuplicateResolveType::KeepNew struct.end SoapBubbleCorrosion_Body : struct.begin {refkey=[0]} SID = SoapBubbleCorrosion_Body Text = Corrosion item ValueMin = 15 ValueMax = 15 InventoryEquipmentSlot = EInventoryEquipmentSlot::Body Type = EEffectType::Corrosion DuplicationType = EDuplicateResolveType::KeepNew struct.end SoapBubbleCorrosion_Head : struct.begin {refkey=[0]} SID = SoapBubbleCorrosion_Head Text = Corrosion item ValueMin = 5 ValueMax = 5 InventoryEquipmentSlot = EInventoryEquipmentSlot::Head Type = EEffectType::Corrosion struct.end ParticleSoapBubbleCorrosion : struct.begin {refkey=[0]} SID = ParticleSoapBubbleCorrosion Text = Corrosion item Type = EEffectType::Composite ApplyExtraEffectPrototypeSIDs : struct.begin [0] = ParticleSoapBubbleCorrosion_Weapon [1] = ParticleSoapBubbleCorrosion_SecWeapon [2] = ParticleSoapBubbleCorrosion_Pistol [3] = ParticleSoapBubbleCorrosion_Body [4] = ParticleSoapBubbleCorrosion_Head struct.end struct.end ParticleSoapBubbleCorrosion_Weapon : struct.begin {refkey=[0]} SID = ParticleSoapBubbleCorrosion_Weapon Text = Corrosion item ValueMin = 2 ValueMax = 2 InventoryEquipmentSlot = EInventoryEquipmentSlot::PrimaryWeapon Type = EEffectType::Corrosion DuplicationType = EDuplicateResolveType::KeepNew struct.end ParticleSoapBubbleCorrosion_SecWeapon : struct.begin {refkey=[0]} SID = ParticleSoapBubbleCorrosion_SecWeapon Text = Corrosion item ValueMin = 2 ValueMax = 2 InventoryEquipmentSlot = EInventoryEquipmentSlot::SecondaryWeapon Type = EEffectType::Corrosion DuplicationType = EDuplicateResolveType::KeepNew struct.end ParticleSoapBubbleCorrosion_Pistol : struct.begin {refkey=[0]} SID = ParticleSoapBubbleCorrosion_Pistol Text = Corrosion item ValueMin = 1 ValueMax = 1 InventoryEquipmentSlot = EInventoryEquipmentSlot::Pistol Type = EEffectType::Corrosion DuplicationType = EDuplicateResolveType::KeepNew struct.end ParticleSoapBubbleCorrosion_Body : struct.begin {refkey=[0]} SID = ParticleSoapBubbleCorrosion_Body Text = Corrosion item ValueMin = 1 ValueMax = 1 InventoryEquipmentSlot = EInventoryEquipmentSlot::Body Type = EEffectType::Corrosion DuplicationType = EDuplicateResolveType::KeepNew struct.end ParticleSoapBubbleCorrosion_Head : struct.begin {refkey=[0]} SID = ParticleSoapBubbleCorrosion_Head Text = Corrosion item ValueMin = 0.5 ValueMax = 0.5 InventoryEquipmentSlot = EInventoryEquipmentSlot::Head Type = EEffectType::Corrosion struct.end ExpulsionCorrosion : struct.begin {refkey=[0]} SID = ExpulsionCorrosion Text = Corrosion item Type = EEffectType::Composite ApplyExtraEffectPrototypeSIDs : struct.begin [0] = ExpulsionCorrosion_Weapon [1] = ExpulsionCorrosion_SecWeapon [2] = ExpulsionCorrosion_Pistol [3] = ExpulsionCorrosion_Body [4] = ExpulsionCorrosion_Head struct.end struct.end ExpulsionCorrosion_Weapon : struct.begin {refkey=[0]} SID = ExpulsionCorrosion_Weapon Text = Corrosion item ValueMin = 20 ValueMax = 20 InventoryEquipmentSlot = EInventoryEquipmentSlot::PrimaryWeapon Type = EEffectType::Corrosion DuplicationType = EDuplicateResolveType::KeepNew struct.end ExpulsionCorrosion_SecWeapon : struct.begin {refkey=[0]} SID = ExpulsionCorrosion_SecWeapon Text = Corrosion item ValueMin = 20 ValueMax = 20 InventoryEquipmentSlot = EInventoryEquipmentSlot::SecondaryWeapon Type = EEffectType::Corrosion DuplicationType = EDuplicateResolveType::KeepNew struct.end ExpulsionCorrosion_Pistol : struct.begin {refkey=[0]} SID = ExpulsionCorrosion_Pistol Text = Corrosion item ValueMin = 10 ValueMax = 10 InventoryEquipmentSlot = EInventoryEquipmentSlot::Pistol Type = EEffectType::Corrosion DuplicationType = EDuplicateResolveType::KeepNew struct.end ExpulsionCorrosion_Body : struct.begin {refkey=[0]} SID = ExpulsionCorrosion_Body Text = Corrosion item ValueMin = 10 ValueMax = 10 InventoryEquipmentSlot = EInventoryEquipmentSlot::Body Type = EEffectType::Corrosion DuplicationType = EDuplicateResolveType::KeepNew struct.end ExpulsionCorrosion_Head : struct.begin {refkey=[0]} SID = ExpulsionCorrosion_Head Text = Corrosion item ValueMin = 3 ValueMax = 3 InventoryEquipmentSlot = EInventoryEquipmentSlot::Head Type = EEffectType::Corrosion struct.end FireAnomalyCorrosion : struct.begin {refkey=[0]} SID = FireAnomalyCorrosion Text = Corrosion item Type = EEffectType::Composite ApplyExtraEffectPrototypeSIDs : struct.begin [0] = FireAnomalyCorrosion_Weapon [1] = FireAnomalyCorrosion_SecWeapon [2] = FireAnomalyCorrosion_Pistol [3] = FireAnomalyCorrosion_Body [4] = FireAnomalyCorrosion_Head struct.end struct.end FireAnomalyCorrosion_Weapon : struct.begin {refkey=[0]} SID = FireAnomalyCorrosion_Weapon Text = Corrosion item ValueMin = 15.0 ValueMax = 15.0 InventoryEquipmentSlot = EInventoryEquipmentSlot::PrimaryWeapon Type = EEffectType::Corrosion Duration = 1 Charges = 1 DuplicationType = EDuplicateResolveType::KeepNew bIsPermanent = true bIsSmooth = true struct.end FireAnomalyCorrosion_SecWeapon : struct.begin {refkey=[0]} SID = FireAnomalyCorrosion_SecWeapon Text = Corrosion item ValueMin = 15.0 ValueMax = 15.0 InventoryEquipmentSlot = EInventoryEquipmentSlot::SecondaryWeapon Type = EEffectType::Corrosion Duration = 1 Charges = 1 DuplicationType = EDuplicateResolveType::KeepNew bIsPermanent = true bIsSmooth = true struct.end FireAnomalyCorrosion_Pistol : struct.begin {refkey=[0]} SID = FireAnomalyCorrosion_Pistol Text = Corrosion item ValueMin = 7.5 ValueMax = 7.5 InventoryEquipmentSlot = EInventoryEquipmentSlot::Pistol Type = EEffectType::Corrosion Duration = 1 Charges = 1 DuplicationType = EDuplicateResolveType::KeepNew bIsPermanent = true bIsSmooth = true struct.end FireAnomalyCorrosion_Body : struct.begin {refkey=[0]} SID = FireAnomalyCorrosion_Body Text = Corrosion item ValueMin = 5.5 ValueMax = 5.5 Duration = 1 Charges = 1 bIsPermanent = true bIsSmooth = true InventoryEquipmentSlot = EInventoryEquipmentSlot::Body Type = EEffectType::Corrosion DuplicationType = EDuplicateResolveType::KeepNew struct.end FireAnomalyCorrosion_Head : struct.begin {refkey=[0]} SID = FireAnomalyCorrosion_Head Text = Corrosion item ValueMin = 1.5 ValueMax = 1.5 Duration = 1 Charges = 1 bIsPermanent = true bIsSmooth = true InventoryEquipmentSlot = EInventoryEquipmentSlot::Head Type = EEffectType::Corrosion struct.end BurningCorrosion : struct.begin {refkey=[0]} SID = BurningCorrosion Text = Corrosion item Type = EEffectType::Composite ApplyExtraEffectPrototypeSIDs : struct.begin [0] = BurningCorrosion_Weapon [1] = BurningCorrosion_SecWeapon [2] = BurningCorrosion_Pistol [3] = BurningCorrosion_Body [4] = BurningCorrosion_Head struct.end struct.end BurningCorrosion_Weapon : struct.begin {refkey=[0]} SID = BurningCorrosion_Weapon Text = Corrosion item ValueMin = 3.0 ValueMax = 3.0 InventoryEquipmentSlot = EInventoryEquipmentSlot::PrimaryWeapon Type = EEffectType::Corrosion Duration = 1 Charges = 1 DuplicationType = EDuplicateResolveType::KeepNew bIsPermanent = true bIsSmooth = true struct.end BurningCorrosion_SecWeapon : struct.begin {refkey=[0]} SID = BurningCorrosion_SecWeapon Text = Corrosion item ValueMin = 3.0 ValueMax = 3.0 InventoryEquipmentSlot = EInventoryEquipmentSlot::SecondaryWeapon Type = EEffectType::Corrosion Duration = 1 Charges = 1 DuplicationType = EDuplicateResolveType::KeepNew bIsPermanent = true bIsSmooth = true struct.end BurningCorrosion_Pistol : struct.begin {refkey=[0]} SID = BurningCorrosion_Pistol Text = Corrosion item ValueMin = 1.5 ValueMax = 1.5 InventoryEquipmentSlot = EInventoryEquipmentSlot::Pistol Type = EEffectType::Corrosion Duration = 1 Charges = 1 DuplicationType = EDuplicateResolveType::KeepNew bIsPermanent = true bIsSmooth = false struct.end BurningCorrosion_Body : struct.begin {refkey=[0]} SID = BurningCorrosion_Body Text = Corrosion item ValueMin = 1.5 ValueMax = 1.5 InventoryEquipmentSlot = EInventoryEquipmentSlot::Body Type = EEffectType::Corrosion DuplicationType = EDuplicateResolveType::KeepNew Duration = 1 Charges = 1 bIsPermanent = true bIsSmooth = true struct.end BurningCorrosion_Head : struct.begin {refkey=[0]} SID = BurningCorrosion_Head Text = Corrosion item ValueMin = 0.3 ValueMax = 0.3 InventoryEquipmentSlot = EInventoryEquipmentSlot::Head Type = EEffectType::Corrosion Duration = 1 Charges = 1 bIsPermanent = true bIsSmooth = true struct.end BleedingPostProcess : struct.begin {refkey=[0]} SID = BleedingPostProcess Text = Bleeding PP Type = EEffectType::PostProcessing ProcessorSID = BleedingEffectProcessor bStartEffect = true bIsPermanent = true Positive = EBeneficial::Negative DialogBlendInDuration = 3.0 DialogBlendOutDuration = 3.0 DialogIntensityMultiplier = 0.4 struct.end BleedingSpeedPostProcess : struct.begin {refkey=[0]} SID = BleedingSpeedPostProcess Text = Bleeding PP Type = EEffectType::PostProcessing ProcessorSID = BleedingSpeedEffectProcessor bStartEffect = true bIsPermanent = true Positive = EBeneficial::Negative DialogBlendInDuration = 3.0 DialogBlendOutDuration = 3.0 DialogIntensityMultiplier = 0.2 struct.end HealthMechanics : struct.begin {refkey=[0]} SID = HealthMechanics Type = EEffectType::MechanicsEffect MechanicsEffect : struct.begin StartMechanicsValue = 0.0 StopMechanicsValue = 0.0 VitalBarType = EVitalType::HP ConditionComparance = EConditionComparance::LessOrEqual ConditionEffects : struct.begin LowHPThreshold : struct.begin ConditionValue = 30 ApplicableEffects : struct.begin [0] : struct.begin EffectSID = LowHealthPostProcess RemoveOnTransition = false struct.end [1] : struct.begin EffectSID = LowHealthSoundPlay RemoveOnTransition = false struct.end [2] : struct.begin EffectSID = LowHealthRegenHP RemoveOnTransition = true struct.end struct.end struct.end FullHP : struct.begin ConditionValue = 100 ApplicableEffects : struct.begin [0] : struct.begin EffectSID = LowHealthSoundStop RemoveOnTransition = false struct.end struct.end struct.end struct.end struct.end bIsPermanent = true Positive = EBeneficial::Negative ShouldPauseByDialog = false struct.end LowHealthPostProcess : struct.begin {refkey=[0]} SID = LowHealthPostProcess Text = Low Health PP Type = EEffectType::PostProcessing ProcessorSID = LowHealthEffectProcessor bStartEffect = true bIsPermanent = true Positive = EBeneficial::Negative DialogBlendInDuration = 3.0 DialogBlendOutDuration = 3.0 DialogIntensityMultiplier = 0.3 struct.end ExpulsionPostProcess : struct.begin {refkey=[0]} SID = ExpulsionPostProcess Text = Expulsion PP Type = EEffectType::PostProcessing ProcessorSID = ExpulsionEffectProcessor bStartEffect = true Positive = EBeneficial::Negative struct.end CarouselPostProcess : struct.begin {refkey=[0]} SID = CarouselPostProcess Text = Carousel PP Type = EEffectType::PostProcessing ProcessorSID = CarouselEffectProcessor bStartEffect = true bIsPermanent = true Positive = EBeneficial::Negative DialogBlendInDuration = 3.0 DialogBlendOutDuration = 3.0 DialogIntensityMultiplier = 0.4 struct.end ToxicCloudDamage : struct.begin {refkey=[0]} SID = ToxicCloudDamage Text = Take Damage Duration = 1 Charges = 1 Type = EEffectType::Damage ValueMin = 15.0 ValueMax = 15.0 Positive = EBeneficial::Negative DamageType = EDamageType::ChemicalBurn ShouldIgnoreArmor = false ArmorPiercing = 5.f DamageSource = EDamageSource::ToxicCloud DuplicationType = EDuplicateResolveType::KeepOld bIsPermanent = true bIsSmooth = true struct.end ToxicCloudCorrosion : struct.begin {refkey=[0]} SID = ToxicCloudCorrosion Text = Corrosion item Type = EEffectType::Composite DuplicationType = EDuplicateResolveType::KeepNew ApplyExtraEffectPrototypeSIDs : struct.begin [0] = ToxicFumesCorrosion_Weapon [1] = ToxicFumesCorrosion_SecWeapon [2] = ToxicFumesCorrosion_Pistol [3] = ToxicFumesCorrosion_Body [4] = ToxicFumesCorrosion_Head struct.end struct.end ToxicFumesCorrosion_Weapon : struct.begin {refkey=[0]} SID = ToxicFumesCorrosion_Weapon Text = Corrosion item ValueMin = 5.0 ValueMax = 5.0 InventoryEquipmentSlot = EInventoryEquipmentSlot::PrimaryWeapon Type = EEffectType::Corrosion Duration = 1 Charges = 1 DuplicationType = EDuplicateResolveType::KeepNew bIsPermanent = true bIsSmooth = true struct.end ToxicFumesCorrosion_SecWeapon : struct.begin {refkey=[0]} SID = ToxicFumesCorrosion_SecWeapon Text = Corrosion item ValueMin = 5.0 ValueMax = 5.0 InventoryEquipmentSlot = EInventoryEquipmentSlot::SecondaryWeapon Type = EEffectType::Corrosion Duration = 1 Charges = 1 DuplicationType = EDuplicateResolveType::KeepNew bIsPermanent = true bIsSmooth = true struct.end ToxicFumesCorrosion_Pistol : struct.begin {refkey=[0]} SID = ToxicFumesCorrosion_Pistol Text = Corrosion item ValueMin = 2.5 ValueMax = 2.5 InventoryEquipmentSlot = EInventoryEquipmentSlot::Pistol Type = EEffectType::Corrosion Duration = 1 Charges = 1 DuplicationType = EDuplicateResolveType::KeepNew bIsPermanent = true bIsSmooth = true struct.end ToxicFumesCorrosion_Body : struct.begin {refkey=[0]} SID = ToxicFumesCorrosion_Body Text = Corrosion item Duration = 1 Charges = 1 ValueMin = 5 ValueMax = 5 InventoryEquipmentSlot = EInventoryEquipmentSlot::Body Type = EEffectType::Corrosion DuplicationType = EDuplicateResolveType::KeepNew bIsPermanent = true bIsSmooth = true struct.end ToxicFumesCorrosion_Head : struct.begin {refkey=[0]} SID = ToxicFumesCorrosion_Head Text = Corrosion item Duration = 1 Charges = 1 ValueMin = 2 ValueMax = 2 InventoryEquipmentSlot = EInventoryEquipmentSlot::Head Type = EEffectType::Corrosion DuplicationType = EDuplicateResolveType::KeepNew bIsPermanent = true bIsSmooth = true struct.end BurnDamagePostProcess : struct.begin {refkey=[0]} SID = BurnDamagePostProcess Text = Burn Damage Type = EEffectType::PostProcessing ProcessorSID = BurnDamageEffectProcessor bStartEffect = true ValueMin = 1.f ValueMax = 1.f bIsSmooth = false DuplicationType = EDuplicateResolveType::KeepNew Positive = EBeneficial::Negative struct.end PsyFieldIncreaseRegenStrong : struct.begin {refkey=[0]} SID = PsyFieldIncreaseRegenStrong Text = PsyFieldIncreaseRegenStrong Type = EEffectType::DegenPsyPoints ValueMin = -10 ValueMax = -10 Positive = EBeneficial::Negative bIsPermanent = true struct.end PsyFieldIncreaseRegenVeryStrong : struct.begin {refkey=[0]} SID = PsyFieldIncreaseRegenVeryStrong Text = PsyFieldIncreaseRegenVeryStrong Type = EEffectType::DegenPsyPoints ValueMin = -20 ValueMax = -20 Positive = EBeneficial::Negative bIsPermanent = true struct.end DefaultPhantomPSYDamageOnOverlap : struct.begin {refkey=[0]} SID = DefaultPhantomPSYDamageOnOverlap Text = DefaultPhantomPSYDamageOnOverlap Type = EEffectType::Damage Duration = 5 Charges = 1 ValueMin = 5 ValueMax = 10 DamageType = EDamageType::PSY ShouldIgnoreArmor = false ArmorPiercing = 0.f Positive = EBeneficial::Negative bIsSmooth = false DuplicationType = EDuplicateResolveType::KeepNew struct.end SpawnPSYPhantoms : struct.begin {refkey=[0]} SID = SpawnPSYPhantoms Text = SpawnPSYPhantoms Type = EEffectType::SpawnPsyPhantoms PsyNPCType = EPsyNPCType::PsyPhantom PhantomPlayerMinDistance = 1000 PhantomPlayerMaxDistance = 1500 PhantomPhantomMinDistance = 400 PhantomPhantomMaxDistance = 500 DelayBeforeNewSpawnCycleMin = 7 DelayBeforeNewSpawnCycleMax = 12 TimeBetwenSpawnPhantomMin = 1 TimeBetwenSpawnPhantomMax = 4 TimeBetwenDespawnPhantomMin = 1 TimeBetwenDespawnPhantomMax = 2 MinSpawnPhantoms = 4 MaxSpawnPhantoms = 6 AvailableObjPrototypes : struct.begin [*] = Blinddog [*] = Bloodsucker [*] = Boar [*] = Flesh [*] = Tushkan [*] = PhantomNPC_Neutral_CloseCombat [*] = PhantomNPC_Neutral_CloseCombat_Alt [*] = PhantomNPC_Militaries_CloseCombat [*] = PhantomNPC_Monolith_CloseCombat [*] = PhantomNPC_Scientists_Recon struct.end bIsPermanent = true struct.end PsyPhantomPermanentMovementSpeedSlowdown : struct.begin {refkey=[0]} SID = PsyPhantomPermanentMovementSpeedSlowdown Text = Applies slowness effect on spawned phantom Type = EEffectType::VelocityChange ValueMin = -50% ValueMax = -50% Positive = EBeneficial::Negative bIsPermanent = true struct.end PsyPhantomPermanentBulletSpeedSlowdown : struct.begin {refkey=[0]} SID = PsyPhantomPermanentBulletSpeedSlowdown Text = Applies slowness effect on projectiles spawned by this object Type = EEffectType::BulletSpeedSlowdown ValueMin = 92% ValueMax = 92% Positive = EBeneficial::Negative bIsPermanent = true struct.end PsyPhantomPermanentBulletResistanceDecrease : struct.begin {refkey=[0]} SID = PsyPhantomPermanentBulletResistanceDecrease Text = Bullet Proof Type = EEffectType::ProtectionStrike ValueMin = -80.0% ValueMax = -80.0% bIsPermanent = true Positive = EBeneficial::Negative struct.end SpawnPSYNPC : struct.begin {refkey=[0]} SID = SpawnPSYNPC Text = SpawnPSYNPC Type = EEffectType::SpawnPsyPhantoms PsyNPCType = EPsyNPCType::PsyNPC PhantomPlayerMinDistance = 1000 PhantomPlayerMaxDistance = 1500 PhantomPhantomMinDistance = 300 PhantomPhantomMaxDistance = 500 DelayBeforeNewSpawnCycleMin = 5 DelayBeforeNewSpawnCycleMax = 12 TimeBetwenSpawnPhantomMin = 1 TimeBetwenSpawnPhantomMax = 2 MinSpawnPhantoms = 1 MaxSpawnPhantoms = 2 AvailableObjPrototypes : struct.begin [0] = PsyNPC_Varta_Stormtrooper [1] = PsyNPC_Varta_CloseCombat [2] = PsyNPC_Varta_Recon [3] = PsyNPC_Neutral_CloseCombat [4] = PsyNPC_Neutral_Recon [5] = PsyNPC_Neutral_StormTrooper [6] = PsyNPC_Neutral_CloseCombat_Alt [7] = PsyNPC_Neutral_Recon_Alt [8] = PsyNPC_Neutral_StormTrooper_Alt [9] = PsyNPC_Mercenaries_CloseCombat [10] = PsyNPC_Mercenaries_Recon [11] = PsyNPC_Mercenaries_Stormtrooper [12] = PsyNPC_Monolith_CloseCombat [13] = PsyNPC_Monolith_Recon [14] = PsyNPC_Monolith_Stormtrooper [15] = PsyNPC_Bandit_CloseCombat [16] = PsyNPC_Bandit_Recon [17] = PsyNPC_Bandit_Stormtrooper struct.end bIsPermanent = true struct.end PsyVolumeZombification : struct.begin {refkey=[0]} SID = PsyVolumeZombification Text = Zombification Type = EEffectType::PsyZombification ValueMin = 1 ValueMax = 10 bIsPermanent = true Positive = EBeneficial::Negative AssetPath = AkAudioEvent'/Empty.Empty' struct.end StrongHungerDamage : struct.begin {refkey=[0]} SID = StrongHungerDamage Text = Damage Type = EEffectType::Damage ValueMin = 0.33 ValueMax = 0.33 bIsPermanent = true Positive = EBeneficial::Negative DamageType = EDamageType::Hunger ShouldIgnoreArmor = true ArmorPiercing = 0.f struct.end MediumHungerDamage : struct.begin {refkey=[0]} SID = MediumHungerDamage Text = Damage Type = EEffectType::Damage ValueMin = 0.167 ValueMax = 0.167 bIsPermanent = true Positive = EBeneficial::Negative DamageType = EDamageType::Hunger ShouldIgnoreArmor = true ArmorPiercing = 0.f struct.end DrunknessMechanics : struct.begin {refkey=[0]} SID = DrunknessMechanics Type = EEffectType::MechanicsEffect MechanicsEffect : struct.begin StartMechanicsValue = 0.0 StopMechanicsValue = 0.0 VitalBarType = EVitalType::Drunkness ConditionComparance = EConditionComparance::GreaterOrEqual ConditionEffects : struct.begin StrongDrunkness : struct.begin ConditionValue = 80 ApplicableEffects : struct.begin [0] : struct.begin EffectSID = StrongDrunknessHungerRegen RemoveOnTransition = true struct.end [1] : struct.begin EffectSID = StrongDrunknessStaminaDegen RemoveOnTransition = true struct.end [2] : struct.begin EffectSID = DrunknessPostProcess RemoveOnTransition = false struct.end [3] : struct.begin EffectSID = DrunknessCameraShake RemoveOnTransition = false struct.end struct.end struct.end MediumDrunkness : struct.begin ConditionValue = 30 ApplicableEffects : struct.begin [0] : struct.begin EffectSID = MediumDrunknessHungerRegen RemoveOnTransition = true struct.end [1] : struct.begin EffectSID = MediumDrunknessStaminaDegen RemoveOnTransition = true struct.end [2] : struct.begin EffectSID = DrunknessPostProcess RemoveOnTransition = false struct.end [3] : struct.begin EffectSID = DrunknessCameraShake RemoveOnTransition = false struct.end struct.end struct.end LowDrunkness : struct.begin ConditionValue = 0.001 ApplicableEffects : struct.begin [0] : struct.begin EffectSID = LowDrunknessHungerRegen RemoveOnTransition = true struct.end [1] : struct.begin EffectSID = LowDrunknessStaminaDegen RemoveOnTransition = true struct.end [2] : struct.begin EffectSID = DrunknessPostProcess RemoveOnTransition = false struct.end [3] : struct.begin EffectSID = DrunknessCameraShake RemoveOnTransition = false struct.end struct.end struct.end NoDrunkness : struct.begin ConditionValue = 0 ApplicableEffects = struct.end struct.end struct.end bIsPermanent = true Positive = EBeneficial::Negative ShouldPauseByDialog = false struct.end LowDrunknessHungerRegen : struct.begin {refkey=[0]} SID = LowDrunknessHungerRegen Text = LowDrunknessHungerRegen Type = EEffectType::RegenHungerPoints ValueMin = 10% ValueMax = 10% bIsPermanent = true Positive = EBeneficial::Negative struct.end MediumDrunknessHungerRegen : struct.begin {refkey=[0]} SID = MediumDrunknessHungerRegen Text = MediumDrunknessHungerRegen Type = EEffectType::RegenHungerPoints ValueMin = 25% ValueMax = 25% bIsPermanent = true Positive = EBeneficial::Negative struct.end StrongDrunknessHungerRegen : struct.begin {refkey=[0]} SID = StrongDrunknessHungerRegen Text = StrongDrunknessHungerRegen Type = EEffectType::RegenHungerPoints ValueMin = 50% ValueMax = 50% bIsPermanent = true Positive = EBeneficial::Negative struct.end VeryHighDrunknessHungerRegen : struct.begin {refkey=[0]} SID = VeryHighDrunknessHungerRegen Text = VeryHighDrunknessHungerRegen Type = EEffectType::RegenHungerPoints ValueMin = 60% ValueMax = 60% bIsPermanent = true Positive = EBeneficial::Negative struct.end LowDrunknessStaminaDegen : struct.begin {refkey=[0]} SID = LowDrunknessStaminaDegen Text = LowDrunknessStaminaDegen Type = EEffectType::RegenStamina ValueMin = -10% ValueMax = -10% bIsPermanent = true Positive = EBeneficial::Negative struct.end MediumDrunknessStaminaDegen : struct.begin {refkey=[0]} SID = MediumDrunknessStaminaDegen Text = MediumDrunknessStaminaDegen Type = EEffectType::RegenStamina ValueMin = -25% ValueMax = -25% bIsPermanent = true Positive = EBeneficial::Negative struct.end StrongDrunknessStaminaDegen : struct.begin {refkey=[0]} SID = StrongDrunknessStaminaDegen Text = StrongDrunknessStaminaDegen Type = EEffectType::RegenStamina ValueMin = -50% ValueMax = -50% bIsPermanent = true Positive = EBeneficial::Negative struct.end VeryHighDrunknessStaminaDegen : struct.begin {refkey=[0]} SID = VeryHighDrunknessStaminaDegen Text = VeryHighDrunknessStaminaDegen Type = EEffectType::RegenStamina ValueMin = -60% ValueMax = -60% bIsPermanent = true Positive = EBeneficial::Negative struct.end DrunknessPostProcess : struct.begin {refkey=[0]} SID = DrunknessPostProcess Text = DrunknessPostProcess Type = EEffectType::PostProcessing ProcessorSID = DrunknessEffectProcessor bStartEffect = true bIsPermanent = true Positive = EBeneficial::Negative ShouldPauseByDialog = false struct.end LowSleepinessAimingDecrease : struct.begin {refkey=[0]} SID = LowSleepinessAimingDecrease Text = LowSleepinessAimingDecrease Type = EEffectType::AimingTime ValueMin = +15% ValueMax = +15% bIsPermanent = true Positive = EBeneficial::Negative struct.end MediumSleepinessAimingDecrease : struct.begin {refkey=[0]} SID = MediumSleepinessAimingDecrease Text = MediumSleepinessAimingDecrease Type = EEffectType::AimingTime ValueMin = +25% ValueMax = +25% bIsPermanent = true Positive = EBeneficial::Negative struct.end StrongSleepinessAimingDecrease : struct.begin {refkey=[0]} SID = StrongSleepinessAimingDecrease Text = StrongSleepinessAimingDecrease Type = EEffectType::AimingTime ValueMin = +40% ValueMax = +40% bIsPermanent = true Positive = EBeneficial::Negative struct.end MediumSleepinessReloadingDecrease : struct.begin {refkey=[0]} SID = MediumSleepinessReloadingDecrease Text = MediumSleepinessReloadingDecrease Type = EEffectType::ReloadingTime ValueMin = +15% ValueMax = +15% bIsPermanent = true Positive = EBeneficial::Negative struct.end StrongSleepinessReloadingDecrease : struct.begin {refkey=[0]} SID = StrongSleepinessReloadingDecrease Text = StrongSleepinessReloadingDecrease Type = EEffectType::ReloadingTime ValueMin = +18.75% ValueMax = +18.75% bIsPermanent = true Positive = EBeneficial::Negative struct.end SleepHideEquipmentTime : struct.begin {refkey=[0]} SID = SleepHideEquipmentTime Text = Hide Equipment Time Effect Type = EEffectType::HideEquipmentTime bIsPermanent = true ValueMin = -15% ValueMax = -15% struct.end SleepShowEquipmentTime : struct.begin {refkey=[0]} SID = SleepShowEquipmentTime Text = Show Equipment Time Effect Type = EEffectType::ShowEquipmentTime bIsPermanent = true ValueMin = -15% ValueMax = -15% struct.end RadiationNoSleep : struct.begin {refkey=[0]} SID = RadiationNoSleep Text = RadiationNoSleep Type = EEffectType::FlagEffect bIsPermanent = true Positive = EBeneficial::Negative struct.end BleedingNoSleep : struct.begin {refkey=[0]} SID = BleedingNoSleep Text = BleedingNoSleep Type = EEffectType::FlagEffect bIsPermanent = true Positive = EBeneficial::Negative struct.end PsyNoSleep : struct.begin {refkey=[0]} SID = PsyNoSleep Text = PsyNoSleep Type = EEffectType::FlagEffect bIsPermanent = true Positive = EBeneficial::Negative struct.end HungerNoSleep : struct.begin {refkey=[0]} SID = HungerNoSleep Text = HungerNoSleep Type = EEffectType::FlagEffect bIsPermanent = true Positive = EBeneficial::Negative struct.end SleepHunger : struct.begin {refkey=[0]} SID = SleepHunger Text = SleepHunger Type = EEffectType::HungerPoints ValueMin = 0.04 ValueMax = 0.04 Positive = EBeneficial::Negative struct.end SleepHealthRestore : struct.begin {refkey=[0]} SID = SleepHealthRestore Text = SleepHealthRestore Type = EEffectType::Health ValueMin = 300 ValueMax = 300 Positive = EBeneficial::Positive struct.end SleepStaminaRestore : struct.begin {refkey=[0]} SID = SleepStaminaRestore Text = SleepStaminaRestore Type = EEffectType::Stamina ValueMin = 100% ValueMax = 100% Positive = EBeneficial::Positive struct.end SleepBleedingRestore : struct.begin {refkey=[0]} SID = SleepBleedingRestore Text = SleepBleedingRestore Type = EEffectType::Bleeding ValueMin = -100% ValueMax = -100% Positive = EBeneficial::Positive struct.end SleepRadiationRestore : struct.begin {refkey=[0]} SID = SleepRadiationRestore Text = SleepRadiationRestore Type = EEffectType::Radiation ValueMin = -100% ValueMax = -100% Positive = EBeneficial::Positive struct.end SleepPsyRestore : struct.begin {refkey=[0]} SID = SleepPsyRestore Text = SleepPsyRestore Type = EEffectType::PsyPoints ValueMin = -100% ValueMax = -100% Positive = EBeneficial::Positive struct.end SleepSuppressionRestore : struct.begin {refkey=[0]} SID = SleepSuppressionRestore Text = SleepSuppressionRestore Type = EEffectType::SuppressionPoints ValueMin = -100% ValueMax = -100% Positive = EBeneficial::Positive struct.end SleepSleepinessRestore : struct.begin {refkey=[0]} SID = SleepSleepinessRestore Text = SleepSleepinessRestore Type = EEffectType::SleepinessPoints ValueMin = -100% ValueMax = -100% Positive = EBeneficial::Positive struct.end SleepPoppySleepinessRestore : struct.begin {refkey=[0]} SID = SleepPoppySleepinessRestore Text = SleepPoppySleepinessRestore Type = EEffectType::PoppyFieldSleepiness ValueMin = -100% ValueMax = -100% Positive = EBeneficial::Positive struct.end ConcussionBlurPostProcess : struct.begin {refkey=[0]} SID = ConcussionBlurPostProcess Text = Concussion Blur Type = EEffectType::PostProcessing ProcessorSID = ConcussionBlurEffectProcessor Charges = 1 Duration = 3 bStartEffect = true bIsPermanent = false DuplicationType = EDuplicateResolveType::KeepNew Positive = EBeneficial::Negative ShouldPauseByDialog = false struct.end SuppressionWeakBlurPostProcess : struct.begin {refkey=[0]} SID = SuppressionWeakBlurPostProcess Text = Suppression Blur Type = EEffectType::PostProcessing ProcessorSID = SuppressionWeakBlurEffectProcessor bStartEffect = true bIsPermanent = true Positive = EBeneficial::Negative DialogBlendInDuration = 3.0 DialogBlendOutDuration = 3.0 DialogIntensityMultiplier = 0.4 struct.end StrongHungerSound : struct.begin {refkey=[0]} SID = StrongHungerSound Text = StrongHungerSound Type = EEffectType::SoundEffect AssetPath = /Script/AkAudio.AkAudioEvent'/Game/_STALKER2/Audio/WwiseAudio/Events/Effects/Hunger/SFX_Effect_Hunger_Strong.SFX_Effect_Hunger_Strong' SoundEffectSubtype = ESoundEffectSubtype::PlaySoundAttached InterpolationTime = 0 struct.end LowHealthSoundPlay : struct.begin {refkey=[0]} SID = LowHealthSoundPlay Text = LowHealthSoundPlay Type = EEffectType::SoundEffect AssetPath = /Script/AkAudio.AkAudioEvent'/Game/_STALKER2/Audio/WwiseAudio/Events/Effects/LowHealth/SFX_Effect_LowHealth_Play.SFX_Effect_LowHealth_Play' SoundEffectSubtype = ESoundEffectSubtype::PlaySoundAttached InterpolationTime = 0 MechanicsSourceEffectSID = HealthMechanics struct.end LowHealthSoundStop : struct.begin {refkey=[0]} SID = LowHealthSoundStop Text = LowHealthSoundStop Type = EEffectType::SoundEffect AssetPath = /Script/AkAudio.AkAudioEvent'/Game/_STALKER2/Audio/WwiseAudio/Events/Effects/LowHealth/SFX_Effect_LowHealth_Stop.SFX_Effect_LowHealth_Stop' SoundEffectSubtype = ESoundEffectSubtype::StopInfiniteSound StopEffectSID = LowHealthSoundPlay InterpolationTime = 0 ShouldPauseByDialog = false MechanicsSourceEffectSID = HealthMechanics struct.end KnockDown : struct.begin {refkey=[0]} SID = KnockDown Text = KnockDown Type = EEffectType::KnockDown Positive = EBeneficial::Negative DuplicationType = EDuplicateResolveType::KeepOld struct.end DragWeapon : struct.begin {refkey=[0]} SID = DragWeapon Text = DragWeapon Type = EEffectType::DragWeapon Positive = EBeneficial::Negative DurabilityDamageRange : struct.begin Min = 5 Max = 10 struct.end DragImpulseRangeNPC : struct.begin Min = 300 Max = 400 struct.end UseOnlyOnPlayer = true DuplicationType = EDuplicateResolveType::KeepOld struct.end ZombificationVelocityChange : struct.begin {refkey=[0]} SID = ZombificationVelocityChange Text = Applies movement speed reduction to zombie Type = EEffectType::VelocityChange ValueMin = 90% ValueMax = 90% Positive = EBeneficial::Negative bIsPermanent = true DuplicationType = EDuplicateResolveType::KeepNew struct.end ZombieConfusion : struct.begin {refkey=[0]} SID = ZombieConfusion Text = Applies confusion effect to zombie Type = EEffectType::AI_Confusion Positive = EBeneficial::Negative DuplicationType = EDuplicateResolveType::KeepNew ValueMin = 100.0 ValueMax = 100.0 Duration = 10 bIsPermanent = false struct.end PSYDamageControllerEffect : struct.begin {refkey=[0]} SID = PSYDamageControllerEffect Text = Damage from Controller PSY Attack Duration = 1 Charges = 1 Type = EEffectType::Damage ValueMin = 20.0f ValueMax = 20.0f DamageType = EDamageType::PSY ShouldIgnoreArmor = false ArmorPiercing = 0.f bIsSmooth = false Positive = EBeneficial::Negative DamageSource = EDamageSource::PSY struct.end PSYPointsControllerEffect : struct.begin {refkey=[0]} SID = PSYPointsControllerEffect Text = PSY points from Controller PSY Attack Radius = 700 Duration = 1 Charges = 1 Type = EEffectType::PsyPoints ValueMin = 10.0f ValueMax = 10.0f bIsSmooth = false Positive = EBeneficial::Negative struct.end PSYDamageControllerAuraEffect : struct.begin {refkey=[0]} SID = PSYDamageControllerAuraEffect Text = Damage from Controller Passive PSY Aura Radius = 2000 Duration = 1 Charges = 1 Type = EEffectType::Damage ValueMin = 1.0f ValueMax = 1.0f DamageType = EDamageType::PSY ShouldIgnoreArmor = false ArmorPiercing = 0.f bIsSmooth = false Positive = EBeneficial::Negative struct.end PSYPointsControllerAuraEffect : struct.begin {refkey=[0]} SID = PSYPointsControllerAuraEffect Text = PSY points from Controller Passive PSY Aura Radius = 6000 Duration = 1 Charges = 1 Type = EEffectType::PsyPoints ValueMin = 3.0f ValueMax = 3.0f bIsSmooth = true DuplicationType = EDuplicateResolveType::KeepNew Positive = EBeneficial::Negative struct.end ArtifactProtectionShock1 : struct.begin {refkey=[0]} SID = ArtifactProtectionShock1 Text = ArtifactProtectionShock2 LocalizationSID = ArtifactProtectionShock2 Icon = Texture2D'/Game/GameLite/FPS_Game/UIRemaster/UITextures/Inventory/Effects/Texture_Icon_ElectricalProtection.Texture_Icon_ElectricalProtection' Type = EEffectType::ProtectionShock ValueMin = 10 ValueMax = 10 bIsPermanent = true Positive = EBeneficial::Positive struct.end ArtifactProtectionShock2 : struct.begin {refkey=[0]} SID = ArtifactProtectionShock2 Text = ArtifactProtectionShock2 LocalizationSID = ArtifactProtectionShock2 Icon = Texture2D'/Game/GameLite/FPS_Game/UIRemaster/UITextures/Inventory/Effects/Texture_Icon_ElectricalProtection.Texture_Icon_ElectricalProtection' Type = EEffectType::ProtectionShock ValueMin = 15 ValueMax = 15 bIsPermanent = true Positive = EBeneficial::Positive struct.end ArtifactProtectionShock3 : struct.begin {refkey=[0]} SID = ArtifactProtectionShock3 Text = ArtifactProtectionShock2 LocalizationSID = ArtifactProtectionShock2 Icon = Texture2D'/Game/GameLite/FPS_Game/UIRemaster/UITextures/Inventory/Effects/Texture_Icon_ElectricalProtection.Texture_Icon_ElectricalProtection' Type = EEffectType::ProtectionShock ValueMin = 20 ValueMax = 20 bIsPermanent = true Positive = EBeneficial::Positive struct.end ArtifactProtectionShock4 : struct.begin {refkey=[0]} SID = ArtifactProtectionShock4 Text = ArtifactProtectionShock2 LocalizationSID = ArtifactProtectionShock2 Icon = Texture2D'/Game/GameLite/FPS_Game/UIRemaster/UITextures/Inventory/Effects/Texture_Icon_ElectricalProtection.Texture_Icon_ElectricalProtection' Type = EEffectType::ProtectionShock ValueMin = 35 ValueMax = 35 bIsPermanent = true Positive = EBeneficial::Positive struct.end ArtifactIncreaseRegenStamina1 : struct.begin {refkey=[0]} SID = ArtifactIncreaseRegenStamina1 Text = ArtifactIncreaseRegenStamina1 LocalizationSID = general_regenerationStamina Icon = Texture2D'/Game/GameLite/FPS_Game/UIRemaster/UITextures/Inventory/Effects/Texture_Icon_EnergyRegen.Texture_Icon_EnergyRegen' Type = EEffectType::RegenStamina ValueMin = 2.5f ValueMax = 2.5f Positive = EBeneficial::Positive bIsPermanent = true struct.end ArtifactIncreaseRegenStamina2 : struct.begin {refkey=[0]} SID = ArtifactIncreaseRegenStamina2 Text = ArtifactIncreaseRegenStamina2 LocalizationSID = general_regenerationStamina Icon = Texture2D'/Game/GameLite/FPS_Game/UIRemaster/UITextures/Inventory/Effects/Texture_Icon_EnergyRegen.Texture_Icon_EnergyRegen' Type = EEffectType::RegenStamina ValueMin = 5 ValueMax = 5 Positive = EBeneficial::Positive bIsPermanent = true struct.end ArtifactIncreaseRegenStamina3 : struct.begin {refkey=[0]} SID = ArtifactIncreaseRegenStamina3 Text = ArtifactIncreaseRegenStamina3 LocalizationSID = general_regenerationStamina Icon = Texture2D'/Game/GameLite/FPS_Game/UIRemaster/UITextures/Inventory/Effects/Texture_Icon_EnergyRegen.Texture_Icon_EnergyRegen' Type = EEffectType::RegenStamina ValueMin = 7.5f ValueMax = 7.5f Positive = EBeneficial::Positive bIsPermanent = true struct.end ArtifactIncreaseRegenStamina4 : struct.begin {refkey=[0]} SID = ArtifactIncreaseRegenStamina4 Text = ArtifactIncreaseRegenStamina4 LocalizationSID = general_regenerationStamina Icon = Texture2D'/Game/GameLite/FPS_Game/UIRemaster/UITextures/Inventory/Effects/Texture_Icon_EnergyRegen.Texture_Icon_EnergyRegen' Type = EEffectType::RegenStamina ValueMin = 12.5f ValueMax = 12.5f Positive = EBeneficial::Positive bIsPermanent = true struct.end ArtifactProtectionBurn1 : struct.begin {refkey=[0]} SID = ArtifactProtectionBurn1 Text = ArtifactProtectionBurn1 LocalizationSID = general_protectionThermal Icon = Texture2D'/Game/GameLite/FPS_Game/UIRemaster/UITextures/Inventory/Effects/Texture_Icon_ThermalProtection.Texture_Icon_ThermalProtection' Type = EEffectType::ProtectionBurn ValueMin = 10 ValueMax = 10 bIsPermanent = true Positive = EBeneficial::Positive struct.end ArtifactProtectionBurn2 : struct.begin {refkey=[0]} SID = ArtifactProtectionBurn2 Text = ArtifactProtectionBurn2 LocalizationSID = general_protectionThermal Icon = Texture2D'/Game/GameLite/FPS_Game/UIRemaster/UITextures/Inventory/Effects/Texture_Icon_ThermalProtection.Texture_Icon_ThermalProtection' Type = EEffectType::ProtectionBurn ValueMin = 15 ValueMax = 15 bIsPermanent = true Positive = EBeneficial::Positive struct.end ArtifactProtectionBurn3 : struct.begin {refkey=[0]} SID = ArtifactProtectionBurn3 Text = ArtifactProtectionBurn3 LocalizationSID = general_protectionThermal Icon = Texture2D'/Game/GameLite/FPS_Game/UIRemaster/UITextures/Inventory/Effects/Texture_Icon_ThermalProtection.Texture_Icon_ThermalProtection' Type = EEffectType::ProtectionBurn ValueMin = 20 ValueMax = 20 bIsPermanent = true Positive = EBeneficial::Positive struct.end ArtifactProtectionBurn4 : struct.begin {refkey=[0]} SID = ArtifactProtectionBurn4 Text = ArtifactProtectionBurn4 LocalizationSID = general_protectionThermal Icon = Texture2D'/Game/GameLite/FPS_Game/UIRemaster/UITextures/Inventory/Effects/Texture_Icon_ThermalProtection.Texture_Icon_ThermalProtection' Type = EEffectType::ProtectionBurn ValueMin = 35 ValueMax = 35 bIsPermanent = true Positive = EBeneficial::Positive struct.end ArtifactDegenBleeding1 : struct.begin {refkey=[0]} SID = ArtifactDegenBleeding1 Text = ArtifactDegenBleeding1 LocalizationSID = general_protectionBleed Icon = Texture2D'/Game/GameLite/FPS_Game/UIRemaster/UITextures/Inventory/Effects/Texture_Icon_Bleeding.Texture_Icon_Bleeding' Type = EEffectType::DegenBleeding ValueMin = 0.5 ValueMax = 0.5 Positive = EBeneficial::Positive bIsPermanent = true struct.end ArtifactDegenBleeding2 : struct.begin {refkey=[0]} SID = ArtifactDegenBleeding2 Text = ArtifactDegenBleeding2 LocalizationSID = general_protectionBleed Icon = Texture2D'/Game/GameLite/FPS_Game/UIRemaster/UITextures/Inventory/Effects/Texture_Icon_Bleeding.Texture_Icon_Bleeding' Type = EEffectType::DegenBleeding ValueMin = 1 ValueMax = 1 Positive = EBeneficial::Positive bIsPermanent = true struct.end ArtifactDegenBleeding3 : struct.begin {refkey=[0]} SID = ArtifactDegenBleeding3 Text = ArtifactDegenBleeding3 LocalizationSID = general_protectionBleed Icon = Texture2D'/Game/GameLite/FPS_Game/UIRemaster/UITextures/Inventory/Effects/Texture_Icon_Bleeding.Texture_Icon_Bleeding' Type = EEffectType::DegenBleeding ValueMin = 2 ValueMax = 2 Positive = EBeneficial::Positive bIsPermanent = true struct.end ArtifactDegenBleeding4 : struct.begin {refkey=[0]} SID = ArtifactDegenBleeding4 Text = ArtifactDegenBleeding4 LocalizationSID = general_protectionBleed Icon = Texture2D'/Game/GameLite/FPS_Game/UIRemaster/UITextures/Inventory/Effects/Texture_Icon_Bleeding.Texture_Icon_Bleeding' Type = EEffectType::DegenBleeding ValueMin = 4 ValueMax = 4 Positive = EBeneficial::Positive bIsPermanent = true struct.end ArtifactProtectionStrike1 : struct.begin {refkey=[0]} SID = ArtifactProtectionStrike1 Text = ArtifactProtectionStrike1 LocalizationSID = general_protectionBullet Icon = Texture2D'/Game/GameLite/FPS_Game/UIRemaster/UITextures/Inventory/Effects/Texture_Icon_PhysicalProtection.Texture_Icon_PhysicalProtection' Type = EEffectType::ProtectionStrike ValueMin = 0.1 ValueMax = 0.1 bIsPermanent = true Positive = EBeneficial::Positive struct.end ArtifactProtectionStrike2 : struct.begin {refkey=[0]} SID = ArtifactProtectionStrike2 Text = ArtifactProtectionStrike2 LocalizationSID = general_protectionBullet Icon = Texture2D'/Game/GameLite/FPS_Game/UIRemaster/UITextures/Inventory/Effects/Texture_Icon_PhysicalProtection.Texture_Icon_PhysicalProtection' Type = EEffectType::ProtectionStrike ValueMin = 0.25 ValueMax = 0.25 bIsPermanent = true Positive = EBeneficial::Positive struct.end ArtifactProtectionStrike3 : struct.begin {refkey=[0]} SID = ArtifactProtectionStrike3 Text = ArtifactProtectionStrike3 LocalizationSID = general_protectionBullet Icon = Texture2D'/Game/GameLite/FPS_Game/UIRemaster/UITextures/Inventory/Effects/Texture_Icon_PhysicalProtection.Texture_Icon_PhysicalProtection' Type = EEffectType::ProtectionStrike ValueMin = 0.5 ValueMax = 0.5 bIsPermanent = true Positive = EBeneficial::Positive struct.end ArtifactProtectionStrike4 : struct.begin {refkey=[0]} SID = ArtifactProtectionStrike4 Text = ArtifactProtectionStrike4 LocalizationSID = general_protectionBullet Icon = Texture2D'/Game/GameLite/FPS_Game/UIRemaster/UITextures/Inventory/Effects/Texture_Icon_PhysicalProtection.Texture_Icon_PhysicalProtection' Type = EEffectType::ProtectionStrike ValueMin = 1 ValueMax = 1 bIsPermanent = true Positive = EBeneficial::Positive struct.end ArtifactAdditionalInventoryWeight1 : struct.begin {refkey=[0]} SID = ArtifactAdditionalInventoryWeight1 Text = ArtifactAdditionalInventoryWeight1 LocalizationSID = general_weight Icon = Texture2D'/Game/GameLite/FPS_Game/UIRemaster/UITextures/Inventory/Effects/Texture_Icon_Weight.Texture_Icon_Weight' Type = EEffectType::AdditionalInventoryWeight ValueMin = 3 ValueMax = 3 Positive = EBeneficial::Positive bIsPermanent = true struct.end ArtifactAdditionalInventoryWeight2 : struct.begin {refkey=[0]} SID = ArtifactAdditionalInventoryWeight2 Text = ArtifactAdditionalInventoryWeight2 LocalizationSID = general_weight Icon = Texture2D'/Game/GameLite/FPS_Game/UIRemaster/UITextures/Inventory/Effects/Texture_Icon_Weight.Texture_Icon_Weight' Type = EEffectType::AdditionalInventoryWeight ValueMin = 6 ValueMax = 6 Positive = EBeneficial::Positive bIsPermanent = true struct.end ArtifactAdditionalInventoryWeight3 : struct.begin {refkey=[0]} SID = ArtifactAdditionalInventoryWeight3 Text = ArtifactAdditionalInventoryWeight3 LocalizationSID = general_weight Icon = Texture2D'/Game/GameLite/FPS_Game/UIRemaster/UITextures/Inventory/Effects/Texture_Icon_Weight.Texture_Icon_Weight' Type = EEffectType::AdditionalInventoryWeight ValueMin = 9 ValueMax = 9 Positive = EBeneficial::Positive bIsPermanent = true struct.end ArtifactAdditionalInventoryWeight4 : struct.begin {refkey=[0]} SID = ArtifactAdditionalInventoryWeight4 Text = ArtifactAdditionalInventoryWeight4 LocalizationSID = general_weight Icon = Texture2D'/Game/GameLite/FPS_Game/UIRemaster/UITextures/Inventory/Effects/Texture_Icon_Weight.Texture_Icon_Weight' Type = EEffectType::AdditionalInventoryWeight ValueMin = 12 ValueMax = 12 Positive = EBeneficial::Positive bIsPermanent = true struct.end ArtifactProtectionChemicalBurn1 : struct.begin {refkey=[0]} SID = ArtifactProtectionChemicalBurn1 Text = ArtifactProtectionChemicalBurn1 LocalizationSID = general_protectionChemical Icon = Texture2D'/Game/GameLite/FPS_Game/UIRemaster/UITextures/Inventory/Effects/Texture_Icon_ChemicalProtection.Texture_Icon_ChemicalProtection' Type = EEffectType::ProtectionChemical ValueMin = 10 ValueMax = 10 bIsPermanent = true Positive = EBeneficial::Positive struct.end ArtifactProtectionChemicalBurn2 : struct.begin {refkey=[0]} SID = ArtifactProtectionChemicalBurn2 Text = ArtifactProtectionChemicalBurn2 LocalizationSID = general_protectionChemical Icon = Texture2D'/Game/GameLite/FPS_Game/UIRemaster/UITextures/Inventory/Effects/Texture_Icon_ChemicalProtection.Texture_Icon_ChemicalProtection' Type = EEffectType::ProtectionChemical ValueMin = 15 ValueMax = 15 bIsPermanent = true Positive = EBeneficial::Positive struct.end ArtifactProtectionChemicalBurn3 : struct.begin {refkey=[0]} SID = ArtifactProtectionChemicalBurn3 Text = ArtifactProtectionChemicalBurn3 LocalizationSID = general_protectionChemical Icon = Texture2D'/Game/GameLite/FPS_Game/UIRemaster/UITextures/Inventory/Effects/Texture_Icon_ChemicalProtection.Texture_Icon_ChemicalProtection' Type = EEffectType::ProtectionChemical ValueMin = 20 ValueMax = 20 bIsPermanent = true Positive = EBeneficial::Positive struct.end ArtifactProtectionChemicalBurn4 : struct.begin {refkey=[0]} SID = ArtifactProtectionChemicalBurn4 Text = ArtifactProtectionChemicalBurn4 LocalizationSID = general_protectionChemical Icon = Texture2D'/Game/GameLite/FPS_Game/UIRemaster/UITextures/Inventory/Effects/Texture_Icon_ChemicalProtection.Texture_Icon_ChemicalProtection' Type = EEffectType::ProtectionChemical ValueMin = 35 ValueMax = 35 bIsPermanent = true Positive = EBeneficial::Positive struct.end ArtifactProtectionRadiation1 : struct.begin {refkey=[0]} SID = ArtifactProtectionRadiation1 Text = ArtifactProtectionRadiation1 LocalizationSID = general_protectionRadiation Icon = Texture2D'/Game/GameLite/FPS_Game/UIRemaster/UITextures/Inventory/Effects/Texture_Icon_Radiation.Texture_Icon_Radiation' Type = EEffectType::DegenRadiation ValueMin = 0.1 ValueMax = 0.1 bIsPermanent = true Positive = EBeneficial::Positive struct.end ArtifactProtectionRadiation2 : struct.begin {refkey=[0]} SID = ArtifactProtectionRadiation2 Text = ArtifactProtectionRadiation2 LocalizationSID = general_protectionRadiation Icon = Texture2D'/Game/GameLite/FPS_Game/UIRemaster/UITextures/Inventory/Effects/Texture_Icon_Radiation.Texture_Icon_Radiation' Type = EEffectType::DegenRadiation ValueMin = 0.15 ValueMax = 0.15 bIsPermanent = true Positive = EBeneficial::Positive struct.end ArtifactProtectionRadiation3 : struct.begin {refkey=[0]} SID = ArtifactProtectionRadiation3 Text = ArtifactProtectionRadiation3 LocalizationSID = general_protectionRadiation Icon = Texture2D'/Game/GameLite/FPS_Game/UIRemaster/UITextures/Inventory/Effects/Texture_Icon_Radiation.Texture_Icon_Radiation' Type = EEffectType::DegenRadiation ValueMin = 0.25 ValueMax = 0.25 bIsPermanent = true Positive = EBeneficial::Positive struct.end ArtifactProtectionRadiation4 : struct.begin {refkey=[0]} SID = ArtifactProtectionRadiation4 Text = ArtifactProtectionRadiation4 LocalizationSID = general_protectionRadiation Icon = Texture2D'/Game/GameLite/FPS_Game/UIRemaster/UITextures/Inventory/Effects/Texture_Icon_Radiation.Texture_Icon_Radiation' Type = EEffectType::DegenRadiation ValueMin = 0.5 ValueMax = 0.5 bIsPermanent = true Positive = EBeneficial::Positive struct.end ArtifactAddRadiation1 : struct.begin {refkey=[0]} SID = ArtifactAddRadiation1 Text = Degen Radiation LocalizationSID = general_radiation Icon = Texture2D'/Game/GameLite/FPS_Game/UIRemaster/UITextures/Inventory/Effects/Texture_Icon_Radiation.Texture_Icon_Radiation' Type = EEffectType::DegenRadiation ValueMin = -0.1 ValueMax = -0.1 bIsPermanent = true Positive = EBeneficial::Negative struct.end ArtifactAddRadiation2 : struct.begin {refkey=[0]} SID = ArtifactAddRadiation2 Text = Degen Radiation LocalizationSID = general_radiation Icon = Texture2D'/Game/GameLite/FPS_Game/UIRemaster/UITextures/Inventory/Effects/Texture_Icon_Radiation.Texture_Icon_Radiation' Type = EEffectType::DegenRadiation ValueMin = -0.15 ValueMax = -0.15 bIsPermanent = true Positive = EBeneficial::Negative struct.end ArtifactAddRadiation3 : struct.begin {refkey=[0]} SID = ArtifactAddRadiation3 Text = Degen Radiation LocalizationSID = general_radiation Icon = Texture2D'/Game/GameLite/FPS_Game/UIRemaster/UITextures/Inventory/Effects/Texture_Icon_Radiation.Texture_Icon_Radiation' Type = EEffectType::DegenRadiation ValueMin = -0.25 ValueMax = -0.25 bIsPermanent = true Positive = EBeneficial::Negative struct.end ArtifactAddRadiation4 : struct.begin {refkey=[0]} SID = ArtifactAddRadiation4 Text = Degen Radiation LocalizationSID = general_radiation Icon = Texture2D'/Game/GameLite/FPS_Game/UIRemaster/UITextures/Inventory/Effects/Texture_Icon_Radiation.Texture_Icon_Radiation' Type = EEffectType::DegenRadiation ValueMin = -0.5 ValueMax = -0.5 bIsPermanent = true Positive = EBeneficial::Negative struct.end BloodsuckerRoawConcussion : struct.begin {refkey=[0]} SID = BloodsuckerRoawConcussion Type = EEffectType::Concussion ValueMin = 25.0 ValueMax = 25.0 Positive = EBeneficial::Negative ShouldPauseByDialog = false struct.end ChemicalCorrosion_None : struct.begin {refkey=[0]} SID = ChemicalCorrosion_None Text = Corrosion item ValueMin = 0.2 ValueMax = 0.2 InventoryEquipmentSlot = EInventoryEquipmentSlot::None Type = EEffectType::Corrosion struct.end MutantMediumAttackCameraShake : struct.begin {refkey=[0]} SID = MutantMediumAttackCameraShake Text = MutantMediumAttackCameraShake Type = EEffectType::CameraShake ValueMin = 1.0 ValueMax = 1.0 Positive = EBeneficial::Negative CameraShakeEffectSubtype = ECameraShakeEffectSubtype::AddEffect CameraShakePrototypeSID = MutantMediumAttackCameraShake struct.end MutantStrongAttackCameraShake : struct.begin {refkey=[0]} SID = MutantStrongAttackCameraShake Text = MutantStrongAttackCameraShake Type = EEffectType::CameraShake ValueMin = 1.0 ValueMax = 1.0 Positive = EBeneficial::Negative CameraShakeEffectSubtype = ECameraShakeEffectSubtype::AddEffect CameraShakePrototypeSID = MutantStrongAttackCameraShake struct.end ChangeFireTypeEffectBurstAuto : struct.begin {refkey=[0]} SID = ChangeFireTypeEffectBurstAuto Text = Change fire type Type = EEffectType::ChangeFireTypes bIsPermanent = true FireTypes : struct.begin [0] = EFireType::Queue [1] = EFireType::Automatic struct.end struct.end ChangeFireTypeEffectSemiAuto : struct.begin {refkey=[0]} SID = ChangeFireTypeEffectSemiAuto Text = Change fire type Type = EEffectType::ChangeFireTypes bIsPermanent = true FireTypes : struct.begin [0] = EFireType::SemiAutomatic [1] = EFireType::Automatic struct.end struct.end ChangeFireTypeEffectSemi : struct.begin {refkey=[0]} SID = ChangeFireTypeEffectSemi Text = Change fire type Type = EEffectType::ChangeFireTypes bIsPermanent = true FireTypes : struct.begin [0] = EFireType::SemiAutomatic struct.end struct.end AddAmmoPerShotEffect : struct.begin {refkey=[0]} SID = AddAmmoPerShotEffect Text = Add ammo per shot Type = EEffectType::AmmoPerShot bIsPermanent = true ValueMin = 1 ValueMax = 1 struct.end ShowEquipmentTimeEffect : struct.begin {refkey=[0]} SID = ShowEquipmentTimeEffect Text = Show Equipment Time Effect Type = EEffectType::ShowEquipmentTime bIsPermanent = true ValueMin = 20% ValueMax = 20% struct.end HideEquipmentTimeEffect : struct.begin {refkey=[0]} SID = HideEquipmentTimeEffect Text = Hide Equipment Time Effect Type = EEffectType::HideEquipmentTime bIsPermanent = true ValueMin = 40% ValueMax = 40% struct.end ShowEquipmentTimeEffectFast : struct.begin {refkey=[0]} SID = ShowEquipmentTimeEffectFast Text = Show Equipment Time Effect Fast Type = EEffectType::ShowEquipmentTime bIsPermanent = true ValueMin = 50% ValueMax = 50% struct.end HideEquipmentTimeEffectFast : struct.begin {refkey=[0]} SID = HideEquipmentTimeEffectFast Text = Hide Equipment Time Effect Fast Type = EEffectType::HideEquipmentTime bIsPermanent = true ValueMin = 50% ValueMax = 50% struct.end ShowEquipmentTimeEffectSlow : struct.begin {refkey=[0]} SID = ShowEquipmentTimeEffectSlow Text = Show Equipment Time Effect Slow Type = EEffectType::ShowEquipmentTime bIsPermanent = true ValueMin = -50% ValueMax = -50% struct.end HideEquipmentTimeEffectSlow : struct.begin {refkey=[0]} SID = HideEquipmentTimeEffectSlow Text = Hide Equipment Time Effect Slow Type = EEffectType::HideEquipmentTime bIsPermanent = true ValueMin = -50% ValueMax = -50% struct.end ShowEquipmentTimeEffect_Temp : struct.begin {refkey=[0]} SID = ShowEquipmentTimeEffect_Temp Text = Show Equipment Time Effect Type = EEffectType::ShowEquipmentTime Duration = 10.0 Charges = 1 ValueMin = 100% ValueMax = 100% struct.end HideEquipmentTimeEffect_Temp : struct.begin {refkey=[0]} SID = HideEquipmentTimeEffect_Temp Text = Hide Equipment Time Effect Type = EEffectType::HideEquipmentTime Duration = 10.0 Charges = 1 ValueMin = 100% ValueMax = 100% struct.end RemoveAmmoTypeEffect : struct.begin {refkey=[0]} SID = RemoveAmmoTypeEffect Text = Remove Ammo Type Effect Type = EEffectType::ChangeAmmoTypes bIsPermanent = true AmmoTypeProjectiles : struct.begin [0] : struct.begin AmmoType = EAmmoType::Default ProjectilePrototypeSID = P545 struct.end [1] : struct.begin AmmoType = EAmmoType::ArmorPiercing ProjectilePrototypeSID = P545 struct.end [2] : struct.begin AmmoType = EAmmoType::Expanding ProjectilePrototypeSID = P545 struct.end struct.end Positive = EBeneficial::Negative struct.end AddAmmoTypeEffect : struct.begin {refkey=[0]} SID = AddAmmoTypeEffect Text = Add Ammo Type Effect Type = EEffectType::ChangeAmmoTypes bIsPermanent = true AmmoTypeProjectiles : struct.begin [0] : struct.begin AmmoType = EAmmoType::Default ProjectilePrototypeSID = P556 struct.end [1] : struct.begin AmmoType = EAmmoType::ArmorPiercing ProjectilePrototypeSID = P556 struct.end [2] : struct.begin AmmoType = EAmmoType::Supersonic ProjectilePrototypeSID = P556 struct.end [3] : struct.begin AmmoType = EAmmoType::Expanding ProjectilePrototypeSID = P556 struct.end struct.end Positive = EBeneficial::Positive struct.end AddAmmoTypeEffectSameCaliber : struct.begin {refkey=[0]} SID = AddAmmoTypeEffectSameCaliber Text = Add Ammo Type Effect Same Caliber Type = EEffectType::ChangeAmmoTypes bIsPermanent = true AmmoTypeProjectiles : struct.begin [0] : struct.begin AmmoType = EAmmoType::Default ProjectilePrototypeSID = P545 struct.end [1] : struct.begin AmmoType = EAmmoType::ArmorPiercing ProjectilePrototypeSID = P545 struct.end [2] : struct.begin AmmoType = EAmmoType::Expanding ProjectilePrototypeSID = P545 struct.end struct.end Positive = EBeneficial::Positive struct.end FractionCountDefaultAmmoTypeEffect : struct.begin {refkey=[0]} SID = FractionCountDefaultAmmoTypeEffect Text = Fraction Count Effect Type = EEffectType::FractionCount bIsPermanent = true ValueMin = 5 ValueMax = 5 AmmoType = EAmmoType::Default struct.end FractionCountArmorPiercingAmmoTypeEffect : struct.begin {refkey=[0]} SID = FractionCountArmorPiercingAmmoTypeEffect Text = Fraction Count Effect Type = EEffectType::FractionCount bIsPermanent = true ValueMin = 2 ValueMax = 2 AmmoType = EAmmoType::ArmorPiercing struct.end RemoveShotgunAmmoTypeEffect : struct.begin {refkey=[0]} SID = RemoveShotgunAmmoTypeEffect Text = Remove Shotgun Ammo Type Effect Type = EEffectType::ChangeAmmoTypes bIsPermanent = true AmmoTypeProjectiles : struct.begin [0] : struct.begin AmmoType = EAmmoType::Default ProjectilePrototypeSID = P012 struct.end [1] : struct.begin AmmoType = EAmmoType::Expanding ProjectilePrototypeSID = P012F struct.end struct.end Positive = EBeneficial::Negative struct.end ChangeWeaponPatternShotgunEffect : struct.begin {refkey=[0]} SID = ChangeWeaponPatternShotgunEffect Type = EEffectType::ChangeWeaponPattern bIsPermanent = true OverrideWeaponPattern = ShotgunRecoilTextureDataAsset'/Game/GameLite/Resources/ShootingPatterns/SPAS12/DA_GunPattern_SPAS.DA_GunPattern_SPAS' struct.end IdleSwayXModifierEffect : struct.begin {refkey=[0]} SID = IdleSwayXModifierEffect Type = EEffectType::IdleSwayXModifier bIsPermanent = true ValueMin = 50% ValueMax = 50% struct.end IdleSwayYModifierEffect : struct.begin {refkey=[0]} SID = IdleSwayYModifierEffect Type = EEffectType::IdleSwayYModifier bIsPermanent = true ValueMin = 50% ValueMax = 50% struct.end IdleSwayTimeModifierEffect : struct.begin {refkey=[0]} SID = IdleSwayTimeModifierEffect Type = EEffectType::IdleSwayTimeModifier bIsPermanent = true ValueMin = 50% ValueMax = 50% struct.end IdleSwayXModifierEffect_Temp : struct.begin {refkey=[0]} SID = IdleSwayXModifierEffect_Temp Type = EEffectType::IdleSwayXModifier Duration = 5.0 Charges = 5 ValueMin = 50% ValueMax = 50% struct.end IdleSwayYModifierEffect_Temp : struct.begin {refkey=[0]} SID = IdleSwayYModifierEffect_Temp Type = EEffectType::IdleSwayYModifier Duration = 5.0 Charges = 5 ValueMin = 50% ValueMax = 50% struct.end IdleSwayTimeModifierEffect_Temp : struct.begin {refkey=[0]} SID = IdleSwayTimeModifierEffect_Temp Type = EEffectType::IdleSwayTimeModifier Duration = 5.0 Charges = 5 ValueMin = 50% ValueMax = 50% struct.end X4ScopeIdleSwayXModifierEffect : struct.begin {refkey=[0]} SID = X4ScopeIdleSwayXModifierEffect Type = EEffectType::IdleSwayXModifier bIsPermanent = true ValueMin = -0.2 ValueMax = -0.2 struct.end X4ScopeIdleSwayYModifierEffect : struct.begin {refkey=[0]} SID = X4ScopeIdleSwayYModifierEffect Type = EEffectType::IdleSwayYModifier bIsPermanent = true ValueMin = -0.2 ValueMax = -0.2 struct.end X8ScopeIdleSwayXModifierEffect : struct.begin {refkey=[0]} SID = X8ScopeIdleSwayXModifierEffect Type = EEffectType::IdleSwayXModifier bIsPermanent = true ValueMin = -0.2 ValueMax = -0.2 struct.end X8ScopeIdleSwayYModifierEffect : struct.begin {refkey=[0]} SID = X8ScopeIdleSwayYModifierEffect Type = EEffectType::IdleSwayYModifier bIsPermanent = true ValueMin = -0.2 ValueMax = -0.2 struct.end DiamondDPS : struct.begin {refkey=[0]} SID = DiamondDPS Text = Take Damage Duration = 1 Charges = 1 Type = EEffectType::Damage ValueMin = 5.0 ValueMax = 5.0 Positive = EBeneficial::Negative DamageType = EDamageType::Strike ShouldIgnoreArmor = false ArmorPiercing = 0.f bIsSmooth = true DuplicationType = EDuplicateResolveType::KeepNew struct.end DiamondEquipDPS : struct.begin {refkey=[0]} SID = DiamondEquipDPS Text = Corrosion item Type = EEffectType::Composite ApplyExtraEffectPrototypeSIDs : struct.begin [0] = DiamondEquipDPS_Weapon [1] = DiamondEquipDPS_SecWeapon [2] = DiamondEquipDPS_Pistol [3] = DiamondEquipDPS_Body [4] = DiamondEquipDPS_Head struct.end struct.end DiamondEquipDPS_Weapon : struct.begin {refkey=[0]} SID = DiamondEquipDPS_Weapon Text = Corrosion item Duration = 1 Charges = 1 ValueMin = 0.05 ValueMax = 0.05 InventoryEquipmentSlot = EInventoryEquipmentSlot::PrimaryWeapon Type = EEffectType::Corrosion DuplicationType = EDuplicateResolveType::KeepNew struct.end DiamondEquipDPS_SecWeapon : struct.begin {refkey=[0]} SID = DiamondEquipDPS_SecWeapon Text = Corrosion item Duration = 1 Charges = 1 ValueMin = 0.05 ValueMax = 0.05 InventoryEquipmentSlot = EInventoryEquipmentSlot::SecondaryWeapon Type = EEffectType::Corrosion DuplicationType = EDuplicateResolveType::KeepNew struct.end DiamondEquipDPS_Pistol : struct.begin {refkey=[0]} SID = DiamondEquipDPS_Pistol Text = Corrosion item Duration = 1 Charges = 1 ValueMin = 0.01 ValueMax = 0.01 InventoryEquipmentSlot = EInventoryEquipmentSlot::Pistol Type = EEffectType::Corrosion DuplicationType = EDuplicateResolveType::KeepNew struct.end DiamondEquipDPS_Body : struct.begin {refkey=[0]} SID = DiamondEquipDPS_Body Text = Corrosion item Duration = 1 Charges = 1 ValueMin = 0.01 ValueMax = 0.01 InventoryEquipmentSlot = EInventoryEquipmentSlot::Body Type = EEffectType::Corrosion DuplicationType = EDuplicateResolveType::KeepNew struct.end DiamondEquipDPS_Head : struct.begin {refkey=[0]} SID = DiamondEquipDPS_Head Text = Corrosion item Duration = 1 Charges = 1 ValueMin = 0.05 ValueMax = 0.05 InventoryEquipmentSlot = EInventoryEquipmentSlot::Head Type = EEffectType::Corrosion DuplicationType = EDuplicateResolveType::KeepNew struct.end DiamondBleeding : struct.begin {refkey=[0]} SID = DiamondBleeding Text = Medium Bleeding LocalizationSID = bleeding Duration = 1 Charges = 1 Type = EEffectType::Bleeding ValueMin = 10 ValueMax = 10 Positive = EBeneficial::Negative bIsSmooth = true DuplicationType = EDuplicateResolveType::KeepNew struct.end ArmyMedkitHealing4 : struct.begin {refkey=[0]} SID = ArmyMedkitHealing4 Text = Restore Health LocalizationSID = restore_health Icon = Texture2D'/Game/GameLite/FPS_Game/UIRemaster/UITextures/Inventory/Effects/Texture_Icon_HP.Texture_Icon_HP' Type = EEffectType::Health Duration = 1.0 Charges = 4 ValueMin = 85 ValueMax = 85 Positive = EBeneficial::Positive DuplicationType = EDuplicateResolveType::KeepAll struct.end EcoMedkitHealing4 : struct.begin {refkey=[0]} SID = EcoMedkitHealing4 Text = Restore Health LocalizationSID = restore_health Icon = Texture2D'/Game/GameLite/FPS_Game/UIRemaster/UITextures/Inventory/Effects/Texture_Icon_HP.Texture_Icon_HP' Type = EEffectType::Health Duration = 1.0 Charges = 4 ValueMin = 100 ValueMax = 100 Positive = EBeneficial::Positive DuplicationType = EDuplicateResolveType::KeepAll struct.end ArmyMedkitBleeding3 : struct.begin {refkey=[0]} SID = ArmyMedkitBleeding3 Text = Bandage Bleeding LocalizationSID = decrease_bleeding Icon = Texture2D'/Game/GameLite/FPS_Game/UIRemaster/UITextures/Inventory/Effects/Texture_Icon_Bleeding.Texture_Icon_Bleeding' Duration = 2.0 Charges = 4 Type = EEffectType::Bleeding ValueMin = -35 ValueMax = -35 Positive = EBeneficial::Positive struct.end EcoMedkitAntirad3 : struct.begin {refkey=[0]} SID = EcoMedkitAntirad3 Text = Remove radiation LocalizationSID = decrease_radiation Icon = Texture2D'/Game/GameLite/FPS_Game/UIRemaster/UITextures/Inventory/Effects/Texture_Icon_Radiation.Texture_Icon_Radiation' Duration = 2.0 Charges = 10 Type = EEffectType::Radiation ValueMin = -60 ValueMax = -60 Positive = EBeneficial::Positive struct.end EcoMedkitBleeding2 : struct.begin {refkey=[0]} SID = EcoMedkitBleeding2 Text = Eco Medkit Bleeding LocalizationSID = decrease_bleeding Icon = Texture2D'/Game/GameLite/FPS_Game/UIRemaster/UITextures/Inventory/Effects/Texture_Icon_Bleeding.Texture_Icon_Bleeding' Duration = 2.0 Charges = 4 Type = EEffectType::Bleeding ValueMin = -25 ValueMax = -25 Positive = EBeneficial::Positive struct.end WaterStamina2 : struct.begin {refkey=[0]} SID = WaterStamina2 Text = Regen Stamina LocalizationSID = restore_stamina Icon = Texture2D'/Game/GameLite/FPS_Game/UIRemaster/UITextures/Inventory/Effects/Texture_Icon_EnergyRegen.Texture_Icon_EnergyRegen' Duration = 5.0 Type = EEffectType::Stamina ValueMin = 25% ValueMax = 25% Positive = EBeneficial::Positive struct.end DrunknessCameraShake : struct.begin {refkey=[0]} SID = DrunknessCameraShake Type = EEffectType::CameraShake Positive = EBeneficial::Negative CameraShakeEffectSubtype = ECameraShakeEffectSubtype::AddEffect CameraShakePrototypeSID = DrunkCameraShake bIsPermanent = true DuplicationType = EDuplicateResolveType::KeepNew ShouldPauseByDialog = false struct.end ConcussionCameraShake : struct.begin {refkey=[0]} SID = ConcussionCameraShake Type = EEffectType::CameraShake Positive = EBeneficial::Negative CameraShakeEffectSubtype = ECameraShakeEffectSubtype::AddEffect CameraShakePrototypeSID = ConcussionCameraShake bIsPermanent = false DuplicationType = EDuplicateResolveType::KeepNew ShouldPauseByDialog = false struct.end ThrowAbilityTestEffect : struct.begin {refkey=[0]} SID = ThrowAbilityTestEffect Text = Throw Ability Test Duration = 0 Type = EEffectType::Bleeding ValueMin = 70 ValueMax = 70 Positive = EBeneficial::Negative struct.end PSYDamageFaustEffect : struct.begin {refkey=[0]} SID = PSYDamageFaustEffect Text = Damage from Faust PSY Attack Duration = 1 Charges = 1 Type = EEffectType::Damage ValueProviderSID = FaustPsyDamage DamageType = EDamageType::PSY ShouldIgnoreArmor = false ArmorPiercing = 0.f bIsPermanent = false bIsSmooth = false Positive = EBeneficial::Negative struct.end PSYPointsFaustEffect : struct.begin {refkey=[0]} SID = PSYPointsFaustEffect Text = PSY points from Faust PSY Attack Radius = 700 Duration = 1 Charges = 1 Type = EEffectType::PsyPoints ValueMin = 20.0f ValueMax = 25.0f bIsPermanent = false bIsSmooth = false Positive = EBeneficial::Negative struct.end WanderingLightsPSYPoints : struct.begin {refkey=[0]} SID = WanderingLightsPSYPoints Text = WanderingLightsPSYPoints Duration = 1 Charges = 1 Type = EEffectType::PsyPoints ValueMin = 0.f ValueMax = 0.f bIsPermanent = true bIsSmooth = false Positive = EBeneficial::Negative struct.end ArtifactWeirdVodkaEffect : struct.begin {refkey=[0]} SID = ArtifactWeirdVodkaEffect Text = ArtifactWeirdVodkaEffect Type = EEffectType::Drunkness ValueMin = 50.0 ValueMax = 50.0 Positive = EBeneficial::Negative bIsPermanent = true bIsSmooth = false struct.end FireBreathComposite : struct.begin {refkey=[0]} SID = FireBreathComposite Text = Effects applied by Fire Breath Archianomaly Type = EEffectType::Composite ApplyExtraEffectPrototypeSIDs : struct.begin [0] = FireBreathDamage struct.end struct.end FireBreathDamage : struct.begin {refkey=[0]} SID = FireBreathDamage Text = Take Damage Duration = 1 Charges = 1 Type = EEffectType::Damage ValueMin = 45.0 ValueMax = 60.0 Positive = EBeneficial::Negative DuplicationType = EDuplicateResolveType::KeepOld DamageType = EDamageType::Burn DamageSource = EDamageSource::Fire ShouldIgnoreArmor = false ArmorPiercing = 0.f bIsPermanent = true bIsSmooth = true struct.end ButtStroke_CameraShake : struct.begin {refkey=[0]} SID = ButtStroke_CameraShake Text = Camera shake effect on a weapon butt hit Type = EEffectType::CameraShake Positive = EBeneficial::Negative CameraShakeEffectSubtype = ECameraShakeEffectSubtype::AddEffect CameraShakePrototypeSID = ButtStrokeCameraShake ValueMin = 1.f ValueMax = 1.f struct.end ButtStroke_Suppression : struct.begin {refkey=[0]} SID = ButtStroke_Suppression Text = Gain Suppression points on a weapon butt hit Type = EEffectType::SuppressionPoints Positive = EBeneficial::Negative ValueMin = 25.f ValueMax = 25.f struct.end ButtStroke_Corrosion : struct.begin {refkey=[0]} SID = ButtStroke_Corrosion Text = Eeduce main handed equipment durability on a weapon butt hit Type = EEffectType::Corrosion Positive = EBeneficial::Negative ValueMin = 5.f ValueMax = 5.f ApplyToMainHandedEquipment = true struct.end HoldBreathXModifierEffect75 : struct.begin {refkey=[0]} SID = HoldBreathXModifierEffect75 Type = EEffectType::IdleSwayXModifier Duration = 2.0 Charges = 1 ValueMin = 60.0% ValueMax = 60.0% struct.end HoldBreathYModifierEffect75 : struct.begin {refkey=[0]} SID = HoldBreathYModifierEffect75 Type = EEffectType::IdleSwayYModifier Duration = 2.0 Charges = 1 ValueMin = 60.0% ValueMax = 60.0% struct.end HoldBreathTimeModifierEffect75 : struct.begin {refkey=[0]} SID = HoldBreathTimeModifierEffect75 Type = EEffectType::IdleSwayTimeModifier Duration = 2.0 Charges = 1 ValueMin = 70% ValueMax = 70% struct.end HoldBreathXModifierEffect50 : struct.begin {refkey=[0]} SID = HoldBreathXModifierEffect50 Type = EEffectType::IdleSwayXModifier Duration = 4.0 Charges = 1 ValueMin = 60.0% ValueMax = 60.0% struct.end HoldBreathYModifierEffect50 : struct.begin {refkey=[0]} SID = HoldBreathYModifierEffect50 Type = EEffectType::IdleSwayYModifier Duration = 4.0 Charges = 1 ValueMin = 60.0% ValueMax = 60.0% struct.end HoldBreathTimeModifierEffect50 : struct.begin {refkey=[0]} SID = HoldBreathTimeModifierEffect50 Type = EEffectType::IdleSwayTimeModifier Duration = 4.0 Charges = 1 ValueMin = 70% ValueMax = 70% struct.end HoldBreathXModifierEffect50_6 : struct.begin {refkey=[0]} SID = HoldBreathXModifierEffect50_6 Type = EEffectType::IdleSwayXModifier Duration = 6.0 Charges = 1 ValueMin = 60.0% ValueMax = 60.0% struct.end HoldBreathYModifierEffect50_6 : struct.begin {refkey=[0]} SID = HoldBreathYModifierEffect50_6 Type = EEffectType::IdleSwayYModifier Duration = 6.0 Charges = 1 ValueMin = 60.0% ValueMax = 60.0% struct.end HoldBreathTimeModifierEffect50_6 : struct.begin {refkey=[0]} SID = HoldBreathTimeModifierEffect50_6 Type = EEffectType::IdleSwayTimeModifier Duration = 6.0 Charges = 1 ValueMin = 70% ValueMax = 70% struct.end HoldBreathXModifierEffect50_5 : struct.begin {refkey=[0]} SID = HoldBreathXModifierEffect50_5 Type = EEffectType::IdleSwayXModifier Duration = 5.0 Charges = 1 ValueMin = 60.0% ValueMax = 60.0% struct.end HoldBreathYModifierEffect50_5 : struct.begin {refkey=[0]} SID = HoldBreathYModifierEffect50_5 Type = EEffectType::IdleSwayYModifier Duration = 5.0 Charges = 1 ValueMin = 60.0% ValueMax = 60.0% struct.end HoldBreathTimeModifierEffect50_5 : struct.begin {refkey=[0]} SID = HoldBreathTimeModifierEffect50_5 Type = EEffectType::IdleSwayTimeModifier Duration = 5.0 Charges = 1 ValueMin = 70% ValueMax = 70% struct.end HoldBreathXModifierEffect25 : struct.begin {refkey=[0]} SID = HoldBreathXModifierEffect25 Type = EEffectType::IdleSwayXModifier Duration = 2.0 Charges = 1 ValueMin = 20.0% ValueMax = 20.0% struct.end HoldBreathYModifierEffect25 : struct.begin {refkey=[0]} SID = HoldBreathYModifierEffect25 Type = EEffectType::IdleSwayYModifier Duration = 2.0 Charges = 1 ValueMin = 20.0% ValueMax = 20.0% struct.end HoldBreathTimeModifierEffect25 : struct.begin {refkey=[0]} SID = HoldBreathTimeModifierEffect25 Type = EEffectType::IdleSwayTimeModifier Duration = 2.0 Charges = 1 ValueMin = 70% ValueMax = 70% struct.end HoldBreathXModifierEffect25_2 : struct.begin {refkey=[0]} SID = HoldBreathXModifierEffect25_2 Type = EEffectType::IdleSwayXModifier Duration = 3.0 Charges = 1 ValueMin = 20.0% ValueMax = 20.0% struct.end HoldBreathYModifierEffect25_2 : struct.begin {refkey=[0]} SID = HoldBreathYModifierEffect25_2 Type = EEffectType::IdleSwayYModifier Duration = 3.0 Charges = 1 ValueMin = 20.0% ValueMax = 20.0% struct.end HoldBreathTimeModifierEffect25_2 : struct.begin {refkey=[0]} SID = HoldBreathTimeModifierEffect25_2 Type = EEffectType::IdleSwayTimeModifier Duration = 3.0 Charges = 1 ValueMin = 70% ValueMax = 70% struct.end LavaLampAnomalyCorrosion : struct.begin {refkey=[0]} SID = LavaLampAnomalyCorrosion Text = Corrosion item Type = EEffectType::Composite DuplicationType = EDuplicateResolveType::KeepNew ApplyExtraEffectPrototypeSIDs : struct.begin [0] = LavaLampAnomalyCorrosion_Weapon [1] = LavaLampAnomalyCorrosion_SecWeapon [2] = LavaLampAnomalyCorrosion_Pistol [3] = LavaLampAnomalyCorrosion_Body [4] = LavaLampAnomalyCorrosion_Head struct.end struct.end LavaLampAnomalyCorrosion_Weapon : struct.begin {refkey=[0]} SID = LavaLampAnomalyCorrosion_Weapon Text = Corrosion item ValueMin = 0.6 ValueMax = 0.6 InventoryEquipmentSlot = EInventoryEquipmentSlot::PrimaryWeapon Type = EEffectType::Corrosion DuplicationType = EDuplicateResolveType::KeepNew struct.end LavaLampAnomalyCorrosion_SecWeapon : struct.begin {refkey=[0]} SID = LavaLampAnomalyCorrosion_SecWeapon Text = Corrosion item ValueMin = 0.6 ValueMax = 0.6 InventoryEquipmentSlot = EInventoryEquipmentSlot::SecondaryWeapon Type = EEffectType::Corrosion DuplicationType = EDuplicateResolveType::KeepNew struct.end LavaLampAnomalyCorrosion_Pistol : struct.begin {refkey=[0]} SID = LavaLampAnomalyCorrosion_Pistol Text = Corrosion item ValueMin = 0.3 ValueMax = 0.3 InventoryEquipmentSlot = EInventoryEquipmentSlot::Pistol Type = EEffectType::Corrosion DuplicationType = EDuplicateResolveType::KeepNew struct.end LavaLampAnomalyCorrosion_Body : struct.begin {refkey=[0]} SID = LavaLampAnomalyCorrosion_Body Text = Corrosion item ValueMin = 3 ValueMax = 3 InventoryEquipmentSlot = EInventoryEquipmentSlot::Body Type = EEffectType::Corrosion DuplicationType = EDuplicateResolveType::KeepNew struct.end LavaLampAnomalyCorrosion_Head : struct.begin {refkey=[0]} SID = LavaLampAnomalyCorrosion_Head Text = Corrosion item ValueMin = 2 ValueMax = 2 InventoryEquipmentSlot = EInventoryEquipmentSlot::Head Type = EEffectType::Corrosion DuplicationType = EDuplicateResolveType::KeepNew struct.end LavaLampAnomalyItemCorrosion : struct.begin {refkey=[0]} SID = LavaLampAnomalyItemCorrosion Text = Corrosion item ValueMin = 0.5 ValueMax = 0.5 InventoryEquipmentSlot = EInventoryEquipmentSlot::None Type = EEffectType::Corrosion DuplicationType = EDuplicateResolveType::KeepNew struct.end LavaLampClotCorrosion : struct.begin {refkey=[0]} SID = LavaLampClotCorrosion Text = Corrosion item Type = EEffectType::Composite ApplyExtraEffectPrototypeSIDs : struct.begin [0] = LavaLampClotCorrosion_Weapon [1] = LavaLampClotCorrosion_SecWeapon [2] = LavaLampClotCorrosion_Pistol [3] = LavaLampClotCorrosion_Body [4] = LavaLampClotCorrosion_Head struct.end struct.end LavaLampClotCorrosion_Weapon : struct.begin {refkey=[0]} SID = LavaLampClotCorrosion_Weapon Text = Corrosion item ValueMin = 7.0 ValueMax = 7.0 InventoryEquipmentSlot = EInventoryEquipmentSlot::PrimaryWeapon Type = EEffectType::Corrosion DuplicationType = EDuplicateResolveType::KeepOld Duration = 1 Charges = 1 struct.end LavaLampClotCorrosion_SecWeapon : struct.begin {refkey=[0]} SID = LavaLampClotCorrosion_SecWeapon Text = Corrosion item ValueMin = 7.0 ValueMax = 7.0 InventoryEquipmentSlot = EInventoryEquipmentSlot::SecondaryWeapon Type = EEffectType::Corrosion DuplicationType = EDuplicateResolveType::KeepOld Duration = 1 Charges = 1 struct.end LavaLampClotCorrosion_Pistol : struct.begin {refkey=[0]} SID = LavaLampClotCorrosion_Pistol Text = Corrosion item ValueMin = 3.5 ValueMax = 3.5 InventoryEquipmentSlot = EInventoryEquipmentSlot::Pistol Type = EEffectType::Corrosion DuplicationType = EDuplicateResolveType::KeepOld Duration = 1 Charges = 1 struct.end LavaLampClotCorrosion_Body : struct.begin {refkey=[0]} SID = LavaLampClotCorrosion_Body Text = Corrosion item Duration = 1 Charges = 1 ValueMin = 5.0 ValueMax = 5.0 InventoryEquipmentSlot = EInventoryEquipmentSlot::Body Type = EEffectType::Corrosion DuplicationType = EDuplicateResolveType::KeepNew struct.end LavaLampClotCorrosion_Head : struct.begin {refkey=[0]} SID = LavaLampClotCorrosion_Head Text = Corrosion item ValueMin = 2.0 ValueMax = 2.0 InventoryEquipmentSlot = EInventoryEquipmentSlot::Head Type = EEffectType::Corrosion Duration = 1 Charges = 1 struct.end AimingFOVEffect : struct.begin {refkey=[0]} SID = AimingFOVEffect Type = EEffectType::AimingFOV ValueMin = -10% ValueMax = -10% bIsPermanent = true Positive = EBeneficial::Negative struct.end AimingFOVEffect2 : struct.begin {refkey=[0]} SID = AimingFOVEffect2 Type = EEffectType::AimingFOV ValueMin = -50% ValueMax = -50% Duration = 5 Charges = 5 Positive = EBeneficial::Negative struct.end AimingTimeEffect : struct.begin {refkey=[0]} SID = AimingTimeEffect Text = AimingTimeEffect Type = EEffectType::AimingTime ValueMin = 50% ValueMax = 50% Duration = 5 Charges = 5 Positive = EBeneficial::Positive struct.end AimingFOVX2Effect : struct.begin {refkey=[0]} SID = AimingFOVX2Effect Type = EEffectType::AimingFOV ValueMin = -43% ValueMax = -43% bIsPermanent = true Positive = EBeneficial::Negative struct.end AimingFOVX4Effect : struct.begin {refkey=[0]} SID = AimingFOVX4Effect Type = EEffectType::AimingFOV ValueMin = -60% ValueMax = -60% bIsPermanent = true Positive = EBeneficial::Negative struct.end AimingFOVX8Effect : struct.begin {refkey=[0]} SID = AimingFOVX8Effect Type = EEffectType::AimingFOV ValueMin = -70% ValueMax = -70% bIsPermanent = true Positive = EBeneficial::Negative struct.end AimingSensitivityEffect : struct.begin {refkey=[0]} SID = AimingSensitivityEffect Type = EEffectType::AimingSensitivity ValueMin = 0% ValueMax = 0% bIsPermanent = true Positive = EBeneficial::Negative struct.end AimingSensitivityEffectTemp : struct.begin {refkey=[0]} SID = AimingSensitivityEffectTemp Text = AimingSensitivityEffectTemp Type = EEffectType::AimingSensitivity ValueMin = -50% ValueMax = -50% Duration = 5 Charges = 5 Positive = EBeneficial::Negative struct.end SPDrainShallowWater : struct.begin {refkey=[0]} SID = SPDrainShallowWater Type = EEffectType::SPDrain ValueMin = 200% ValueMax = 200% bIsPermanent = true AffectedStaminaActionTypes : struct.begin [0] = EStaminaAction::Walk [1] = EStaminaAction::Run [2] = EStaminaAction::Sprint [3] = EStaminaAction::Jump [4] = EStaminaAction::Vault struct.end Positive = EBeneficial::Negative struct.end SPDrainShallowWater2 : struct.begin {refkey=[0]} SID = SPDrainShallowWater2 Type = EEffectType::SPDrain ValueMin = 200% ValueMax = 200% bIsPermanent = true AffectedStaminaActionTypes : struct.begin [0] = EStaminaAction::MeleeNormal [1] = EStaminaAction::MeleeStrong [2] = EStaminaAction::MeleeButstock [3] = EStaminaAction::Jump struct.end Positive = EBeneficial::Negative struct.end RainPostProcess : struct.begin {refkey=[0]} SID = RainPostProcess Text = RainPostProcess Type = EEffectType::PostProcessing ProcessorSID = RainEffectProcessor bStartEffect = true bIsPermanent = true DuplicationType = EDuplicateResolveType::KeepNew Positive = EBeneficial::Negative ShouldPauseByDialog = false struct.end CrouchPostProcess : struct.begin {refkey=[0]} SID = CrouchPostProcess Text = CrouchPostProcess Type = EEffectType::PostProcessing ProcessorSID = CrouchEffectProcessor bStartEffect = true bIsPermanent = true DuplicationType = EDuplicateResolveType::KeepNew Positive = EBeneficial::Positive struct.end ExplosionWaterPostProcess : struct.begin {refkey=[0]} SID = ExplosionWaterPostProcess Text = ExplosionWaterPostProcess Type = EEffectType::PostProcessing ProcessorSID = ExplosionWaterEffectProcessor bStartEffect = true Positive = EBeneficial::Negative ShouldPauseByDialog = false struct.end ExplosionDirtPostProcess : struct.begin {refkey=[0]} SID = ExplosionDirtPostProcess Text = ExplosionDirtPostProcess Type = EEffectType::PostProcessing ProcessorSID = ExplosionDirtEffectProcessor bStartEffect = true Positive = EBeneficial::Negative ShouldPauseByDialog = false struct.end ExplosionRockPostProcess : struct.begin {refkey=[0]} SID = ExplosionRockPostProcess Text = ExplosionRockPostProcess Type = EEffectType::PostProcessing ProcessorSID = ExplosionRockEffectProcessor bStartEffect = true Positive = EBeneficial::Negative ShouldPauseByDialog = false struct.end ExplosionWoodPostProcess : struct.begin {refkey=[0]} SID = ExplosionWoodPostProcess Text = ExplosionWoodPostProcess Type = EEffectType::PostProcessing ProcessorSID = ExplosionWoodEffectProcessor bStartEffect = true Positive = EBeneficial::Negative ShouldPauseByDialog = false struct.end ExplosionSandPostProcess : struct.begin {refkey=[0]} SID = ExplosionSandPostProcess Text = ExplosionSandPostProcess Type = EEffectType::PostProcessing ProcessorSID = ExplosionSandEffectProcessor bStartEffect = true Positive = EBeneficial::Negative ShouldPauseByDialog = false struct.end TopDamagePostProcess : struct.begin {refkey=[0]} SID = TopDamagePostProcess Text = TopDamagePostProcess Type = EEffectType::PostProcessing ProcessorSID = TopDamageEffectProcessor bStartEffect = true Positive = EBeneficial::Negative ShouldPauseByDialog = false struct.end RightDamagePostProcess : struct.begin {refkey=TopDamagePostProcess} SID = RightDamagePostProcess Text = RightDamagePostProcess Type = EEffectType::PostProcessing ProcessorSID = RightDamageEffectProcessor ShouldPauseByDialog = false struct.end BottomDamagePostProcess : struct.begin {refkey=TopDamagePostProcess} SID = BottomDamagePostProcess Text = BottomDamagePostProcess Type = EEffectType::PostProcessing ProcessorSID = BottomDamageEffectProcessor ShouldPauseByDialog = false struct.end LeftDamagePostProcess : struct.begin {refkey=TopDamagePostProcess} SID = LeftDamagePostProcess Text = LeftDamagePostProcess Type = EEffectType::PostProcessing ProcessorSID = LeftDamageEffectProcessor ShouldPauseByDialog = false struct.end TopRightDamagePostProcess : struct.begin {refkey=TopDamagePostProcess} SID = TopRightDamagePostProcess Text = TopRightDamagePostProcess Type = EEffectType::PostProcessing ProcessorSID = TopRightDamageEffectProcessor ShouldPauseByDialog = false struct.end TopLeftDamagePostProcess : struct.begin {refkey=TopDamagePostProcess} SID = TopLeftDamagePostProcess Text = TopLeftDamagePostProcess Type = EEffectType::PostProcessing ProcessorSID = TopLeftDamageEffectProcessor ShouldPauseByDialog = false struct.end BottomRightDamagePostProcess : struct.begin {refkey=TopDamagePostProcess} SID = BottomRightDamagePostProcess Text = BottomRightDamagePostProcess Type = EEffectType::PostProcessing ProcessorSID = BottomRightDamageEffectProcessor ShouldPauseByDialog = false struct.end BottomLeftDamagePostProcess : struct.begin {refkey=TopDamagePostProcess} SID = BottomLeftDamagePostProcess Text = BottomLeftDamagePostProcess Type = EEffectType::PostProcessing ProcessorSID = BottomLeftDamageEffectProcessor ShouldPauseByDialog = false struct.end ElectroIntensityPostProcess : struct.begin {refkey=[0]} SID = ElectroIntensityPostProcess Text = ShockDamageFlashPostProcess Type = EEffectType::PostProcessing ProcessorSID = ElectroIntensityEffectProcessor bStartEffect = true ValueMin = 1.0 ValueMax = 1.0 bIsSmooth = false Positive = EBeneficial::Negative struct.end ChemicalDamagePostProcess : struct.begin {refkey=[0]} SID = ChemicalDamagePostProcess Text = ChemicalDamagePostProcess Type = EEffectType::PostProcessing ProcessorSID = ChemicalDamageEffectProcessor bStartEffect = true ValueMin = 1.f ValueMax = 1.f bIsSmooth = false DuplicationType = EDuplicateResolveType::KeepNew Positive = EBeneficial::Negative struct.end EnergyDrinkPostProcess : struct.begin {refkey=[0]} SID = EnergyDrinkPostProcess Text = EnergyDrinkPostProcess Type = EEffectType::PostProcessing ProcessorSID = EnergyDrinkEffectProcessor Delay = 1.8 bStartEffect = true Positive = EBeneficial::Positive ShouldPauseByDialog = false struct.end MedkitPostProcess : struct.begin {refkey=[0]} SID = MedkitPostProcess Text = MedkitPostProcess Type = EEffectType::PostProcessing ProcessorSID = MedkitEffectProcessor Delay = 1.2 bStartEffect = true Positive = EBeneficial::Positive ShouldPauseByDialog = false struct.end PoppyFieldSleepinessMechanics : struct.begin {refkey=[0]} SID = PoppyFieldSleepinessMechanics Type = EEffectType::MechanicsEffect MechanicsEffect : struct.begin StartMechanicsValue = 0.001f StopMechanicsValue = 0.0 VitalBarType = EVitalType::PoppyFieldSleepiness ConditionComparance = EConditionComparance::GreaterOrEqual ConditionEffects : struct.begin SmallSleepiness : struct.begin ConditionValue = 0.001 ApplicableEffects : struct.begin [*] : struct.begin EffectSID = PoppyFieldSleepinessPostProcess RemoveOnTransition = false struct.end struct.end struct.end BigSleepiness : struct.begin ConditionValue = 400 ApplicableEffects : struct.begin [*] : struct.begin EffectSID = PoppyFieldSleepinessPostProcess RemoveOnTransition = false struct.end [*] : struct.begin EffectSID = PoppyFieldCameraShake RemoveOnTransition = false struct.end struct.end struct.end NoSleepiness : struct.begin ConditionValue = 0 ApplicableEffects = struct.end struct.end struct.end bIsPermanent = true Positive = EBeneficial::Negative struct.end PoppyFieldSleepinessPostProcess : struct.begin {refkey=[0]} SID = PoppyFieldSleepinessPostProcess Text = PoppyFieldSleepinessPostProcess Type = EEffectType::PostProcessing ProcessorSID = PoppyFieldSleepinessEffectProcessor bStartEffect = true bIsPermanent = true Positive = EBeneficial::Negative DialogBlendInDuration = 3.0 DialogBlendOutDuration = 3.0 DialogIntensityMultiplier = 0.4 struct.end FallAsleepPostProcess : struct.begin {refkey=[0]} SID = FallAsleepPostProcess Text = FallAsleepPostProcess Type = EEffectType::PostProcessing ProcessorSID = FallAsleepEffectProcessor bStartEffect = true Positive = EBeneficial::Negative struct.end PistolFastSwitchHideEffect : struct.begin {refkey=[0]} SID = PistolFastSwitchHideEffect Text = Effect that allows to switch faster to pistol Type = EEffectType::HideEquipmentTime Duration = 1.0 Charges = 1 ValueMin = 45% ValueMax = 45% struct.end PistolFastSwitchShowEffect : struct.begin {refkey=[0]} SID = PistolFastSwitchShowEffect Text = Effect that allows to switch faster to pistol Type = EEffectType::ShowEquipmentTime Duration = 1.0 Charges = 1 ValueMin = 45% ValueMax = 45% struct.end GrenadeFastSwitchHideEffect : struct.begin {refkey=[0]} SID = GrenadeFastSwitchHideEffect Text = Effect that allows to switch faster to pistol Type = EEffectType::HideEquipmentTime Duration = 1.0 Charges = 1 ValueMin = 45% ValueMax = 45% struct.end GrenadeFastSwitchShowEffect : struct.begin {refkey=[0]} SID = GrenadeFastSwitchShowEffect Text = Effect that allows to switch faster to pistol Type = EEffectType::ShowEquipmentTime Duration = 1.0 Charges = 1 ValueMin = 45% ValueMax = 45% struct.end RemoveDrunkness25 : struct.begin {refkey=[0]} SID = RemoveDrunkness25 Text = Drunkness Duration = 5.0 Charges = 10 Type = EEffectType::Drunkness ValueMin = -25 ValueMax = -25 Positive = EBeneficial::Positive ShouldPauseByDialog = false struct.end RemoveDrunkness20 : struct.begin {refkey=RemoveDrunkness25} SID = RemoveDrunkness20 ValueMin = -20 ValueMax = -20 struct.end RemoveDrunkness15 : struct.begin {refkey=RemoveDrunkness25} SID = RemoveDrunkness15 ValueMin = -15 ValueMax = -15 struct.end RemoveDrunkness10 : struct.begin {refkey=RemoveDrunkness25} SID = RemoveDrunkness10 ValueMin = -10 ValueMax = -10 struct.end RemoveDrunkness5 : struct.begin {refkey=RemoveDrunkness25} SID = RemoveDrunkness5 ValueMin = -5 ValueMax = -5 struct.end VolumePsyPointsAddOnce : struct.begin {refkey=[0]} SID = VolumePsyPointsAddOnce Duration = 1.f Charges = 1 Type = EEffectType::PsyPoints ValueMin = 35 ValueMax = 35 bIsPermanent = false bIsSmooth = true DuplicationType = EDuplicateResolveType::KeepAll struct.end VolumePsyPointsAddPermanent : struct.begin {refkey=[0]} SID = VolumePsyPointsAddPermanent Type = EEffectType::Composite ApplyExtraEffectPrototypeSIDs : struct.begin [0] = VolumePsyPointsAddPermanent_Player [1] = PsyVolumeZombification_VFE_AddPermanent struct.end struct.end VolumePsyPointsAddPermanent_Player : struct.begin {refkey=[0]} SID = VolumePsyPointsAddPermanent_Player Duration = 1.f Charges = 1 Type = EEffectType::PsyPoints ValueMin = 2.22f ValueMax = 2.22f bIsPermanent = true bIsSmooth = true DuplicationType = EDuplicateResolveType::KeepAll struct.end VolumePsyPointsAddPermanentRedForest : struct.begin {refkey=[0]} SID = VolumePsyPointsAddPermanentRedForest Type = EEffectType::Composite ApplyExtraEffectPrototypeSIDs : struct.begin [0] = VolumePsyPointsAddPermanentRedForest_Player [1] = PsyVolumeZombification_VFE_AddPermanent_High struct.end struct.end VolumePsyPointsAddPermanentRedForest_Player : struct.begin {refkey=[0]} SID = VolumePsyPointsAddPermanentRedForest_Player Duration = 1.f Charges = 1 Type = EEffectType::PsyPoints ValueMin = 4.25 ValueMax = 4.25 bIsPermanent = true bIsSmooth = true DuplicationType = EDuplicateResolveType::KeepAll struct.end VolumePsyPointsRemoveOnce : struct.begin {refkey=[0]} SID = VolumePsyPointsRemoveOnce Duration = 1.f Charges = 1 Type = EEffectType::PsyPoints ValueMin = -35 ValueMax = -35 bIsPermanent = false bIsSmooth = true DuplicationType = EDuplicateResolveType::KeepAll struct.end VolumePsyPointsRemovePermanent : struct.begin {refkey=[0]} SID = VolumePsyPointsRemovePermanent Duration = 1.f Charges = 1 Type = EEffectType::PsyPoints ValueMin = -5 ValueMax = -5 bIsPermanent = true bIsSmooth = true DuplicationType = EDuplicateResolveType::KeepAll struct.end VolumePsyNegate : struct.begin {refkey=[0]} SID = VolumePsyNegate Duration = 1.f Charges = 1 Type = EEffectType::PsyPoints ValueMin = -100 ValueMax = -100 bIsPermanent = true bIsSmooth = true DuplicationType = EDuplicateResolveType::KeepAll struct.end VolumeRadiationAddOnce : struct.begin {refkey=[0]} SID = VolumeRadiationAddOnce Duration = 1.f Charges = 1 Type = EEffectType::Radiation ValueMin = 25 ValueMax = 25 bIsPermanent = false bIsSmooth = true DuplicationType = EDuplicateResolveType::KeepAll struct.end VolumeRadiationAddPermanent : struct.begin {refkey=[0]} SID = VolumeRadiationAddPermanent Duration = 1.f Charges = 1 Type = EEffectType::Radiation ValueMin = 5 ValueMax = 5 bIsPermanent = true bIsSmooth = true DuplicationType = EDuplicateResolveType::KeepAll struct.end VolumeRadiationRemoveOnce : struct.begin {refkey=[0]} SID = VolumeRadiationRemoveOnce Duration = 1.f Charges = 1 Type = EEffectType::Radiation ValueMin = -25 ValueMax = -25 bIsPermanent = false bIsSmooth = true DuplicationType = EDuplicateResolveType::KeepAll struct.end VolumeRadiationRemovePermanent : struct.begin {refkey=[0]} SID = VolumeRadiationRemovePermanent Duration = 1.f Charges = 1 Type = EEffectType::Radiation ValueMin = -5 ValueMax = -5 bIsPermanent = true bIsSmooth = true DuplicationType = EDuplicateResolveType::KeepAll struct.end VolumeRadiationNegate : struct.begin {refkey=[0]} SID = VolumeRadiationNegate Duration = 1.f Charges = 1 Type = EEffectType::Radiation ValueMin = -100 ValueMax = -100 bIsPermanent = true bIsSmooth = true DuplicationType = EDuplicateResolveType::KeepAll struct.end VolumeRadiationBorder : struct.begin {refkey=[0]} SID = VolumeRadiationBorder Duration = 1.f Charges = 1 Type = EEffectType::Radiation ValueMin = 100 ValueMax = 100 bIsPermanent = true bIsSmooth = true DuplicationType = EDuplicateResolveType::KeepAll struct.end VolumeDrunknessAddOnce : struct.begin {refkey=[0]} SID = VolumeDrunknessAddOnce Duration = 1.f Charges = 1 Type = EEffectType::Drunkness ValueMin = 35 ValueMax = 35 bIsPermanent = false bIsSmooth = true DuplicationType = EDuplicateResolveType::KeepAll ShouldPauseByDialog = false struct.end VolumeDrunknessAddPermanent : struct.begin {refkey=[0]} SID = VolumeDrunknessAddPermanent Duration = 1.f Charges = 1 Type = EEffectType::Drunkness ValueMin = 5 ValueMax = 5 bIsPermanent = true bIsSmooth = true DuplicationType = EDuplicateResolveType::KeepAll ShouldPauseByDialog = false struct.end VolumeDrunknessRemoveOnce : struct.begin {refkey=[0]} SID = VolumeDrunknessRemoveOnce Duration = 1.f Charges = 1 Type = EEffectType::Drunkness ValueMin = -35 ValueMax = -35 bIsPermanent = false bIsSmooth = true DuplicationType = EDuplicateResolveType::KeepAll ShouldPauseByDialog = false struct.end VolumeDrunknessRemovePermanent : struct.begin {refkey=[0]} SID = VolumeDrunknessRemovePermanent Duration = 1.f Charges = 1 Type = EEffectType::Drunkness ValueMin = -5 ValueMax = -5 bIsPermanent = true bIsSmooth = true DuplicationType = EDuplicateResolveType::KeepAll ShouldPauseByDialog = false struct.end VolumeStaminaRegenIncreasePermanent : struct.begin {refkey=[0]} SID = VolumeStaminaRegenIncreasePermanent Duration = 10.f Charges = 1 TimePerChargeMin = 10.f TimePerChargeMax = 10.f Type = EEffectType::RegenStamina ValueMin = 5 ValueMax = 5 bIsPermanent = true bIsSmooth = true DuplicationType = EDuplicateResolveType::KeepAll ShouldPauseByDialog = false struct.end VolumeStaminaRegenDecreasePermanent : struct.begin {refkey=[0]} SID = VolumeStaminaRegenDecreasePermanent Duration = 10.f Charges = 1 TimePerChargeMin = 10.f TimePerChargeMax = 10.f Type = EEffectType::RegenStamina ValueMin = -3 ValueMax = -3 bIsPermanent = true bIsSmooth = true DuplicationType = EDuplicateResolveType::KeepAll ShouldPauseByDialog = false struct.end VolumeDamagePermanentLow : struct.begin {refkey=[0]} SID = VolumeDamagePermanentLow Duration = 1.f Charges = 1 Type = EEffectType::Damage DamageType = EDamageType::Strike DamageSource = EDamageSource::CommonPermanent ShouldIgnoreArmor = true ArmorPiercing = 0.f ValueMin = 1 ValueMax = 1 bIsPermanent = true bIsSmooth = true DuplicationType = EDuplicateResolveType::KeepOld struct.end VolumeDamagePermanentMedium : struct.begin {refkey=[0]} SID = VolumeDamagePermanentMedium Duration = 1.f Charges = 1 Type = EEffectType::Damage DamageType = EDamageType::Strike DamageSource = EDamageSource::CommonPermanent ShouldIgnoreArmor = true ArmorPiercing = 0.f ValueMin = 2 ValueMax = 2 bIsPermanent = true bIsSmooth = true DuplicationType = EDuplicateResolveType::KeepOld struct.end VolumeDamagePermanentHigh : struct.begin {refkey=[0]} SID = VolumeDamagePermanentHigh Duration = 1.f Charges = 1 Type = EEffectType::Damage DamageType = EDamageType::Strike DamageSource = EDamageSource::CommonPermanent ShouldIgnoreArmor = true ArmorPiercing = 0.f ValueMin = 5 ValueMax = 5 bIsPermanent = true bIsSmooth = true DuplicationType = EDuplicateResolveType::KeepOld struct.end VolumeDamageUltimateOnce : struct.begin {refkey=[0]} SID = VolumeDamageUltimateOnce Duration = 1.f Charges = 1 Type = EEffectType::Damage DamageType = EDamageType::Strike ShouldIgnoreArmor = true ArmorPiercing = 0.f ValueMin = 9000.f ValueMax = 9000.f bIsPermanent = false bIsSmooth = false DuplicationType = EDuplicateResolveType::KeepAll struct.end VolumeDamageBurnPermanentLow : struct.begin {refkey=[0]} SID = VolumeDamageBurnPermanentLow Duration = 1.f Charges = 1 Type = EEffectType::Damage DamageType = EDamageType::Burn ShouldIgnoreArmor = true ArmorPiercing = 0.f ValueMin = 1 ValueMax = 1 bIsPermanent = true bIsSmooth = true DuplicationType = EDuplicateResolveType::KeepOld struct.end VolumeDamageBurnPermanentMedium : struct.begin {refkey=[0]} SID = VolumeDamageBurnPermanentMedium Duration = 1.f Charges = 1 Type = EEffectType::Damage DamageType = EDamageType::Burn ShouldIgnoreArmor = true ArmorPiercing = 0.f ValueMin = 2 ValueMax = 2 bIsPermanent = true bIsSmooth = true DuplicationType = EDuplicateResolveType::KeepOld struct.end VolumeDamageBurnPermanentHigh : struct.begin {refkey=[0]} SID = VolumeDamageBurnPermanentHigh Duration = 1.f Charges = 1 Type = EEffectType::Damage DamageType = EDamageType::Burn ShouldIgnoreArmor = true ArmorPiercing = 0.f ValueMin = 5 ValueMax = 5 bIsPermanent = true bIsSmooth = true DuplicationType = EDuplicateResolveType::KeepOld struct.end VolumeDamageShockPermanentLow : struct.begin {refkey=[0]} SID = VolumeDamageShockPermanentLow Duration = 1.f Charges = 1 Type = EEffectType::Damage DamageType = EDamageType::Shock DamageSource = EDamageSource::ElectricityPermanent ShouldIgnoreArmor = true ArmorPiercing = 0.f ValueMin = 1 ValueMax = 1 bIsPermanent = true bIsSmooth = true DuplicationType = EDuplicateResolveType::KeepOld struct.end VolumeDamageShockPermanentMedium : struct.begin {refkey=[0]} SID = VolumeDamageShockPermanentMedium Duration = 1.f Charges = 1 Type = EEffectType::Damage DamageType = EDamageType::Shock DamageSource = EDamageSource::ElectricityPermanent ShouldIgnoreArmor = true ArmorPiercing = 0.f ValueMin = 2 ValueMax = 2 bIsPermanent = true bIsSmooth = true DuplicationType = EDuplicateResolveType::KeepOld struct.end VolumeDamageShockPermanentHigh : struct.begin {refkey=[0]} SID = VolumeDamageShockPermanentHigh Duration = 1.f Charges = 1 Type = EEffectType::Damage DamageType = EDamageType::Shock DamageSource = EDamageSource::ElectricityPermanent ShouldIgnoreArmor = true ArmorPiercing = 0.f ValueMin = 5 ValueMax = 5 bIsPermanent = true bIsSmooth = true DuplicationType = EDuplicateResolveType::KeepOld struct.end VolumeDamageChemicalPermanentLow : struct.begin {refkey=[0]} SID = VolumeDamageChemicalPermanentLow Duration = 1.f Charges = 1 Type = EEffectType::Damage DamageType = EDamageType::ChemicalBurn ShouldIgnoreArmor = true ArmorPiercing = 0.f ValueMin = 1 ValueMax = 1 bIsPermanent = true bIsSmooth = true DuplicationType = EDuplicateResolveType::KeepOld struct.end VolumeDamageChemicalPermanentMedium : struct.begin {refkey=[0]} SID = VolumeDamageChemicalPermanentMedium Duration = 1.f Charges = 1 Type = EEffectType::Damage DamageType = EDamageType::ChemicalBurn ShouldIgnoreArmor = true ArmorPiercing = 0.f ValueMin = 2 ValueMax = 2 bIsPermanent = true bIsSmooth = true DuplicationType = EDuplicateResolveType::KeepOld struct.end VolumeDamageChemicalPermanentHigh : struct.begin {refkey=[0]} SID = VolumeDamageChemicalPermanentHigh Duration = 1.f Charges = 1 Type = EEffectType::Damage DamageType = EDamageType::ChemicalBurn ShouldIgnoreArmor = true ArmorPiercing = 0.f ValueMin = 5 ValueMax = 5 bIsPermanent = true bIsSmooth = true DuplicationType = EDuplicateResolveType::KeepOld struct.end VolumeDamageChemicalPermanentVeryHigh : struct.begin {refkey=[0]} SID = VolumeDamageChemicalPermanentVeryHigh Duration = 1.f Charges = 1 Type = EEffectType::Damage DamageType = EDamageType::ChemicalBurn ShouldIgnoreArmor = true ArmorPiercing = 0.f ValueMin = 10 ValueMax = 10 bIsPermanent = true bIsSmooth = true DuplicationType = EDuplicateResolveType::KeepOld struct.end VolumeDamageChemicalPermanentUltimate : struct.begin {refkey=[0]} SID = VolumeDamageChemicalPermanentUltimate Duration = 1.f Charges = 1 Type = EEffectType::Damage DamageType = EDamageType::ChemicalBurn ShouldIgnoreArmor = true ArmorPiercing = 0.f ValueMin = 9000.f ValueMax = 9000.f bIsPermanent = true bIsSmooth = true DuplicationType = EDuplicateResolveType::KeepOld struct.end VolumeHealthRestoreOnce : struct.begin {refkey=[0]} SID = VolumeHealthRestoreOnce Duration = 1.f Charges = 1 Type = EEffectType::Health ValueMin = 20 ValueMax = 20 bIsPermanent = false bIsSmooth = true DuplicationType = EDuplicateResolveType::KeepAll struct.end VolumeHealthRestoreFullOnce : struct.begin {refkey=[0]} SID = VolumeHealthRestoreFullOnce Duration = 1.f Charges = 1 Type = EEffectType::Health ValueMin = 100 ValueMax = 100 bIsPermanent = false bIsSmooth = true DuplicationType = EDuplicateResolveType::KeepAll struct.end VolumeHealthRestorePermanent : struct.begin {refkey=[0]} SID = VolumeHealthRestorePermanent Duration = 1.f Charges = 1 Type = EEffectType::Health ValueMin = 20 ValueMax = 20 bIsPermanent = true bIsSmooth = true DuplicationType = EDuplicateResolveType::KeepAll struct.end VolumeBleedingAddPermanent : struct.begin {refkey=[0]} SID = VolumeBleedingAddPermanent Duration = 1.f Charges = 1 Type = EEffectType::Bleeding ValueMin = 5 ValueMax = 5 bIsPermanent = true bIsSmooth = true DuplicationType = EDuplicateResolveType::KeepAll struct.end VolumeBleedingDecreasePermanent : struct.begin {refkey=[0]} SID = VolumeBleedingDecreasePermanent Duration = 1.f Charges = 1 Type = EEffectType::Bleeding ValueMin = -5 ValueMax = -5 bIsPermanent = true bIsSmooth = true DuplicationType = EDuplicateResolveType::KeepAll struct.end VolumeHungerIncreasePermanent : struct.begin {refkey=[0]} SID = VolumeHungerIncreasePermanent Duration = 10.f Charges = 1 TimePerChargeMin = 10.f TimePerChargeMax = 10.f Type = EEffectType::HungerPoints ValueMin = 5 ValueMax = 5 bIsPermanent = true bIsSmooth = true DuplicationType = EDuplicateResolveType::KeepAll struct.end VolumeHungerDecreasePermanent : struct.begin {refkey=[0]} SID = VolumeHungerDecreasePermanent Duration = 10.f Charges = 1 TimePerChargeMin = 10.f TimePerChargeMax = 10.f Type = EEffectType::HungerPoints ValueMin = -5 ValueMax = -5 bIsPermanent = true bIsSmooth = true DuplicationType = EDuplicateResolveType::KeepAll struct.end VolumeHungerNegate : struct.begin {refkey=[0]} SID = VolumeHungerNegate Duration = 1.f Charges = 1 Type = EEffectType::HungerPoints ValueMin = -100 ValueMax = -100 bIsPermanent = false bIsSmooth = true DuplicationType = EDuplicateResolveType::KeepAll struct.end VolumeHungerMax : struct.begin {refkey=[0]} SID = VolumeHungerMax Duration = 1.f Charges = 1 Type = EEffectType::HungerPoints ValueMin = 100 ValueMax = 100 bIsPermanent = false bIsSmooth = true DuplicationType = EDuplicateResolveType::KeepAll struct.end LadderHideEquipmentTimeEffect : struct.begin {refkey=[0]} SID = LadderHideEquipmentEffect Text = Hide equipment time when climbing a ladder Type = EEffectType::HideEquipmentTime Duration = 1.0 Charges = 1.0 ValueMin = 100% ValueMax = 100% struct.end GrenadeConcussion : struct.begin {refkey=[0]} SID = GrenadeConcussion Type = EEffectType::SuppressionPoints Positive = EBeneficial::Negative ValueMin = 60.0 ValueMax = 60.0 struct.end InteractionHideEquipmentTimeEffect : struct.begin {refkey=[0]} SID = InteractionHideEquipmentTimeEffect Text = Hide equipment time when you start interaction Type = EEffectType::HideEquipmentTime Duration = 1.0 Charges = 1.0 ValueMin = 0% ValueMax = 0% struct.end SequenceHideEquipmentTimeEffect : struct.begin {refkey=[0]} SID = SequenceHideEquipmentTimeEffect Text = Hide equipment time when you start cutscene sequence Type = EEffectType::HideEquipmentTime Duration = 1.0 Charges = 1.0 ValueMin = 100% ValueMax = 100% struct.end LightningStrikeHitPlayer : struct.begin {refkey=[0]} SID = LightningStrikeHitPlayer Type = EEffectType::Damage ArmorPiercing = 0.f ValueMin = 50 ValueMax = 50 bIsSmooth = false DuplicationType = EDuplicateResolveType::KeepAll Positive = EBeneficial::Negative DamageType = EDamageType::Shock ShouldIgnoreArmor = true struct.end LightningStrikeHitNPC : struct.begin {refkey=[0]} SID = LightningStrikeHitNPC Type = EEffectType::Damage ArmorPiercing = 0.f ValueMin = 5000 ValueMax = 5000 bIsSmooth = false DuplicationType = EDuplicateResolveType::KeepAll Positive = EBeneficial::Negative DamageType = EDamageType::Shock ShouldIgnoreArmor = true struct.end WaterMediumStaminaPenalty : struct.begin {refkey=[0]} SID = WaterMediumStaminaPenalty Text = Stamina Penalty Type = EEffectType::SPDrain ValueMin = 100% ValueMax = 100% bIsPermanent = true DuplicationType = EDuplicateResolveType::KeepNew AffectedStaminaActionTypes : struct.begin [0] = EStaminaAction::Walk [1] = EStaminaAction::Run [2] = EStaminaAction::Sprint [3] = EStaminaAction::Jump [4] = EStaminaAction::Vault struct.end Positive = EBeneficial::Negative struct.end WaterStrongStaminaPenalty : struct.begin {refkey=[0]} SID = WaterStrongStaminaPenalty Text = Stamina Penalty Type = EEffectType::SPDrain ValueMin = 200% ValueMax = 200% bIsPermanent = true DuplicationType = EDuplicateResolveType::KeepNew AffectedStaminaActionTypes : struct.begin [0] = EStaminaAction::Walk [1] = EStaminaAction::Run [2] = EStaminaAction::Sprint [3] = EStaminaAction::Jump [4] = EStaminaAction::Vault struct.end Positive = EBeneficial::Negative struct.end WaterDeadlyDamage : struct.begin {refkey=[0]} SID = WaterDeadlyDamage Type = EEffectType::InstantDeath CauseOfDeath = ECauseOfDeath::Drowned bIsPermanent = false DuplicationType = EDuplicateResolveType::KeepNew bIsSmooth = false Positive = EBeneficial::Negative struct.end WaterMovementVelocityChange : struct.begin {refkey=[0]} SID = WaterMovementVelocityChange Text = Applies slowness effect on enter in water Type = EEffectType::VelocityChangeNoCap ValueMin = 0% ValueMax = 0% bIsPermanent = true DuplicationType = EDuplicateResolveType::KeepNew Positive = EBeneficial::Negative struct.end WaterTurnRateChangePitch : struct.begin {refkey=[0]} SID = WaterTurnRateChangePitch Text = Applies pitch turn rate slowness effect on entering water Type = EEffectType::TurnRateChangePitch ValueMin = 0% ValueMax = 0% bIsPermanent = true DuplicationType = EDuplicateResolveType::KeepNew Positive = EBeneficial::Negative struct.end WaterTurnRateChangeYaw : struct.begin {refkey=[0]} SID = WaterTurnRateChangeYaw Text = Applies yaw turn rate slowness effect on entering water Type = EEffectType::TurnRateChangeYaw ValueMin = 0% ValueMax = 0% bIsPermanent = true DuplicationType = EDuplicateResolveType::KeepNew Positive = EBeneficial::Negative struct.end ForceFlashlightOn : struct.begin {refkey=[0]} SID = ForceFlashlightOn Type = EEffectType::ForceFlashlightState ValueMin = 1 ValueMax = 1 DuplicationType = EDuplicateResolveType::KeepNew bIsPermanent = true ShouldPauseByDialog = false struct.end ForceFlashlightOff : struct.begin {refkey=[0]} SID = ForceFlashlightOff Type = EEffectType::ForceFlashlightState ValueMin = 0 ValueMax = 0 DuplicationType = EDuplicateResolveType::KeepNew bIsPermanent = true ShouldPauseByDialog = false struct.end WeakLimp : struct.begin {refkey=[0]} SID = WeakLimp Text = Applies limp effect when player lands Duration = 2.5 Charges = 1 Type = EEffectType::Limp Positive = EBeneficial::Negative bIsPermanent = false DuplicationType = EDuplicateResolveType::KeepNew struct.end MediumLimp : struct.begin {refkey=[0]} SID = MediumLimp Text = Applies limp effect when player lands Duration = 4.5 Charges = 1 Type = EEffectType::Limp Positive = EBeneficial::Negative bIsPermanent = false DuplicationType = EDuplicateResolveType::KeepNew struct.end //------------------------------------------ //--------------WEAPON-EFFECTS-------------- //------------------------------------------ AimingTimeTemplate : struct.begin {refkey=[0]} SID = AimingTimeTemplate Text = AimingTimePosEffect Type = EEffectType::AimingTime LocalizationSID = weapon_aimRocking ValueMin = -5% ValueMax = -5% bIsPermanent = true Positive = EBeneficial::Positive struct.end AimingTimePos5Effect : struct.begin {refkey=AimingTimeTemplate} SID = AimingTimePos5Effect ValueMin = -5% ValueMax = -5% struct.end AimingTimePos7Effect : struct.begin {refkey=AimingTimeTemplate} SID = AimingTimePos7Effect ValueMin = -7% ValueMax = -7% struct.end AimingTimePos10Effect : struct.begin {refkey=AimingTimeTemplate} SID = AimingTimePos10Effect ValueMin = -10% ValueMax = -10% struct.end AimingTimePos15Effect : struct.begin {refkey=AimingTimeTemplate} SID = AimingTimePos15Effect ValueMin = -15% ValueMax = -15% struct.end AimingTimeNeg7Effect : struct.begin {refkey=AimingTimeTemplate} SID = AimingTimeNeg7Effect ValueMin = 7% ValueMax = 7% Positive = EBeneficial::Negative struct.end AimingTimeNeg10Effect : struct.begin {refkey=AimingTimeTemplate} SID = AimingTimeNeg10Effect ValueMin = 10% ValueMax = 10% Positive = EBeneficial::Negative struct.end AimingTimeNeg15Effect : struct.begin {refkey=AimingTimeTemplate} SID = AimingTimeNeg15Effect ValueMin = 15% ValueMax = 15% Positive = EBeneficial::Negative struct.end AimingTimeNeg20Effect : struct.begin {refkey=AimingTimeTemplate} SID = AimingTimeNeg20Effect ValueMin = 20% ValueMax = 20% Positive = EBeneficial::Negative struct.end //------------------------------------------ AimingMovementTemplate : struct.begin {refkey=[0]} SID = AimingMovementTemplate Text = AimingMovementPosEffect Type = EEffectType::AimingMovementSpeed LocalizationSID = weapon_aimMovement ValueMin = 5% ValueMax = 5% bIsPermanent = true Positive = EBeneficial::Positive struct.end AimingMovementPos10Effect : struct.begin {refkey=AimingMovementTemplate} SID = AimingMovementPos10Effect ValueMin = 10% ValueMax = 10% struct.end AimingMovementPos12Effect : struct.begin {refkey=AimingMovementTemplate} SID = AimingMovementPos12Effect ValueMin = 12% ValueMax = 12% struct.end AimingMovementPos15Effect : struct.begin {refkey=AimingMovementTemplate} SID = AimingMovementPos15Effect ValueMin = 15% ValueMax = 15% struct.end AimingMovementPos20Effect : struct.begin {refkey=AimingMovementTemplate} SID = AimingMovementPos20Effect ValueMin = 20% ValueMax = 20% struct.end AimingMovementPos30Effect : struct.begin {refkey=AimingMovementTemplate} SID = AimingMovementPos30Effect ValueMin = 30% ValueMax = 30% struct.end AimingMovementNeg10Effect : struct.begin {refkey=AimingMovementTemplate} SID = AimingMovementNeg10Effect ValueMin = -10% ValueMax = -10% Positive = EBeneficial::Negative struct.end AimingMovementNeg15Effect : struct.begin {refkey=AimingMovementTemplate} SID = AimingMovementNeg15Effect ValueMin = -15% ValueMax = -15% Positive = EBeneficial::Negative struct.end //------------------------------------------ DurabilityPerShotTemplate : struct.begin {refkey=[0]} SID = DurabilityPerShotTemplate LocalizationSID = weapon_wearingExternal Text = DurabilityPerShotNegEffect Type = EEffectType::DurabilityDamagePerShot ValueMin = 5% ValueMax = 5% bIsPermanent = true Positive = EBeneficial::Positive struct.end DurabilityPerShotNeg5Effect : struct.begin {refkey=DurabilityPerShotTemplate} SID = DurabilityPerShotNeg5Effect ValueMin = 5% ValueMax = 5% ShowUpgradeEffect = false ShowUpgradeEffectValue = false Positive = EBeneficial::Negative struct.end DurabilityPerShotNeg15Effect : struct.begin {refkey=DurabilityPerShotTemplate} SID = DurabilityPerShotNeg15Effect ValueMin = 15% ValueMax = 15% ShowUpgradeEffect = false ShowUpgradeEffectValue = false Positive = EBeneficial::Negative struct.end DurabilityPerShotNeg20Effect : struct.begin {refkey=DurabilityPerShotTemplate} SID = DurabilityPerShotNeg20Effect ValueMin = 20% ValueMax = 20% ShowUpgradeEffect = false ShowUpgradeEffectValue = false Positive = EBeneficial::Negative struct.end DurabilityPerShotPos12Effect : struct.begin {refkey=DurabilityPerShotTemplate} SID = DurabilityPerShotPos12Effect ValueMin = -12% ValueMax = -12% struct.end DurabilityPerShotPos15Effect : struct.begin {refkey=DurabilityPerShotTemplate} SID = DurabilityPerShotPos15Effect ValueMin = -15% ValueMax = -15% struct.end DurabilityPerShotPos20Effect : struct.begin {refkey=DurabilityPerShotTemplate} SID = DurabilityPerShotPos20Effect ValueMin = -20% ValueMax = -20% struct.end //------------------------------------------ DurabilityTemplate : struct.begin {refkey=[0]} SID = DurabilityTemplate Text = DurabilityNegEffect Type = EEffectType::MaxDurability LocalizationSID = weapon_wearing ValueMin = 5% ValueMax = 5% bIsPermanent = true Positive = EBeneficial::Positive struct.end DurabilityPos15Effect : struct.begin {refkey=DurabilityTemplate} SID = DurabilityPos15Effect ValueMin = 15% ValueMax = 15% struct.end DurabilityPos20Effect : struct.begin {refkey=DurabilityTemplate} SID = DurabilityPos20Effect ValueMin = 20% ValueMax = 20% struct.end //------------------------------------------ ProjectileSpeedTemplate : struct.begin {refkey=[0]} SID = ProjectileSpeedTemplate Text = ProjectileSpeedPosEffect Type = EEffectType::BulletSpeedSlowdown LocalizationSID = weapon_velocity ValueMin = -5% ValueMax = -5% bIsPermanent = true Positive = EBeneficial::Positive struct.end ProjectileSpeedPos5Effect : struct.begin {refkey=ProjectileSpeedTemplate} SID = ProjectileSpeedPos5Effect ValueMin = -5% ValueMax = -5% struct.end ProjectileSpeedPos7Effect : struct.begin {refkey=ProjectileSpeedTemplate} SID = ProjectileSpeedPos7Effect ValueMin = -7% ValueMax = -7% struct.end ProjectileSpeedPos10Effect : struct.begin {refkey=ProjectileSpeedTemplate} SID = ProjectileSpeedPos10Effect ValueMin = -10% ValueMax = -10% struct.end ProjectileSpeedPos15Effect : struct.begin {refkey=ProjectileSpeedTemplate} SID = ProjectileSpeedPos15Effect ValueMin = -15% ValueMax = -15% struct.end ProjectileSpeedPos20Effect : struct.begin {refkey=ProjectileSpeedTemplate} SID = ProjectileSpeedPos20Effect ValueMin = -20% ValueMax = -20% struct.end ProjectileSpeedPos25Effect : struct.begin {refkey=ProjectileSpeedTemplate} SID = ProjectileSpeedPos25Effect ValueMin = -25% ValueMax = -25% struct.end ProjectileSpeedPos30Effect : struct.begin {refkey=ProjectileSpeedTemplate} SID = ProjectileSpeedPos30Effect ValueMin = -30% ValueMax = -30% struct.end //------------------------------------------ DamageTemplate : struct.begin {refkey=[0]} SID = DamageTemplate Text = WeaponWithdrawPosEffect Type = EEffectType::BaseDamage LocalizationSID = weapon_damage ValueMin = 5% ValueMax = 5% bIsPermanent = true Positive = EBeneficial::Positive struct.end DamagePos15Effect : struct.begin {refkey=DamageTemplate} SID = DamagePos15Effect ValueMin = 15% ValueMax = 15% ShowUpgradeEffectValue = false ShowUpgradeEffect = false struct.end DamagePos20Effect : struct.begin {refkey=DamageTemplate} SID = DamagePos20Effect ValueMin = 20% ValueMax = 20% struct.end DamagePos25Effect : struct.begin {refkey=DamageTemplate} SID = DamagePos25Effect ValueMin = 25% ValueMax = 25% struct.end DamagePos28Effect : struct.begin {refkey=DamageTemplate} SID = DamagePos28Effect ValueMin = 28% ValueMax = 28% struct.end DamagePos30Effect : struct.begin {refkey=DamageTemplate} SID = DamagePos30Effect ValueMin = 30% ValueMax = 30% struct.end DamageNeg10Effect : struct.begin {refkey=DamageTemplate} SID = DamageNeg10Effect ValueMin = -10% ValueMax = -10% Positive = EBeneficial::Negative struct.end //------------------------------------------ DamageFalloffTemplate : struct.begin {refkey=[0]} SID = DamageFalloffTemplate Text = DamageFalloffPosEffect Type = EEffectType::MinBulletDistanceDamage LocalizationSID = weapon_damageDrop ValueMin = 5% ValueMax = 5% bIsPermanent = true Positive = EBeneficial::Positive struct.end DamageFalloffPos7Effect : struct.begin {refkey=DamageFalloffTemplate} SID = DamageFalloffPos7Effect ValueMin = 7% ValueMax = 7% struct.end DamageFalloffPos10Effect : struct.begin {refkey=DamageFalloffTemplate} SID = DamageFalloffPos10Effect ValueMin = 10% ValueMax = 10% struct.end DamageFalloffPos12Effect : struct.begin {refkey=DamageFalloffTemplate} SID = DamageFalloffPos12Effect ValueMin = 12% ValueMax = 12% struct.end DamageFalloffPos15Effect : struct.begin {refkey=DamageFalloffTemplate} SID = DamageFalloffPos15Effect ValueMin = 15% ValueMax = 15% struct.end DamageFalloffPos20Effect : struct.begin {refkey=DamageFalloffTemplate} SID = DamageFalloffPos20Effect ValueMin = 20% ValueMax = 20% struct.end DamageFalloffPos25Effect : struct.begin {refkey=DamageFalloffTemplate} SID = DamageFalloffPos25Effect ValueMin = 25% ValueMax = 25% struct.end DamageFalloffPos30Effect : struct.begin {refkey=DamageFalloffTemplate} SID = DamageFalloffPos30Effect ValueMin = 30% ValueMax = 30% struct.end DamageFalloffPos40Effect : struct.begin {refkey=DamageFalloffTemplate} SID = DamageFalloffPos40Effect ValueMin = 40% ValueMax = 40% struct.end DamageFalloffPos50Effect : struct.begin {refkey=DamageFalloffTemplate} SID = DamageFalloffPos50Effect ValueMin = 50% ValueMax = 50% struct.end DamageFalloffPos70Effect : struct.begin {refkey=DamageFalloffTemplate} SID = DamageFalloffPos70Effect ValueMin = 70% ValueMax = 70% struct.end DamageFalloffPos100Effect : struct.begin {refkey=DamageFalloffTemplate} SID = DamageFalloffPos100Effect ValueMin = 100% ValueMax = 100% struct.end DamageFalloffPos150Effect : struct.begin {refkey=DamageFalloffTemplate} SID = DamageFalloffPos150Effect ValueMin = 150% ValueMax = 150% struct.end DamageFalloffNeg70Effect : struct.begin {refkey=DamageFalloffTemplate} SID = DamageFalloffNeg70Effect ValueMin = -70% ValueMax = -70% ShowUpgradeEffectValue = false ShowUpgradeEffect = false Positive = EBeneficial::Negative struct.end //------------------------------------------ BulletFalloffTemplate : struct.begin {refkey=[0]} SID = BulletFalloffTemplate Text = BulletFalloffPosEffect Type = EEffectType::BulletDropLength LocalizationSID = weapon_flatness ValueMin = 5% ValueMax = 5% bIsPermanent = true Positive = EBeneficial::Positive struct.end BulletFalloffPos10Effect : struct.begin {refkey=BulletFalloffTemplate} SID = BulletFalloffPos10Effect ValueMin = 10% ValueMax = 10% struct.end BulletFalloffPos15Effect : struct.begin {refkey=BulletFalloffTemplate} SID = BulletFalloffPos15Effect ValueMin = 15% ValueMax = 15% struct.end BulletFalloffPos20Effect : struct.begin {refkey=BulletFalloffTemplate} SID = BulletFalloffPos20Effect ValueMin = 20% ValueMax = 20% struct.end BulletFalloffPos50Effect : struct.begin {refkey=BulletFalloffTemplate} SID = BulletFalloffPos50Effect ValueMin = 50% ValueMax = 50% struct.end //------------------------------------------ DistanceDropOffLengthTemplate : struct.begin {refkey=[0]} SID = DistanceDropOffLengthTemplate Text = DistanceDropOffLengthPosEffect Type = EEffectType::DistanceDropOffLength ValueMin = 5% ValueMax = 5% bIsPermanent = true Positive = EBeneficial::Positive struct.end DistanceDropOffLengthPos10Effect : struct.begin {refkey=DistanceDropOffLengthTemplate} SID = DistanceDropOffLengthPos10Effect LocalizationSID = weapon_flatness ValueMin = 10% ValueMax = 10% struct.end DistanceDropOffLengthPos15Effect : struct.begin {refkey=DistanceDropOffLengthTemplate} SID = DistanceDropOffLengthPos15Effect ValueMin = 15% ValueMax = 15% struct.end DistanceDropOffLengthPos20Effect : struct.begin {refkey=DistanceDropOffLengthTemplate} SID = DistanceDropOffLengthPos20Effect ValueMin = 20% ValueMax = 20% struct.end DistanceDropOffLengthPos50Effect : struct.begin {refkey=DistanceDropOffLengthTemplate} SID = DistanceDropOffLengthPos50Effect ValueMin = 50% ValueMax = 50% struct.end //------------------------------------------ DispersionTemplate : struct.begin {refkey=[0]} SID = DispersionTemplate Text = DispersionPosEffect Type = EEffectType::Dispersion LocalizationSID = weapon_reductionSpread ValueMin = 5% ValueMax = 5% bIsPermanent = true Positive = EBeneficial::Positive struct.end DispersionPos5Effect : struct.begin {refkey=DispersionTemplate} SID = DispersionPos5Effect ValueMin = -5% ValueMax = -5% struct.end DispersionPos10Effect : struct.begin {refkey=DispersionTemplate} SID = DispersionPos10Effect ValueMin = -10% ValueMax = -10% struct.end DispersionPos15Effect : struct.begin {refkey=DispersionTemplate} SID = DispersionPos15Effect ValueMin = -15% ValueMax = -15% struct.end DispersionPos20Effect : struct.begin {refkey=DispersionTemplate} SID = DispersionPos20Effect ValueMin = -20% ValueMax = -20% struct.end DispersionPos25Effect : struct.begin {refkey=DispersionTemplate} SID = DispersionPos25Effect ValueMin = -25% ValueMax = -25% struct.end DispersionPos30Effect : struct.begin {refkey=DispersionTemplate} SID = DispersionPos30Effect ValueMin = -30% ValueMax = -30% struct.end DispersionNeg40Effect : struct.begin {refkey=DispersionTemplate} SID = DispersionNeg40Effect ValueMin = 40% ValueMax = 40% Positive = EBeneficial::Negative struct.end DispersionNeg55Effect : struct.begin {refkey=DispersionTemplate} SID = DispersionNeg55Effect ValueMin = 55% ValueMax = 55% ShowUpgradeEffectValue = false ShowUpgradeEffect = false Positive = EBeneficial::Negative struct.end DispersionNeg80Effect : struct.begin {refkey=DispersionTemplate} SID = DispersionNeg80Effect ValueMin = 80% ValueMax = 80% ShowUpgradeEffectValue = false ShowUpgradeEffect = false Positive = EBeneficial::Negative struct.end //------------------------------------------ DispersionAimModifierTemplate : struct.begin {refkey=[0]} SID = DispersionAimModifierTemplate Text = DispersionAimModifierTemplate Type = EEffectType::DispersionAimModifier ValueMin = 50% ValueMax = 50% bIsPermanent = true Positive = EBeneficial::Positive struct.end DispersionAimModifierPos70Effect : struct.begin {refkey=DispersionAimModifierTemplate} SID = DispersionAimModifierPos70Effect ValueMin = 70% ValueMax = 70% struct.end DispersionAimModifierNeg70Effect : struct.begin {refkey=DispersionAimModifierTemplate} SID = DispersionAimModifierNeg70Effect ValueMin = 70% ValueMax = 70% Positive = EBeneficial::Negative ShowUpgradeEffectValue = false ShowUpgradeEffect = false struct.end //------------------------------------------ MaxDispersionTemplate : struct.begin {refkey=[0]} SID = MaxDispersionTemplate Text = MaxDispersionPosEffect Type = EEffectType::DispersionMaxRadiusExtension LocalizationSID = weapon_reductionSpread ValueMin = 5% ValueMax = 5% bIsPermanent = true Positive = EBeneficial::Positive struct.end MaxDispersionPos10Effect : struct.begin {refkey=MaxDispersionTemplate} SID = MaxDispersionPos10Effect ValueMin = -10% ValueMax = -10% struct.end MaxDispersionPos15Effect : struct.begin {refkey=MaxDispersionTemplate} SID = MaxDispersionPos15Effect ValueMin = -15% ValueMax = -15% struct.end MaxDispersionPos20Effect : struct.begin {refkey=MaxDispersionTemplate} SID = MaxDispersionPos20Effect ValueMin = -20% ValueMax = -20% struct.end MaxDispersionPos25Effect : struct.begin {refkey=MaxDispersionTemplate} SID = MaxDispersionPos25Effect ValueMin = -25% ValueMax = -25% struct.end MaxDispersionPos30Effect : struct.begin {refkey=MaxDispersionTemplate} SID = MaxDispersionPos30Effect ValueMin = -30% ValueMax = -30% struct.end MaxDispersionPos40Effect : struct.begin {refkey=MaxDispersionTemplate} SID = MaxDispersionPos40Effect ValueMin = -40% ValueMax = -40% struct.end MaxDispersionPos50Effect : struct.begin {refkey=MaxDispersionTemplate} SID = MaxDispersionPos50Effect ValueMin = -50% ValueMax = -50% struct.end MaxDispersionNeg10Effect : struct.begin {refkey=MaxDispersionTemplate} SID = MaxDispersionNeg10Effect ValueMin = 10% ValueMax = 10% Positive = EBeneficial::Negative struct.end //------------------------------------------ DispersionIncreaseSpeedTemplate : struct.begin {refkey=[0]} SID = DispersionIncreaseSpeedTemplate LocalizationSID = weapon_reductionSpreadSpeed Text = DispersionIncreaseSpeedPosEffect Type = EEffectType::DispersionPerIterationRadiusExtension ValueMin = 5% ValueMax = 5% bIsPermanent = true Positive = EBeneficial::Positive struct.end DispersionIncreaseSpeedPos50Effect : struct.begin {refkey=DispersionIncreaseSpeedTemplate} SID = DispersionIncreaseSpeedPos50Effect ValueMin = -50% ValueMax = -50% struct.end DispersionIncreaseSpeedPos60Effect : struct.begin {refkey=DispersionIncreaseSpeedTemplate} SID = DispersionIncreaseSpeedPos60Effect ValueMin = -60% ValueMax = -60% struct.end DispersionIncreaseSpeedPos70Effect : struct.begin {refkey=DispersionIncreaseSpeedTemplate} SID = DispersionIncreaseSpeedPos70Effect ValueMin = -70% ValueMax = -70% struct.end DispersionIncreaseSpeedPos100Effect : struct.begin {refkey=DispersionIncreaseSpeedTemplate} SID = DispersionIncreaseSpeedPos100Effect ValueMin = -100% ValueMax = -100% struct.end //------------------------------------------ RecoilTemplate : struct.begin {refkey=[0]} SID = RecoilTemplate Text = RecoilPosEffect Type = EEffectType::Recoil LocalizationSID = weapon_reductionImpact ValueMin = -5% ValueMax = -5% bIsPermanent = true Positive = EBeneficial::Positive struct.end RecoilPos5Effect : struct.begin {refkey=RecoilTemplate} SID = RecoilPos5Effect ValueMin = -5% ValueMax = -5% struct.end RecoilPos10Effect : struct.begin {refkey=RecoilTemplate} SID = RecoilPos10Effect ValueMin = -10% ValueMax = -10% struct.end RecoilPos15Effect : struct.begin {refkey=RecoilTemplate} SID = RecoilPos15Effect ValueMin = -15% ValueMax = -15% struct.end RecoilPos20Effect : struct.begin {refkey=RecoilTemplate} SID = RecoilPos20Effect ValueMin = -20% ValueMax = -20% struct.end RecoilNeg15Effect : struct.begin {refkey=RecoilTemplate} SID = RecoilNeg15Effect ValueMin = 15% ValueMax = 15% Positive = EBeneficial::Negative struct.end RecoilNeg20Effect : struct.begin {refkey=RecoilTemplate} SID = RecoilNeg20Effect ValueMin = 20% ValueMax = 20% Positive = EBeneficial::Negative struct.end RecoilNeg25Effect : struct.begin {refkey=RecoilTemplate} SID = RecoilNeg25Effect ValueMin = 25% ValueMax = 25% Positive = EBeneficial::Negative struct.end RecoilNeg35Effect : struct.begin {refkey=RecoilTemplate} SID = RecoilNeg35Effect ValueMin = 35% ValueMax = 35% Positive = EBeneficial::Negative struct.end //------------------------------------------ ArmorPiercingTemplate : struct.begin {refkey=[0]} SID = ArmorPiercingTemplate Text = ArmorPiercingPosEffect Type = EEffectType::ArmorPiercing LocalizationSID = weapon_armorPiercing ValueMin = 5% ValueMax = 5% bIsPermanent = true Positive = EBeneficial::Positive struct.end ArmorPiercingPos10Effect : struct.begin {refkey=ArmorPiercingTemplate} SID = ArmorPiercingPos10Effect ValueMin = 10% ValueMax = 10% struct.end ArmorPiercingPos12Effect : struct.begin {refkey=ArmorPiercingTemplate} SID = ArmorPiercingPos12Effect ValueMin = 12% ValueMax = 12% struct.end ArmorPiercingPos15Effect : struct.begin {refkey=ArmorPiercingTemplate} SID = ArmorPiercingPos15Effect ValueMin = 15% ValueMax = 15% struct.end ArmorPiercingPos25Effect : struct.begin {refkey=ArmorPiercingTemplate} SID = ArmorPiercingPos25Effect ValueMin = 25% ValueMax = 25% struct.end ArmorPiercingPos30Effect : struct.begin {refkey=ArmorPiercingTemplate} SID = ArmorPiercingPos30Effect ValueMin = 30% ValueMax = 30% struct.end ArmorPiercingPos50Effect : struct.begin {refkey=ArmorPiercingTemplate} SID = ArmorPiercingPos50Effect ValueMin = 50% ValueMax = 50% struct.end //------------------------------------------ WeightTemplate : struct.begin {refkey=[0]} SID = WeightTemplate Text = WeightPosEffect Type = EEffectType::WeaponItemWeight LocalizationSID = weapon_reductionWeight ValueMin = -5% ValueMax = -5% Positive = EBeneficial::Positive bIsPermanent = true struct.end WeightPos10Effect : struct.begin {refkey=WeightTemplate} SID = WeightPos10Effect ValueMin = -10% ValueMax = -10% struct.end WeightPos17Effect : struct.begin {refkey=WeightTemplate} SID = WeightPos17Effect ValueMin = -17% ValueMax = -17% struct.end WeightPos20Effect : struct.begin {refkey=WeightTemplate} SID = WeightPos20Effect ValueMin = -20% ValueMax = -20% struct.end WeightPos30Effect : struct.begin {refkey=WeightTemplate} SID = WeightPos30Effect ValueMin = -30% ValueMax = -30% struct.end WeightPos50Effect : struct.begin {refkey=WeightTemplate} SID = WeightPos50Effect ValueMin = -50% ValueMax = -50% struct.end WeightNeg20Effect : struct.begin {refkey=WeightTemplate} SID = WeightNeg20Effect ValueMin = 20% ValueMax = 20% Positive = EBeneficial::Negative struct.end //------------------------------------------ FireDistanceTemplate : struct.begin {refkey=[0]} SID = FireDistanceTemplate Text = FireDistancePosEffect LocalizationSID = weapon_range Type = EEffectType::EffectiveFireDistance ValueMin = 5% ValueMax = 5% Positive = EBeneficial::Positive bIsPermanent = true struct.end FireDistancePos10Effect : struct.begin {refkey=FireDistanceTemplate} SID = FireDistancePos10Effect ValueMin = 10% ValueMax = 10% struct.end FireDistancePos10HiddenEffect : struct.begin {refkey=FireDistanceTemplate} SID = FireDistancePos10HiddenEffect ValueMin = 10% ValueMax = 10% ShowUpgradeEffectValue = false ShowUpgradeEffect = false struct.end FireDistancePos15Effect : struct.begin {refkey=FireDistanceTemplate} SID = FireDistancePos15Effect ValueMin = 15% ValueMax = 15% struct.end FireDistancePos20Effect : struct.begin {refkey=FireDistanceTemplate} SID = FireDistancePos20Effect ValueMin = 20% ValueMax = 20% struct.end FireDistancePos25Effect : struct.begin {refkey=FireDistanceTemplate} SID = FireDistancePos25Effect ValueMin = 25% ValueMax = 25% struct.end FireDistancePos30Effect : struct.begin {refkey=FireDistanceTemplate} SID = FireDistancePos30Effect ValueMin = 30% ValueMax = 30% struct.end FireDistancePos35Effect : struct.begin {refkey=FireDistanceTemplate} SID = FireDistancePos35Effect ValueMin = 35.0% ValueMax = 35.0% struct.end FireDistanceNeg55Effect : struct.begin {refkey=FireDistanceTemplate} SID = FireDistanceNeg55Effect ValueMin = -55.0% ValueMax = -55.0% ShowUpgradeEffectValue = false ShowUpgradeEffect = false Positive = EBeneficial::Negative struct.end FireDistanceNeg70Effect : struct.begin {refkey=FireDistanceTemplate} SID = FireDistanceNeg70Effect ValueMin = -70.0% ValueMax = -70.0% Positive = EBeneficial::Negative struct.end //------------------------------------------ WeaponWithdrawShowTemplate : struct.begin {refkey=[0]} SID = WeaponWithdrawShowTemplate LocalizationSID = weapon_readiness Text = WeaponWithdrawPosEffect Type = EEffectType::ShowEquipmentTime ValueMin = 100% ValueMax = 100% bIsPermanent = true Positive = EBeneficial::Positive struct.end WeaponWithdrawHideTemplate : struct.begin {refkey=[0]} SID = WeaponWithdrawHideTemplate LocalizationSID = weapon_readiness Text = WeaponWithdrawPosEffect Type = EEffectType::HideEquipmentTime ValueMin = 100% ValueMax = 100% bIsPermanent = true ShowUpgradeEffect = false ShowUpgradeEffectValue = false struct.end WeaponWithdrawPos20ShowEffect : struct.begin {refkey=WeaponWithdrawShowTemplate} SID = WeaponWithdrawPos20ShowEffect ValueMin = 20% ValueMax = 20% struct.end WeaponWithdrawPos20HideEffect : struct.begin {refkey=WeaponWithdrawHideTemplate} SID = WeaponWithdrawPos20HideEffect ValueMin = 20% ValueMax = 20% ShowUpgradeEffect = false ShowUpgradeEffectValue = false struct.end //------------------------------------------ ChangeCaliberTemplate : struct.begin {refkey=[0]} SID = ChangeCaliberTemplate Text = ChangeCaliberTemplate Type = EEffectType::ChangeCaliber LocalizationSID = weapon_caliberChange bIsPermanent = true Caliber = EAmmoCaliber::A556 struct.end ChangeCaliber045Effect : struct.begin {refkey=ChangeCaliberTemplate} SID = ChangeCaliber045Effect Caliber = EAmmoCaliber::A045 ShowUpgradeEffectValue = false struct.end ChangeCaliber012Effect : struct.begin {refkey=ChangeCaliberTemplate} SID = ChangeCaliber012Effect Caliber = EAmmoCaliber::A012 ShowUpgradeEffectValue = false struct.end ChangeCaliber545Effect : struct.begin {refkey=ChangeCaliberTemplate} SID = ChangeCaliber545Effect Caliber = EAmmoCaliber::A545 ShowUpgradeEffectValue = false struct.end ChangeCaliber556Effect : struct.begin {refkey=ChangeCaliberTemplate} SID = ChangeCaliber556Effect Caliber = EAmmoCaliber::A556 ShowUpgradeEffectValue = false struct.end ChangeCaliber762Effect : struct.begin {refkey=ChangeCaliberTemplate} SID = ChangeCaliber762Effect Caliber = EAmmoCaliber::A762 ShowUpgradeEffectValue = false struct.end ChangeCaliberMalukCompositeEffect : struct.begin {refkey=[0]} SID = ChangeCaliberMalukCompositeEffect LocalizationSID = weapon_caliberChange Type = EEffectType::Composite ValueMin = 100% ValueMax = 100% ApplyExtraEffectPrototypeSIDs : struct.begin [0] = ChangeCaliber762Effect [1] = ChangeAmmoTypesNo545Effect [2] = ChangeAmmoTypes762Effect struct.end struct.end //------------------------------------------ ChangeAmmoTypesTemplate : struct.begin {refkey=[0]} SID = ChangeAmmoTypesTemplate LocalizationSID = weapon_caliberChange Type = EEffectType::ChangeAmmoTypes bIsPermanent = true AmmoTypeProjectiles : struct.begin struct.end Positive = EBeneficial::Positive struct.end ChangeAmmoTypesAddBuckEffect : struct.begin {refkey=ChangeAmmoTypesTemplate} SID = ChangeAmmoTypesAddBuckEffect AmmoTypeProjectiles : struct.begin [0] : struct.begin AmmoType = EAmmoType::Default ProjectilePrototypeSID = P012 struct.end struct.end ShowUpgradeEffectValue = false ShowUpgradeEffect = false struct.end ChangeAmmoTypesNoBuckEffect : struct.begin {refkey=ChangeAmmoTypesTemplate} SID = ChangeAmmoTypesNoBuckEffect AmmoTypeProjectiles : struct.begin [0] : struct.begin AmmoType = EAmmoType::Default ProjectilePrototypeSID = P012 struct.end struct.end ValueMin = 100% ValueMax = 100% Positive = EBeneficial::Negative ShowUpgradeEffectValue = false struct.end ChangeAmmoTypes045Effect : struct.begin {refkey=ChangeAmmoTypesTemplate} SID = ChangeAmmoTypes045Effect AmmoTypeProjectiles : struct.begin [0] : struct.begin AmmoType = EAmmoType::Default ProjectilePrototypeSID = P045 struct.end [1] : struct.begin AmmoType = EAmmoType::ArmorPiercing ProjectilePrototypeSID = P045 struct.end [2] : struct.begin AmmoType = EAmmoType::Expanding ProjectilePrototypeSID = P045 struct.end struct.end ShowUpgradeEffectValue = false ShowUpgradeEffect = false struct.end ChangeAmmoTypesNo045Effect : struct.begin {refkey=ChangeAmmoTypesTemplate} SID = ChangeAmmoTypesNo045Effect AmmoTypeProjectiles : struct.begin [0] : struct.begin AmmoType = EAmmoType::Default ProjectilePrototypeSID = P045 struct.end [1] : struct.begin AmmoType = EAmmoType::ArmorPiercing ProjectilePrototypeSID = P045 struct.end [2] : struct.begin AmmoType = EAmmoType::Expanding ProjectilePrototypeSID = P045 struct.end struct.end Positive = EBeneficial::Negative ShowUpgradeEffectValue = false ShowUpgradeEffect = false struct.end ChangeAmmoTypes939Effect : struct.begin {refkey=ChangeAmmoTypesTemplate} SID = ChangeAmmoTypes939Effect AmmoTypeProjectiles : struct.begin [0] : struct.begin AmmoType = EAmmoType::Default ProjectilePrototypeSID = P939 struct.end [1] : struct.begin AmmoType = EAmmoType::ArmorPiercing ProjectilePrototypeSID = P939 struct.end [2] : struct.begin AmmoType = EAmmoType::Supersonic ProjectilePrototypeSID = P939 struct.end [3] : struct.begin AmmoType = EAmmoType::Expanding ProjectilePrototypeSID = P939 struct.end struct.end ShowUpgradeEffectValue = false ShowUpgradeEffect = false struct.end ChangeAmmoTypesNo939Effect : struct.begin {refkey=ChangeAmmoTypesTemplate} SID = ChangeAmmoTypesNo939Effect AmmoTypeProjectiles : struct.begin [0] : struct.begin AmmoType = EAmmoType::Default ProjectilePrototypeSID = P939 struct.end [1] : struct.begin AmmoType = EAmmoType::ArmorPiercing ProjectilePrototypeSID = P939 struct.end [2] : struct.begin AmmoType = EAmmoType::Supersonic ProjectilePrototypeSID = P939 struct.end [3] : struct.begin AmmoType = EAmmoType::Expanding ProjectilePrototypeSID = P939 struct.end struct.end Positive = EBeneficial::Negative ShowUpgradeEffectValue = false ShowUpgradeEffect = false struct.end ChangeAmmoTypesNo919Effect : struct.begin {refkey=ChangeAmmoTypesTemplate} SID = ChangeAmmoTypesNo919Effect AmmoTypeProjectiles : struct.begin [0] : struct.begin AmmoType = EAmmoType::Default ProjectilePrototypeSID = P919 struct.end [1] : struct.begin AmmoType = EAmmoType::ArmorPiercing ProjectilePrototypeSID = P919 struct.end struct.end Positive = EBeneficial::Negative ShowUpgradeEffectValue = false ShowUpgradeEffect = false struct.end ChangeAmmoTypes556Effect : struct.begin {refkey=ChangeAmmoTypesTemplate} SID = ChangeAmmoTypes556Effect AmmoTypeProjectiles : struct.begin [0] : struct.begin AmmoType = EAmmoType::Default ProjectilePrototypeSID = P556 struct.end [1] : struct.begin AmmoType = EAmmoType::ArmorPiercing ProjectilePrototypeSID = P556 struct.end [2] : struct.begin AmmoType = EAmmoType::Supersonic ProjectilePrototypeSID = P556 struct.end [3] : struct.begin AmmoType = EAmmoType::Expanding ProjectilePrototypeSID = P556 struct.end struct.end ShowUpgradeEffectValue = false ShowUpgradeEffect = false struct.end ChangeAmmoTypesNo556Effect : struct.begin {refkey=ChangeAmmoTypesTemplate} SID = ChangeAmmoTypesNo556Effect AmmoTypeProjectiles : struct.begin [0] : struct.begin AmmoType = EAmmoType::Default ProjectilePrototypeSID = P556 struct.end [1] : struct.begin AmmoType = EAmmoType::ArmorPiercing ProjectilePrototypeSID = P556 struct.end [2] : struct.begin AmmoType = EAmmoType::Supersonic ProjectilePrototypeSID = P556 struct.end [3] : struct.begin AmmoType = EAmmoType::Expanding ProjectilePrototypeSID = P556 struct.end struct.end Positive = EBeneficial::Negative ShowUpgradeEffectValue = false ShowUpgradeEffect = false struct.end ChangeAmmoTypes545Effect : struct.begin {refkey=ChangeAmmoTypesTemplate} SID = ChangeAmmoTypes545Effect AmmoTypeProjectiles : struct.begin [0] : struct.begin AmmoType = EAmmoType::Default ProjectilePrototypeSID = P545 struct.end [1] : struct.begin AmmoType = EAmmoType::ArmorPiercing ProjectilePrototypeSID = P545 struct.end [2] : struct.begin AmmoType = EAmmoType::Expanding ProjectilePrototypeSID = P545 struct.end struct.end ShowUpgradeEffect = false ShowUpgradeEffectValue = false struct.end ChangeAmmoTypesNo545Effect : struct.begin {refkey=ChangeAmmoTypesTemplate} SID = ChangeAmmoTypesNo545Effect AmmoTypeProjectiles : struct.begin [0] : struct.begin AmmoType = EAmmoType::Default ProjectilePrototypeSID = P545 struct.end [1] : struct.begin AmmoType = EAmmoType::ArmorPiercing ProjectilePrototypeSID = P545 struct.end [2] : struct.begin AmmoType = EAmmoType::Expanding ProjectilePrototypeSID = P545 struct.end struct.end Positive = EBeneficial::Negative ShowUpgradeEffectValue = false ShowUpgradeEffect = false struct.end ChangeAmmoTypes762Effect : struct.begin {refkey=ChangeAmmoTypesTemplate} SID = ChangeAmmoTypes762Effect AmmoTypeProjectiles : struct.begin [0] : struct.begin AmmoType = EAmmoType::Default ProjectilePrototypeSID = P762 struct.end [1] : struct.begin AmmoType = EAmmoType::ArmorPiercing ProjectilePrototypeSID = P762 struct.end [2] : struct.begin AmmoType = EAmmoType::Expanding ProjectilePrototypeSID = P762 struct.end struct.end ShowUpgradeEffectValue = false ShowUpgradeEffect = false struct.end //------------------------------------------ IdleSwayXTemplate : struct.begin {refkey=[0]} SID = IdleSwayXTemplate LocalizationSID = weapon_aimAccuracy Type = EEffectType::IdleSwayXModifier bIsPermanent = true ValueMin = -5% ValueMax = -5% Positive = EBeneficial::Positive struct.end IdleSwayYTemplate : struct.begin {refkey=[0]} SID = IdleSwayYTemplate LocalizationSID = weapon_aimAccuracy Type = EEffectType::IdleSwayYModifier bIsPermanent = true ValueMin = -5% ValueMax = -5% struct.end IdleSwayXPos10Effect : struct.begin {refkey=IdleSwayXTemplate} SID = IdleSwayXPos10Effect ValueMin = -10% ValueMax = -10% struct.end IdleSwayYPos10Effect : struct.begin {refkey=IdleSwayYTemplate} SID = IdleSwayYPos10Effect ValueMin = -10% ValueMax = -10% ShowUpgradeEffectValue = false ShowUpgradeEffect = false struct.end IdleSwayXPos15Effect : struct.begin {refkey=IdleSwayXTemplate} SID = IdleSwayXPos15Effect ValueMin = -15% ValueMax = -15% struct.end IdleSwayYPos15Effect : struct.begin {refkey=IdleSwayYTemplate} SID = IdleSwayYPos15Effect ValueMin = -15% ValueMax = -15% ShowUpgradeEffectValue = false ShowUpgradeEffect = false struct.end IdleSwayXPos20Effect : struct.begin {refkey=IdleSwayXTemplate} SID = IdleSwayXPos20Effect ValueMin = -20% ValueMax = -20% struct.end IdleSwayYPos20Effect : struct.begin {refkey=IdleSwayYTemplate} SID = IdleSwayYPos20Effect ValueMin = -20% ValueMax = -20% ShowUpgradeEffectValue = false ShowUpgradeEffect = false struct.end //------------------------------------------ ShotRecoveryTemplate : struct.begin {refkey=[0]} SID = ShotRecoveryTemplate LocalizationSID = weapon_aimReturn Text = ShotRecoveryPosEffect Type = EEffectType::RecoilRadiusNormalizationInterval ValueMin = 5% ValueMax = 5% Positive = EBeneficial::Positive bIsPermanent = true struct.end ShotRecoveryPos10Effect : struct.begin {refkey=ShotRecoveryTemplate} SID = ShotRecoveryPos10Effect ValueMin = -10% ValueMax = -10% struct.end ShotRecoveryPos15Effect : struct.begin {refkey=ShotRecoveryTemplate} SID = ShotRecoveryPos15Effect ValueMin = -15% ValueMax = -15% struct.end ShotRecoveryPos20Effect : struct.begin {refkey=ShotRecoveryTemplate} SID = ShotRecoveryPos20Effect ValueMin = -20% ValueMax = -20% struct.end //------------------------------------------ HoldBreathTemplate : struct.begin {refkey=[0]} SID = HoldBreathTemplate Text = HoldBreathPosEffect Type = EEffectType::HoldBreathDrain ValueMin = 5% ValueMax = 5% Positive = EBeneficial::Positive bIsPermanent = true struct.end HoldBreathPos75Effect : struct.begin {refkey=HoldBreathTemplate} SID = HoldBreathPos75Effect LocalizationSID = weapon_breathHolding ValueMin = -75% ValueMax = -75% struct.end //------------------------------------------ AimDispersionTemplate : struct.begin {refkey=[0]} SID = AimDispersionTemplate Text = AimDispersionTemplate Type = EEffectType::DispersionAimModifier ValueMin = -5% ValueMax = -5% bIsPermanent = true struct.end AimDispersionPos100Effect : struct.begin {refkey=AimDispersionTemplate} SID = AimDispersionPos100Effect ValueMin = -100% ValueMax = -100% struct.end //------------------------------------------ ChangeFireTypeTemplate : struct.begin {refkey=[0]} SID = ChangeFireTypeTemplate Text = Change fire type Type = EEffectType::ChangeFireTypes bIsPermanent = true FireTypes : struct.begin [0] = EFireType::SemiAutomatic struct.end struct.end ChangeFireTypeAutoEffect : struct.begin {refkey=ChangeFireTypeTemplate} SID = ChangeFireTypeAutoEffect FireTypes : struct.begin [0] = EFireType::Automatic struct.end struct.end ChangeFireTypeSemiAutoEffect : struct.begin {refkey=ChangeFireTypeTemplate} SID = ChangeFireTypeSemiAutoEffect LocalizationSID = change_fireType_semiAuto FireTypes : struct.begin [0] = EFireType::SemiAutomatic [1] = EFireType::Automatic struct.end ShowUpgradeEffectValue = false struct.end //------------------------------------------ ChangeWeaponPatternTemplate : struct.begin {refkey=[0]} SID = ChangeWeaponPatternTemplate Type = EEffectType::ChangeWeaponPattern bIsPermanent = true OverrideWeaponPattern = ShotgunRecoilTextureDataAsset'/Game/GameLite/Resources/ShootingPatterns/SPAS12/DA_GunPattern_SPAS.DA_GunPattern_SPAS' struct.end ChangeWeaponPatternBullShotgunEffect : struct.begin {refkey=ChangeWeaponPatternTemplate} SID = ChangeWeaponPatternBullShotgunEffect OverrideWeaponPattern = ShotgunRecoilTextureDataAsset'/Game/GameLite/Resources/ShootingPatterns/Rhino/DA_GunPattern_Rhino_SG.DA_GunPattern_Rhino_SG' ShowUpgradeEffectValue = false ShowUpgradeEffect = false struct.end FractionCountBullSGEffect : struct.begin {refkey=[0]} SID = FractionCountBullSGEffect Text = Fraction Count Effect Type = EEffectType::FractionCount bIsPermanent = true ValueMin = 12 ValueMax = 12 AmmoType = EAmmoType::Default struct.end //------------------------------------------ //--------------STAGGER-EFFECTS------------- //------------------------------------------ StaggerEffectTemplate : struct.begin {refkey=[0]} SID = StaggerEffectTemplate Text = Stagger movement speed decreese Duration = 1.0 Charges = 1 Type = EEffectType::VelocityChange ValueMin = -50.0% ValueMax = -50.0% Positive = EBeneficial::Negative struct.end NPCWeaponLightStagger : struct.begin {refkey=StaggerEffectTemplate} SID = NPCWeaponLightStagger Duration = 1.0 ValueMin = -15.0% ValueMax = -10.0% struct.end NPCWeaponMediumStagger : struct.begin {refkey=StaggerEffectTemplate} SID = NPCWeaponMediumStagger Duration = 1.0 ValueMin = -30.0% ValueMax = -25.0% struct.end MutantHitStagger : struct.begin {refkey=StaggerEffectTemplate} SID = MutantHitStagger Duration = 1.0 ValueMin = -30.0% ValueMax = -25.0% struct.end ButtStrokeStagger : struct.begin {refkey=StaggerEffectTemplate} SID = ButtStrokeStagger Duration = 3.0 ValueMin = -40.0% ValueMax = -40.0% struct.end //------------------------------------------ ElectroDamageToBoss : struct.begin {refkey=[0]} SID = ElectroDamageToBoss Text = Take Damage Type = EEffectType::Damage ValueMin = 510.0 ValueMax = 510.0 Positive = EBeneficial::Negative DamageType = EDamageType::Shock ShouldIgnoreArmor = true ArmorPiercing = 0.f struct.end //------------------------------------------ AzimutRepeaterPsyIncreaseRegen : struct.begin {refkey=[0]} SID = AzimutRepeaterPsyIncreaseRegen Type = EEffectType::DegenPsyPoints ValueMin = -2 ValueMax = -2 Positive = EBeneficial::Negative bIsPermanent = true DuplicationType = EDuplicateResolveType::KeepNew struct.end MistAnomalyHungerRegen : struct.begin {refkey=[0]} SID = MistAnomalyHungerRegen Text = MistAnomalyHungerRegen Type = EEffectType::RegenHungerPoints ValueMin = 500% ValueMax = 500% bIsPermanent = true Positive = EBeneficial::Negative struct.end MistAnomalySleepinessRegen : struct.begin {refkey=[0]} SID = MistAnomalySleepinessRegen Text = MistAnomalySleepinessRegen Type = EEffectType::RegenSleepinessPoints ValueMin = 500% ValueMax = 500% bIsPermanent = true Positive = EBeneficial::Negative struct.end PsyBeaconPsyIncreaseRegen : struct.begin {refkey=[0]} SID = PsyBeaconPsyIncreaseRegen Type = EEffectType::DegenPsyPoints ValueMin = -3.5 ValueMax = -3.5 Positive = EBeneficial::Negative bIsPermanent = true DuplicationType = EDuplicateResolveType::KeepNew struct.end PsyBeaconPsyIncreaseRegen_02 : struct.begin {refkey=[0]} SID = PsyBeaconPsyIncreaseRegen_02 Type = EEffectType::DegenPsyPoints ValueMin = -5 ValueMax = -5 Positive = EBeneficial::Negative bIsPermanent = true DuplicationType = EDuplicateResolveType::KeepNew struct.end CommpactPsyEmmiterPsyIncreaseRegen : struct.begin {refkey=[0]} SID = CommpactPsyEmmiterPsyIncreaseRegen Type = EEffectType::DegenPsyPoints ValueMin = -2 ValueMax = -2 Positive = EBeneficial::Negative bIsPermanent = true DuplicationType = EDuplicateResolveType::KeepNew struct.end OverDrunknessMechanics : struct.begin {refkey=[0]} SID = OverDrunknessMechanics Type = EEffectType::MechanicsEffect MechanicsEffect : struct.begin StartMechanicsValue = 89 StopMechanicsValue = 0.0 VitalBarType = EVitalType::OverDrunkness ConditionComparance = EConditionComparance::GreaterOrEqual ConditionEffects : struct.begin HighOverDrunkness : struct.begin ConditionValue = 89 ApplicableEffects : struct.begin [*] : struct.begin EffectSID = OverDrunknessPostProcess RemoveOnTransition = false struct.end [*] : struct.begin EffectSID = OverDrunknessBlockInput RemoveOnTransition = false struct.end [*] : struct.begin EffectSID = OverDrunknessTeleport RemoveOnTransition = false struct.end [*] : struct.begin EffectSID = QuickOverDrunknessReset RemoveOnTransition = false struct.end struct.end struct.end NoOverDrunkness : struct.begin ConditionValue = 0 ApplicableEffects = struct.end struct.end struct.end bIsPermanent = true Positive = EBeneficial::Negative ShouldPauseByDialog = false struct.end OverDrunknessPostProcess : struct.begin {refkey=[0]} SID = OverDrunknessPostProcess Text = OverDrunknessPostProcess Type = EEffectType::PostProcessing ProcessorSID = OverDrunknessEffectProcessor bStartEffect = true Positive = EBeneficial::Negative ShouldPauseByDialog = false struct.end OverDrunknessBlockInput : struct.begin {refkey=[0]} SID = OverDrunknessBlockInput Text = OverDrunknessBlockInput Type = EEffectType::BlockInput bIsPermanent = true Positive = EBeneficial::Negative struct.end OverDrunknessTeleport : struct.begin {refkey=[0]} SID = OverDrunknessTeleport Text = OverDrunknessTeleport Type = EEffectType::Teleport TeleportType = EGSCTeleportType::Immersive TeleportGroupSID = OverDrunknessTeleport DelayMin = 5 DelayMax = 5 Positive = EBeneficial::Negative struct.end QuickOverDrunknessReset : struct.begin {refkey=[0]} SID = QuickOverDrunknessReset Text = QuickOverDrunknessReset Type = EEffectType::OverDrunkness DelayMin = 5.5 DelayMax = 5.5 ValueMin = -100% ValueMax = -100% DuplicationType = EDuplicateResolveType::KeepNew Positive = EBeneficial::Positive struct.end VodkaOverDrunkness : struct.begin {refkey=[0]} SID = VodkaOverDrunkness Text = VodkaOverDrunkness Type = EEffectType::OverDrunkness ValueMin = 2 ValueMax = 2 Positive = EBeneficial::Negative struct.end OverDrunknessDelayedReset : struct.begin {refkey=[0]} SID = OverDrunknessDelayedReset Text = OverDrunknessDelayedReset Type = EEffectType::OverDrunkness DelayMin = 20 DelayMax = 20 ValueMin = -100% ValueMax = -100% DuplicationType = EDuplicateResolveType::KeepNew Positive = EBeneficial::Positive struct.end BarbedWireBleedingAddPermanent : struct.begin {refkey=[0]} SID = BarbedWireBleedingAddPermanent Duration = 1.f Charges = 1 TimePerCharge = 1.f Type = EEffectType::Bleeding ValueMin = 5 ValueMax = 5 bIsPermanent = true bIsSmooth = true DuplicationType = EDuplicateResolveType::KeepOld struct.end BarbedWireSFX : struct.begin {refkey=[0]} SID = BarbedWireSFX Type = EEffectType::SoundEffect AssetPath = /Script/AkAudio.AkAudioEvent'/Game/_STALKER2/Audio/WwiseAudio/Events/Interactive_Objects/IO_BarbedWire/SFX_IO_BarbedWire_Collision.SFX_IO_BarbedWire_Collision' SoundEffectSubtype = ESoundEffectSubtype::PlaySoundAttached InterpolationTime = 0 DuplicationType = EDuplicateResolveType::KeepOld bIsSmooth = false TimePerCharge = 2 Charges = 1 bIsPermanent = true InstantFirstCharge = true struct.end RecoilIntervalEffect : struct.begin {refkey=[0]} SID = RecoilIntervalEffect Text = Increase FireRate Type = EEffectType::RecoilInterval ValueMin = -25.0% ValueMax = -25.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end WeirdWaterCarryWeightEffect : struct.begin {refkey=[0]} SID = WeirdWaterCarryWeightEffect Text = Increase max inventory weight Type = EEffectType::AdditionalInventoryWeight LocalizationSID = increase_max_inventory_weight ValueMin = 50.0% ValueMax = 50.0% bIsPermanent = true Positive = EBeneficial::Positive DuplicationType = EDuplicateResolveType::KeepNew struct.end WeirdWaterPenaltyLessWeightEffect : struct.begin {refkey=[0]} SID = WeirdWaterPenaltyLessWeightEffect Type = EEffectType::PenaltyLessWeight ValueMin = 50.0% ValueMax = 50.0% bIsPermanent = true Positive = EBeneficial::Positive DuplicationType = EDuplicateResolveType::KeepNew struct.end WeirdWaterWeightChangeCompositeEffect : struct.begin {refkey=[0]} SID = WeirdWaterWeightChangeCompositeEffect Type = EEffectType::Composite ApplyExtraEffectPrototypeSIDs : struct.begin [0] = WeirdWaterCarryWeightEffect [1] = WeirdWaterPenaltyLessWeightEffect struct.end struct.end IncreaseStaminaPoints : struct.begin {refkey=[0]} SID = IncreaseStaminaPoints Text = IncreaseStaminaPoints LocalizationSID = restore_stamina Type = EEffectType::RegenStamina Duration = 4.0 Charges = 1 TimePerChargeMin = 0.f TimePerChargeMax = 0.f ValueMin = 10.0 ValueMax = 10.0 bIsSmooth = false DuplicationType = EDuplicateResolveType::KeepNew bIsPermanent = true Positive = EBeneficial::Positive ShouldPauseByDialog = false struct.end AdditionalRegenStaminaMechanics : struct.begin {refkey=[0]} SID = AdditionalRegenStaminaMechanics Type = EEffectType::MechanicsEffect MechanicsEffect : struct.begin StartMechanicsValue = 0.0 StopMechanicsValue = 0.0 VitalBarType = EVitalType::SP ConditionComparance = EConditionComparance::GreaterOrEqual ConditionEffects : struct.begin NormalSP : struct.begin ConditionValue = 30 ApplicableEffects = struct.end LowSPThreshold : struct.begin ConditionValue = 0 ApplicableEffects : struct.begin [0] : struct.begin EffectSID = IncreaseStaminaPoints RemoveOnTransition = false struct.end struct.end struct.end struct.end struct.end bIsPermanent = true Positive = EBeneficial::Negative struct.end //------- Kill Volume Effect -------------- SniperShotSound : struct.begin {refkey=[0]} SID = SniperShotSound Text = SniperShotSound Type = EEffectType::SoundEffect DelayMin = 4 DelayMax = 4.5 AssetPath = /Script/AkAudio.AkAudioEvent'/Game/_STALKER2/Audio/WwiseAudio/Events/Effects/KillVolume/SFX_KillVolume_DistantShot.SFX_KillVolume_DistantShot' SoundEffectSubtype = ESoundEffectSubtype::PlaySoundAttached bIsLooped = false InterpolationTime = 0 struct.end BulletHitSound : struct.begin {refkey=[0]} SID = BulletHitSound Text = BulletHitSound Type = EEffectType::SoundEffect DelayMin = 4.8 DelayMax = 4.9 AssetPath = /Script/AkAudio.AkAudioEvent'/Game/_STALKER2/Audio/WwiseAudio/Events/Effects/KillVolume/SFX_KillVolume_BulletCommon.SFX_KillVolume_BulletCommon' SoundEffectSubtype = ESoundEffectSubtype::PlaySoundAttached bIsLooped = false InterpolationTime = 0 struct.end StrikeDamage : struct.begin {refkey=[0]} SID = StrikeDamage Text = Take Damage Duration = 0 Charges = 1 Type = EEffectType::Damage ValueMin = 100.0 ValueMax = 100.0 Positive = EBeneficial::Negative DuplicationType = EDuplicateResolveType::KeepNew DamageType = EDamageType::Strike ShouldIgnoreArmor = true ArmorPiercing = 1.f struct.end BulletKillDamage : struct.begin {refkey=[0]} SID = BulletKill Text = Take Lethal Damage Type = EEffectType::Damage ValueMin = 100.0 ValueMax = 100.0 DelayMin = 5.0 DelayMax = 5.0 Positive = EBeneficial::Negative DamageType = EDamageType::Strike ShouldIgnoreArmor = true bIsSmooth = false ArmorPiercing = 100.f struct.end KillVolumeEffect : struct.begin {refkey=[0]} SID = KillVolumeEffect Text = Kills Player with a sniper shot from afar Type = EEffectType::Composite Duration = 0 Charges = 0 ApplyExtraEffectPrototypeSIDs : struct.begin [*] = SniperShotSound [*] = BulletHitSound [*] = BulletKill struct.end DuplicationType = EDuplicateResolveType::KeepNew struct.end // ---------------------------- DispersionAimModifierEffect : struct.begin {refkey=[0]} SID = DispersionAimModifierEffect Type = EEffectType::DispersionAimModifier ValueMin = 50.0% ValueMax = 50.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end DispersionMaxRadiusExtensionEffect : struct.begin {refkey=[0]} SID = DispersionMaxRadiusExtensionEffect Type = EEffectType::DispersionMaxRadiusExtension ValueMin = -50.0% ValueMax = -50.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end DispersionPerIterationRadiusExtensionEffect : struct.begin {refkey=[0]} SID = DispersionPerIterationRadiusExtensionEffect Type = EEffectType::DispersionPerIterationRadiusExtension ValueMin = -50.0% ValueMax = -50.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end RecoilRadiusNormalizationIntervalEffect : struct.begin {refkey=[0]} SID = RecoilRadiusNormalizationIntervalEffect Type = EEffectType::RecoilRadiusNormalizationInterval ValueMin = 100.0% ValueMax = 100.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end BlockAnimationActionTypeEffect : struct.begin {refkey=[0]} SID = BlockAnimationActionTypeEffect Type = EEffectType::BlockAnimationActionType Positive = EBeneficial::Negative bIsPermanent = true BlockAnimationTypes : struct.begin [0] = EActionType::HandleAimInput [1] = EActionType::Sprint [2] = EActionType::Crouch [3] = EActionType::Fall [4] = EActionType::Vault [5] = EActionType::Lean [6] = EActionType::AutoCover struct.end struct.end BlockingSwapEffect : struct.begin {refkey=[0]} SID = BlockingSwapEffect Type = EEffectType::BlockingSwap Positive = EBeneficial::Negative bIsPermanent = true struct.end HideCurrentItemEffect : struct.begin {refkey=[0]} SID = HideCurrentItemEffect Type = EEffectType::HideCurrentItem Positive = EBeneficial::Negative struct.end EquipLastItemEffect : struct.begin {refkey=[0]} SID = EquipLastItemEffect Type = EEffectType::EquipLastItem Positive = EBeneficial::Negative struct.end BlockActionsComposite : struct.begin {refkey=[0]} SID = BlockActionsComposite Type = EEffectType::Composite ApplyExtraEffectPrototypeSIDs : struct.begin [0] = BlockAnimationActionTypeEffect [1] = BlockingSwapEffect [2] = HideCurrentItemEffect struct.end struct.end ShowPDATimeEffect : struct.begin {refkey=[0]} SID = ShowPDATimeEffect Text = Show PDA Time Effect Type = EEffectType::ShowPDATime Duration = 300 Charges = 1 ValueMin = 1.0 ValueMax = 1.0 DuplicationType = EDuplicateResolveType::KeepNew struct.end HungerRandomSound : struct.begin {refkey=[0]} SID = HungerRandomSound Type = EEffectType::SoundEffect AssetPath = /Script/AkAudio.AkAudioEvent'/Game/_STALKER2/Audio/WwiseAudio/Events/Effects/Hunger/SFX_Effect_Hunger_Strong.SFX_Effect_Hunger_Strong' SoundEffectSubtype = ESoundEffectSubtype::PlaySoundAttached InterpolationTime = 0 bIsPermanent = true bIsSmooth = false DuplicationType = EDuplicateResolveType::KeepAll Charges = 1 TimePerChargeMin = 120.f TimePerChargeMax = 180.f InstantFirstCharge = true MechanicsSourceEffectSID = HungerMechanics struct.end DurabilityDamagePerShotEffect : struct.begin {refkey=[0]} SID = DurabilityDamagePerShotEffect Type = EEffectType::DurabilityDamagePerShot ValueMin = 50% ValueMax = 50% bIsPermanent = true Positive = EBeneficial::Positive struct.end BulletDropLengthEffect : struct.begin {refkey=[0]} SID = BulletDropLengthEffect Type = EEffectType::BulletDropLength ValueMin = 50.0% ValueMax = 50.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end DistanceDropOffLengthEffect : struct.begin {refkey=[0]} SID = DistanceDropOffLengthEffect Type = EEffectType::DistanceDropOffLength ValueMin = 50.0% ValueMax = 50.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end MinBulletDistanceDamageEffect : struct.begin {refkey=[0]} SID = MinBulletDistanceDamageEffect Type = EEffectType::MinBulletDistanceDamage ValueMin = 50.0% ValueMax = 50.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end MinBulletDistanceArmorPiercingEffect : struct.begin {refkey=[0]} SID = MinBulletDistanceArmorPiercingEffect Type = EEffectType::MinBulletDistanceArmorPiercing ValueMin = 50.0% ValueMax = 50.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end MedkitHealingCurveSmooth : struct.begin {refkey=[0]} SID = MedkitHealingCurveSmooth Duration = 2.0 Text = Restore Health LocalizationSID = restore_health Icon = Texture2D'/Game/GameLite/FPS_Game/UIRemaster/UITextures/Inventory/Effects/Texture_Icon_HP.Texture_Icon_HP' Type = EEffectType::Health EffectCurvePath = CurveFloat'/Game/GameLite/Blueprints/Curves/Effects/MedkitCurve.MedkitCurve' IsCurvePercent = false bIsSmooth = true Positive = EBeneficial::Positive struct.end MedkitHealingCurveDOT : struct.begin {refkey=[0]} SID = MedkitHealingCurveDOT Duration = 2.0 Text = Restore Health LocalizationSID = restore_health Icon = Texture2D'/Game/GameLite/FPS_Game/UIRemaster/UITextures/Inventory/Effects/Texture_Icon_HP.Texture_Icon_HP' Type = EEffectType::Health EffectCurvePath = CurveFloat'/Game/GameLite/Blueprints/Curves/Effects/MedkitCurve.MedkitCurve' IsCurvePercent = false bIsSmooth = false Positive = EBeneficial::Positive struct.end MedkitHealingCurveSmoothTest : struct.begin {refkey=[0]} SID = MedkitHealingCurveSmoothTest Duration = 2.0 Text = Restore Health LocalizationSID = restore_health Icon = Texture2D'/Game/GameLite/FPS_Game/UIRemaster/UITextures/Inventory/Effects/Texture_Icon_HP.Texture_Icon_HP' Type = EEffectType::Health EffectCurvePath = CurveFloat'/Game/GameLite/Blueprints/Curves/Effects/MedkitCurveTest.MedkitCurveTest' IsCurvePercent = false bIsSmooth = true Positive = EBeneficial::Positive struct.end MedkitHealingCurveDOTTest : struct.begin {refkey=[0]} SID = MedkitHealingCurveDOTTest Duration = 2.0 Text = Restore Health LocalizationSID = restore_health Icon = Texture2D'/Game/GameLite/FPS_Game/UIRemaster/UITextures/Inventory/Effects/Texture_Icon_HP.Texture_Icon_HP' Type = EEffectType::Health EffectCurvePath = CurveFloat'/Game/GameLite/Blueprints/Curves/Effects/MedkitCurveTest.MedkitCurveTest' IsCurvePercent = false bIsSmooth = false Positive = EBeneficial::Positive struct.end MedkitHealingCurveSmoothPercentTest : struct.begin {refkey=[0]} SID = MedkitHealingCurveSmoothPercentTest Duration = 2.0 Text = Restore Health LocalizationSID = restore_health Icon = Texture2D'/Game/GameLite/FPS_Game/UIRemaster/UITextures/Inventory/Effects/Texture_Icon_HP.Texture_Icon_HP' Type = EEffectType::Health EffectCurvePath = CurveFloat'/Game/GameLite/Blueprints/Curves/Effects/MedkitCurveTest.MedkitCurveTest' IsCurvePercent = true bIsSmooth = true Positive = EBeneficial::Positive struct.end MedkitHealingCurveDOTPercentTest : struct.begin {refkey=[0]} SID = MedkitHealingCurveDOTPercentTest Duration = 2.0 Text = Restore Health LocalizationSID = restore_health Icon = Texture2D'/Game/GameLite/FPS_Game/UIRemaster/UITextures/Inventory/Effects/Texture_Icon_HP.Texture_Icon_HP' Type = EEffectType::Health EffectCurvePath = CurveFloat'/Game/GameLite/Blueprints/Curves/Effects/MedkitCurveTest.MedkitCurveTest' IsCurvePercent = true bIsSmooth = false Positive = EBeneficial::Positive struct.end FlairDistanceModifierEffect : struct.begin {refkey=[0]} SID = FlairDistanceModifierEffect Text = Modifies flair distance Type = EEffectType::FlairDistanceModifier ValueMin = 30.0% ValueMax = 30.0% bIsPermanent = true DuplicationType = EDuplicateResolveType::KeepOld Positive = EBeneficial::Positive struct.end RegenHealthModifier : struct.begin {refkey=[0]} SID = RegenHealthModifier Type = EEffectType::RegenHealthModifier ValueMin = -0.666666 ValueMax = -0.666666 bIsPermanent = true Positive = EBeneficial::Negative struct.end FlycatcherPostProcess : struct.begin {refkey=[0]} SID = FlycatcherPostProcess Type = EEffectType::PostProcessing ProcessorSID = FlycatcherEffectProcessor bStartEffect = true bIsPermanent = true DialogBlendInDuration = 3.0 DialogBlendOutDuration = 3.0 DialogIntensityMultiplier = 0.4 struct.end FadePostProcess : struct.begin {refkey=[0]} SID = FadePostProcess Type = EEffectType::PostProcessing ProcessorSID = FadeEffectProcessor bStartEffect = true bIsPermanent = true struct.end FadePostProcessFast : struct.begin {refkey=[0]} SID = FadePostProcessFast Type = EEffectType::PostProcessing ProcessorSID = FadeEffectProcessorFast bStartEffect = true bIsPermanent = true struct.end ClassicTeleportEffect : struct.begin {refkey=[0]} SID = ClassicTeleportEffect Type = EEffectType::Teleport TeleportType = EGSCTeleportType::Classic DelayMin = 2 DelayMax = 2 DuplicationType = EDuplicateResolveType::KeepNew struct.end DefaultTeleportEffect : struct.begin {refkey=[0]} SID = DefaultTeleportEffect Type = EEffectType::Teleport TeleportType = EGSCTeleportType::Default DelayMin = 2 DelayMax = 2 DuplicationType = EDuplicateResolveType::KeepNew struct.end ImmersiveTeleportEffect : struct.begin {refkey=[0]} SID = ImmersiveTeleportEffect Type = EEffectType::Teleport TeleportType = EGSCTeleportType::Immersive DelayMin = 2 DelayMax = 2 DuplicationType = EDuplicateResolveType::KeepNew struct.end QuestTeleportEffect : struct.begin {refkey=[0]} SID = QuestTeleportEffect Type = EEffectType::Teleport TeleportType = EGSCTeleportType::Quest DelayMin = 2 DelayMax = 2 DuplicationType = EDuplicateResolveType::KeepNew struct.end InstantTeleportEffect : struct.begin {refkey=[0]} SID = InstantTeleportEffect Type = EEffectType::Teleport TeleportType = EGSCTeleportType::Instant DuplicationType = EDuplicateResolveType::KeepNew struct.end NodeClassicTeleportEffect : struct.begin {refkey=[0]} SID = NodeClassicTeleportEffect Type = EEffectType::Teleport TeleportType = EGSCTeleportType::Classic DelayMin = 1 DelayMax = 1 DuplicationType = EDuplicateResolveType::KeepNew struct.end NodeDefaultTeleportEffect : struct.begin {refkey=[0]} SID = NodeDefaultTeleportEffect Type = EEffectType::Teleport TeleportType = EGSCTeleportType::Default DelayMin = 1 DelayMax = 1 DuplicationType = EDuplicateResolveType::KeepNew struct.end NodeImmersiveTeleportEffect : struct.begin {refkey=[0]} SID = NodeImmersiveTeleportEffect Type = EEffectType::Teleport TeleportType = EGSCTeleportType::Immersive DelayMin = 1 DelayMax = 1 DuplicationType = EDuplicateResolveType::KeepNew struct.end NodeQuestTeleportEffect : struct.begin {refkey=[0]} SID = NodeQuestTeleportEffect Type = EEffectType::Teleport TeleportType = EGSCTeleportType::Quest DelayMin = 1 DelayMax = 1 DuplicationType = EDuplicateResolveType::KeepNew struct.end NodeInstantTeleportEffect : struct.begin {refkey=[0]} SID = NodeInstantTeleportEffect Type = EEffectType::Teleport TeleportType = EGSCTeleportType::Instant DuplicationType = EDuplicateResolveType::KeepNew struct.end WeirdKettleEffect : struct.begin {refkey=[0]} SID = WeirdKettleEffect Type = EEffectType::FlagEffect bIsPermanent = true Positive = EBeneficial::Positive struct.end BandageHealing2 : struct.begin {refkey=[0]} SID = BandageHealing2 Duration = 1.0 Charges = 4 Text = Restore Health LocalizationSID = restore_health Icon = Texture2D'/Game/GameLite/FPS_Game/UIRemaster/UITextures/Inventory/Effects/Texture_Icon_HP.Texture_Icon_HP' Type = EEffectType::Health ValueMin = 20 ValueMax = 20 Positive = EBeneficial::Positive struct.end LowHealthRegenHP : struct.begin {refkey=[0]} SID = LowHealthRegenHP Text = Regen Health Type = EEffectType::RegenHealth ValueMin = 1 ValueMax = 1 Positive = EBeneficial::Positive bIsPermanent = true ShouldPauseByDialog = false struct.end KnockDownPlayerOnly : struct.begin {refkey=[0]} SID = KnockDownPlayerOnly Text = KnockDownPlayerOnly Type = EEffectType::KnockDownPlayer Positive = EBeneficial::Negative DuplicationType = EDuplicateResolveType::KeepOld struct.end KnockDownAIOnly : struct.begin {refkey=[0]} SID = KnockDownAIOnly Text = KnockDownAIOnly Type = EEffectType::KnockDownAI Positive = EBeneficial::Negative DuplicationType = EDuplicateResolveType::KeepOld struct.end AccuracyEffect : struct.begin {refkey=[0]} SID = AccuracyEffect Type = EEffectType::Accuracy ValueMin = 50.0% ValueMax = 50.0% bIsPermanent = true struct.end AdditionalInventoryWeightEffect : struct.begin {refkey=[0]} SID = AdditionalInventoryWeightEffect Type = EEffectType::AdditionalInventoryWeight LocalizationSID = increase_max_inventory_weight ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end PenaltyLessWeightEffect : struct.begin {refkey=[0]} SID = PenaltyLessWeightEffect Type = EEffectType::PenaltyLessWeight ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end WeightChangeCompositeEffect : struct.begin {refkey=[0]} SID = WeightChangeCompositeEffect Type = EEffectType::Composite ApplyExtraEffectPrototypeSIDs : struct.begin [0] = AdditionalInventoryWeightEffect [1] = PenaltyLessWeightEffect struct.end struct.end MovementSpeedEffect : struct.begin {refkey=[0]} SID = MovementSpeedEffect Text = Add Run Type = EEffectType::MovementSpeed ValueMin = 50.0% ValueMax = 50.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end ChangeFireIntervalsEffect : struct.begin {refkey=[0]} SID = ChangeFireIntervalsEffect Type = EEffectType::ChangeFireIntervals bIsPermanent = true FireIntervals : struct.begin [0] = 1.f [1] = 2.f [2] = 0.5f struct.end struct.end SuppressionBlurPostProcess : struct.begin {refkey=[0]} SID = SuppressionBlurPostProcess Text = SuppressionBlurPostProcess Type = EEffectType::PostProcessing ProcessorSID = SuppressionBlurEffectProcessor bStartEffect = true bIsPermanent = true Positive = EBeneficial::Negative DialogBlendInDuration = 3.0 DialogBlendOutDuration = 3.0 DialogIntensityMultiplier = 0.4 struct.end SuppressionMechanics : struct.begin {refkey=[0]} SID = SuppressionMechanics Type = EEffectType::MechanicsEffect MechanicsEffect : struct.begin StartMechanicsValue = 0.0 StopMechanicsValue = 0.0 VitalBarType = EVitalType::SuppressionPoints ConditionComparance = EConditionComparance::GreaterOrEqual ConditionEffects : struct.begin Strong : struct.begin ConditionValue = 80 ApplicableEffects : struct.begin [0] : struct.begin EffectSID = SuppressionBlurPostProcess RemoveOnTransition = false struct.end [1] : struct.begin EffectSID = StrongSuppressionDispersion RemoveOnTransition = true struct.end struct.end struct.end Medium : struct.begin ConditionValue = 50 ApplicableEffects : struct.begin [0] : struct.begin EffectSID = SuppressionBlurPostProcess RemoveOnTransition = false struct.end [1] : struct.begin EffectSID = MediumSuppressionDispersion RemoveOnTransition = true struct.end struct.end struct.end Low : struct.begin ConditionValue = 0.001 ApplicableEffects : struct.begin [0] : struct.begin EffectSID = SuppressionBlurPostProcess RemoveOnTransition = false struct.end struct.end struct.end No : struct.begin ConditionValue = 0 ApplicableEffects = struct.end struct.end struct.end bIsPermanent = true Positive = EBeneficial::Negative struct.end ProjectileSuppression : struct.begin {refkey=[0]} SID = ProjectileSuppression Text = Gain Suppression points on a projectile flyby Type = EEffectType::SuppressionPoints Positive = EBeneficial::Negative ValueMin = 2 ValueMax = 2 struct.end ProjectileSGSuppression : struct.begin {refkey=[0]} SID = ProjectileSGSuppression Text = Gain Suppression points on a projectile flyby Type = EEffectType::SuppressionPoints Positive = EBeneficial::Negative ValueMin = 0.15 ValueMax = 0.15 struct.end MediumSuppressionDispersion : struct.begin {refkey=[0]} SID = MediumSuppressionDispersion Text = MediumSuppressionDispersion Type = EEffectType::Dispersion ValueMin = 25 ValueMax = 25 bIsPermanent = true Positive = EBeneficial::Positive struct.end StrongSuppressionDispersion : struct.begin {refkey=[0]} SID = StrongSuppressionDispersion Text = StrongSuppressionDispersion Type = EEffectType::Dispersion ValueMin = 50 ValueMax = 50 bIsPermanent = true Positive = EBeneficial::Positive struct.end FlashBangPostProcess : struct.begin {refkey=[0]} SID = FlashBangPostProcess Text = FlashBangPostProcess Type = EEffectType::PostProcessing ProcessorSID = FlashBangEffectProcessor bStartEffect = true Duration = 1.0 ShouldPauseByDialog = false struct.end FlasBangComposite : struct.begin {refkey=[0]} SID = FlasBangComposite Type = EEffectType::Composite Duration = 0 Charges = 0 ApplyExtraEffectPrototypeSIDs : struct.begin [*] = FlashBangPostProcess [*] = SFXConcussionLoopStart [*] = ConcussionBlurPostProcess struct.end Positive = EBeneficial::Negative DuplicationType = EDuplicateResolveType::KeepNew struct.end SleepinessBlinkPostProcess : struct.begin {refkey=[0]} SID = SleepinessBlinkPostProcess Text = SleepinessBlinkPostProcess Type = EEffectType::PostProcessing ProcessorSID = SleepinessBlinkEffectProcessor bStartEffect = true bIsPermanent = true Positive = EBeneficial::Negative DialogBlendInDuration = 3.0 DialogBlendOutDuration = 3.0 DialogIntensityMultiplier = 0.4 struct.end OverweightMovementVelocityChange_1 : struct.begin {refkey=[0]} SID = OverweightMovementVelocityChange_1 Text = Applies slowness effect on overweight Type = EEffectType::VelocityChangeNoCap ValueMin = -15% ValueMax = -15% bIsPermanent = true DuplicationType = EDuplicateResolveType::KeepNew Positive = EBeneficial::Negative struct.end OverweightMovementVelocityChange_2 : struct.begin {refkey=[0]} SID = OverweightMovementVelocityChange_2 Text = Applies slowness effect on overweight Type = EEffectType::VelocityChangeNoCap ValueMin = -25% ValueMax = -25% bIsPermanent = true DuplicationType = EDuplicateResolveType::KeepNew Positive = EBeneficial::Negative struct.end OverweightMovementVelocityChange_3 : struct.begin {refkey=[0]} SID = OverweightMovementVelocityChange_3 Text = Applies slowness effect on overweight Type = EEffectType::VelocityChangeNoCap ValueMin = -50% ValueMax = -50% bIsPermanent = true DuplicationType = EDuplicateResolveType::KeepNew Positive = EBeneficial::Negative struct.end MistPostProcess : struct.begin {refkey=[0]} SID = MistPostProcess Text = MistPostProcess Type = EEffectType::PostProcessing ProcessorSID = MistEffectProcessor bStartEffect = true bIsPermanent = true Positive = EBeneficial::Negative struct.end StrelokImmune : struct.begin {refkey=[0]} SID = StrelokImmune Text = Strelok Invulnerability Duration = 5.f Type = EEffectType::Invulnerability Positive = EBeneficial::Positive struct.end BeerPSYInstaDecrease : struct.begin {refkey=[0]} SID = BeerPSYInstaDecrease Text = BeerPSYInstaDecrease Type = EEffectType::PsyPoints ValueMin = -1 ValueMax = -1 Positive = EBeneficial::Positive struct.end VodkaPSYInstaDecrease : struct.begin {refkey=[0]} SID = VodkaPSYInstaDecrease Text = VodkaPSYInstaDecrease Type = EEffectType::PsyPoints ValueMin = -5 ValueMax = -5 Positive = EBeneficial::Positive struct.end MagicVodkaPSYInstaDecrease : struct.begin {refkey=[0]} SID = MagicVodkaPSYInstaDecrease Text = general_psi LocalizationSID = general_psi Icon = Texture2D'/Game/GameLite/FPS_Game/UIRemaster/UITextures/Inventory/Effects/Texture_Icon_PSIProtection.Texture_Icon_PSIProtection' Duration = 1 Charges = 1 Type = EEffectType::PsyPoints ValueMin = -20 ValueMax = -20 Positive = EBeneficial::Positive struct.end MagicVodkaDrunkness : struct.begin {refkey=[0]} SID = MagicVodkaDrunkness Text = general_drunkenness Duration = 15 Charges = 10 Type = EEffectType::Drunkness ValueMin = 40 ValueMax = 40 Positive = EBeneficial::Positive struct.end MagicVodkaPSYProtection : struct.begin {refkey=[0]} SID = MagicVodkaPSYProtection Text = PsyAnomaly LocalizationSID = general_protectionPsi Icon = Texture2D'/Game/GameLite/FPS_Game/UIRemaster/UITextures/Inventory/Effects/Texture_Icon_PSIProtection.Texture_Icon_PSIProtection' Type = EEffectType::DegenPsyPoints Duration = 90.0 ValueMin = 2 ValueMax = 2 Positive = EBeneficial::Positive DuplicationType = EDuplicateResolveType::KeepNew struct.end FaustPsyResist : struct.begin {refkey=[0]} SID = FaustPsyResist LocalizationSID = armor_protectionPsi Text = FaustPsyResist Type = EEffectType::FlagEffect bIsPermanent = true Positive = EBeneficial::Positive ShowUpgradeEffect = false struct.end VolumeBleedingRemoveInstant : struct.begin {refkey=[0]} SID = VolumeBleedingRemoveInstant Duration = 1.f Charges = 1 Type = EEffectType::Bleeding ValueMin = -500 ValueMax = -500 bIsPermanent = false bIsSmooth = false InstantFirstCharge = true struct.end VolumeRadiationRemoveInstant : struct.begin {refkey=[0]} SID = VolumeRadiationRemoveInstant Duration = 1.f Charges = 1 Type = EEffectType::Radiation ValueMin = -500.f ValueMax = -500.f bIsPermanent = false bIsSmooth = false InstantFirstCharge = true Positive = EBeneficial::Positive DuplicationType = EDuplicateResolveType::KeepNew struct.end VolumePsyPointsRemoveInstant : struct.begin {refkey=[0]} SID = VolumePsyPointsRemoveInstant Duration = 1.f Charges = 1 Type = EEffectType::PsyPoints ValueMin = -500.f ValueMax = -500.f bIsPermanent = false bIsSmooth = false InstantFirstCharge = true Positive = EBeneficial::Positive DuplicationType = EDuplicateResolveType::KeepNew struct.end VolumeDeactivationInstant : struct.begin {refkey=[0]} SID = VolumeDeactivationInstant Type = EEffectType::Composite Duration = 0.f Charges = 0 ApplyExtraEffectPrototypeSIDs : struct.begin [*] = VolumeRadiationRemoveInstant [*] = VolumePsyPointsRemoveInstant struct.end Positive = EBeneficial::Positive DuplicationType = EDuplicateResolveType::KeepNew struct.end Fake_PSYSepiaPostProcess : struct.begin {refkey=[0]} SID = Fake_PSYSepiaPostProcess Text = Sepia Type = EEffectType::PostProcessing ProcessorSID = Fake_PSYSepiaEffectProcessor bStartEffect = true bIsPermanent = true Positive = EBeneficial::Negative DialogBlendInDuration = 3.0 DialogBlendOutDuration = 3.0 DialogIntensityMultiplier = 0.4 struct.end Fake_PSYBlurPostProcess : struct.begin {refkey=[0]} SID = Fake_PSYBlurPostProcess Text = PsyBlur Type = EEffectType::PostProcessing ProcessorSID = Fake_PSYBlurEffectProcessor bStartEffect = true bIsPermanent = true Positive = EBeneficial::Negative DialogBlendInDuration = 3.0 DialogBlendOutDuration = 3.0 DialogIntensityMultiplier = 0.4 struct.end SoundEffectTestPSY : struct.begin {refkey=[0]} SID = SoundEffectTestPSY Text = SoundFXTestAttach Type = EEffectType::SoundEffect AssetPath = AkAudioEvent'/Game/_STALKER2/Audio/WwiseAudio/Events/Effects/Psy/SFX_Psy_Noise_Play_Fake.SFX_Psy_Noise_Play_Fake' SoundEffectSubtype = ESoundEffectSubtype::PlaySoundAttached InterpolationTime = 1000 struct.end SoundEffectPSYParam : struct.begin {refkey=[0]} SID = SoundEffectPSYParam Text = SoundFXTestParam Type = EEffectType::SoundEffect AssetPath = AkRtpc'/Game/_STALKER2/Audio/WwiseAudio/Game_Parameters/Effects/Psy/PsyPoints_Fake.PsyPoints_Fake' ValueMin = 100.f ValueMax = 100.f SoundEffectSubtype = ESoundEffectSubtype::SetGlobalParameter InterpolationTime = 3000 struct.end SoundEffectTestPSY_Stop : struct.begin {refkey=[0]} SID = SoundEffectTestPSY_Stop Text = SoundFXTestAttach Type = EEffectType::SoundEffect AssetPath = AkAudioEvent'/Game/_STALKER2/Audio/WwiseAudio/Events/Effects/Psy/SFX_Psy_Noise_Stop_Fake.SFX_Psy_Noise_Stop_Fake' SoundEffectSubtype = ESoundEffectSubtype::PlaySoundAttached InterpolationTime = 3000 struct.end SoundEffectPSYParam_Stop : struct.begin {refkey=[0]} SID = SoundEffectPSYParam_Stop Text = SoundFXTestParam Type = EEffectType::SoundEffect AssetPath = AkRtpc'/Game/_STALKER2/Audio/WwiseAudio/Game_Parameters/Effects/Psy/PsyPoints_Fake.PsyPoints_Fake' ValueMin = 0.f ValueMax = 0.f SoundEffectSubtype = ESoundEffectSubtype::SetGlobalParameter InterpolationTime = 3000 struct.end PSYAddPointsE08_SQ01 : struct.begin {refkey=[0]} SID = PSYAddPointsE08_SQ01 Text = PSYAddPointsE08_SQ01 Duration = 1 Charges = 1 TimePerChargeMin = 0.1 TimePerChargeMax = 0.1 Type = EEffectType::PsyPoints ValueMin = 10.0f ValueMax = 10.0f bIsSmooth = false bIsPermanent = false struct.end PSYDec100PointsE08_SQ01 : struct.begin {refkey=[0]} SID = PSYDec100PointsE08_SQ01 Text = PSYDec100PointsE08_SQ01 Duration = 5.0 Charges = 1 Type = EEffectType::PsyPoints ValueMin = -100.0f ValueMax = -100.0f bIsSmooth = true struct.end PSYRegenPointsE08_SQ01 : struct.begin {refkey=[0]} SID = PSYRegenPointsE08_SQ01 Text = PSYRegenPointsE08_SQ01 Duration = 1.0 Charges = 1 TimePerChargeMin = 0.5 TimePerChargeMax = 0.5 Type = EEffectType::PsyPoints ValueMin = -1000.0f ValueMax = -1000.0f bIsPermanent = true bIsSmooth = true DelayMin = 1.5 DelayMax = 1.5 struct.end Fake_PSY : struct.begin {refkey=[0]} SID = Fake_PSY Text = FakePSY Type = EEffectType::Composite ApplyExtraEffectPrototypeSIDs : struct.begin [0] = PSYDamage3InstaEffect [1] = Fake_PSYSepiaPostProcess [2] = Fake_PSYBlurPostProcess struct.end struct.end Fake_PSY_Start : struct.begin {refkey=[0]} SID = Fake_PSY_Start Text = FakePSYSFX_Start Type = EEffectType::Composite ApplyExtraEffectPrototypeSIDs : struct.begin [0] = SoundEffectTestPSY [1] = SoundEffectPSYParam struct.end struct.end Fake_PSY_Stop : struct.begin {refkey=[0]} SID = Fake_PSY_Stop Text = FakePSYSFX_Stop Type = EEffectType::Composite ApplyExtraEffectPrototypeSIDs : struct.begin [0] = SoundEffectTestPSY_Stop [1] = SoundEffectPSYParam_Stop struct.end struct.end E08_SQ01_Effects : struct.begin {refkey=[0]} SID = E08_SQ01_Effects Text = E08_SQ01_Effects Type = EEffectType::Composite ApplyExtraEffectPrototypeSIDs : struct.begin [0] = PSYDec100PointsE08_SQ01 [1] = PSYAddPointsE08_SQ01 struct.end struct.end VolumePsyPointsAddPermanentLow : struct.begin {refkey=[0]} SID = VolumePsyPointsAddPermanentLow Type = EEffectType::Composite ApplyExtraEffectPrototypeSIDs : struct.begin [0] = VolumePsyPointsAddPermanentLow_Player [1] = PsyVolumeZombification_VFE_AddPermanent_Low struct.end struct.end VolumePsyPointsAddPermanentLow_Player : struct.begin {refkey=[0]} SID = VolumePsyPointsAddPermanentLow_Player Duration = 1.f Charges = 1 Type = EEffectType::PsyPoints ValueMin = 1.56 ValueMax = 1.56 bIsPermanent = true bIsSmooth = true DuplicationType = EDuplicateResolveType::KeepAll struct.end BenchmarkPsyPointsAdd19 : struct.begin {refkey=[0]} SID = BenchmarkPsyPointsAdd19 Duration = 1.f Charges = 1 Type = EEffectType::PsyPoints ValueMin = 19 ValueMax = 19 bIsPermanent = false bIsSmooth = false DuplicationType = EDuplicateResolveType::KeepNew struct.end BenchmarkPsyPointsAdd39 : struct.begin {refkey=[0]} SID = BenchmarkPsyPointsAdd39 Duration = 1.f Charges = 1 Type = EEffectType::PsyPoints ValueMin = 39 ValueMax = 39 bIsPermanent = false bIsSmooth = false DuplicationType = EDuplicateResolveType::KeepNew struct.end BenchmarkPsyPointsAdd59 : struct.begin {refkey=[0]} SID = BenchmarkPsyPointsAdd59 Duration = 1.f Charges = 1 Type = EEffectType::PsyPoints ValueMin = 59 ValueMax = 59 bIsPermanent = false bIsSmooth = false DuplicationType = EDuplicateResolveType::KeepNew struct.end BenchmarkPsyPointsAdd79 : struct.begin {refkey=[0]} SID = BenchmarkPsyPointsAdd79 Duration = 1.f Charges = 1 Type = EEffectType::PsyPoints ValueMin = 79 ValueMax = 79 bIsPermanent = false bIsSmooth = false DuplicationType = EDuplicateResolveType::KeepNew struct.end BenchmarkPsyPointsAdd99 : struct.begin {refkey=[0]} SID = BenchmarkPsyPointsAdd99 Duration = 1.f Charges = 1 Type = EEffectType::PsyPoints ValueMin = 99 ValueMax = 99 bIsPermanent = false bIsSmooth = false DuplicationType = EDuplicateResolveType::KeepNew struct.end BenchmarkPsyRestore : struct.begin {refkey=[0]} SID = BenchmarkPsyRestore Text = BenchmarkPsyRestore Type = EEffectType::PsyPoints ValueMin = -100% ValueMax = -100% Positive = EBeneficial::Positive struct.end Fake_PSYSepiaPostProcess_2 : struct.begin {refkey=[0]} SID = Fake_PSYSepiaPostProcess_2 Text = Sepia Type = EEffectType::PostProcessing ProcessorSID = Fake_PSYSepiaEffectProcessor_2 bStartEffect = true bIsPermanent = true Positive = EBeneficial::Negative DialogBlendInDuration = 3.0 DialogBlendOutDuration = 3.0 DialogIntensityMultiplier = 0.4 struct.end Fake_PSYBlurPostProcess_2 : struct.begin {refkey=[0]} SID = Fake_PSYBlurPostProcess_2 Text = PsyBlur Type = EEffectType::PostProcessing ProcessorSID = Fake_PSYBlurEffectProcessor_2 bStartEffect = true bIsPermanent = true Positive = EBeneficial::Negative DialogBlendInDuration = 3.0 DialogBlendOutDuration = 3.0 DialogIntensityMultiplier = 0.4 struct.end Fake_PSY_2 : struct.begin {refkey=[0]} SID = Fake_PSY_2 Text = FakePSY Type = EEffectType::Composite ApplyExtraEffectPrototypeSIDs : struct.begin [0] = PSYDamage1InstaEffect [1] = Fake_PSYSepiaPostProcess_2 [2] = Fake_PSYBlurPostProcess_2 struct.end struct.end SoundEffectTestPSY_2 : struct.begin {refkey=[0]} SID = SoundEffectTestPSY_2 Text = SoundFXTestAttach Type = EEffectType::SoundEffect AssetPath = AkAudioEvent'/Game/_STALKER2/Audio/WwiseAudio/Events/Effects/Psy/SFX_Psy_Noise_Play_Fake.SFX_Psy_Noise_Play_Fake' SoundEffectSubtype = ESoundEffectSubtype::PlaySoundAttached InterpolationTime = 3000 struct.end SoundEffectPSYParam_2 : struct.begin {refkey=[0]} SID = SoundEffectPSYParam_2 Text = SoundFXTestParam Type = EEffectType::SoundEffect AssetPath = AkRtpc'/Game/_STALKER2/Audio/WwiseAudio/Game_Parameters/Effects/Psy/PsyPoints_Fake.PsyPoints_Fake' ValueMin = 100.f ValueMax = 100.f SoundEffectSubtype = ESoundEffectSubtype::SetGlobalParameter InterpolationTime = 12000 struct.end SoundEffectTestPSY_Stop_2 : struct.begin {refkey=[0]} SID = SoundEffectTestPSY_Stop_2 Text = SoundFXTestAttach Type = EEffectType::SoundEffect AssetPath = AkAudioEvent'/Game/_STALKER2/Audio/WwiseAudio/Events/Effects/Psy/SFX_Psy_Noise_Stop_Fake.SFX_Psy_Noise_Stop_Fake' SoundEffectSubtype = ESoundEffectSubtype::PlaySoundAttached InterpolationTime = 13000 struct.end SoundEffectPSYParam_Stop_2 : struct.begin {refkey=[0]} SID = SoundEffectPSYParam_Stop_2 Text = SoundFXTestParam Type = EEffectType::SoundEffect AssetPath = AkRtpc'/Game/_STALKER2/Audio/WwiseAudio/Game_Parameters/Effects/Psy/PsyPoints_Fake.PsyPoints_Fake' ValueMin = 0.f ValueMax = 0.f SoundEffectSubtype = ESoundEffectSubtype::SetGlobalParameter InterpolationTime = 12000 struct.end Fake_PSY_Start_2 : struct.begin {refkey=[0]} SID = Fake_PSY_Start_2 Text = FakePSYSFX_Start Type = EEffectType::Composite ApplyExtraEffectPrototypeSIDs : struct.begin [0] = SoundEffectTestPSY_2 [1] = SoundEffectPSYParam_2 struct.end struct.end Fake_PSY_Stop_2 : struct.begin {refkey=[0]} SID = Fake_PSY_Stop_2 Text = FakePSYSFX_Stop_2 Type = EEffectType::Composite ApplyExtraEffectPrototypeSIDs : struct.begin [0] = SoundEffectTestPSY_Stop_2 [1] = SoundEffectPSYParam_Stop_2 struct.end struct.end PSYDamage1InstaEffect : struct.begin {refkey=[0]} SID = PSYDamage1InstaEffect Text = Damage 1hp (PSY type) insta from 1 seconds Duration = 1 Charges = 1 Type = EEffectType::Damage ValueMin = 1.0f ValueMax = 1.0f DamageType = EDamageType::PSY ShouldIgnoreArmor = true ArmorPiercing = 0.f bIsPermanent = true bIsSmooth = false Positive = EBeneficial::Negative DamageSource = EDamageSource::PSY DuplicationType = EDuplicateResolveType::KeepOld struct.end Seva_Armor_protectionThermal : struct.begin {refkey=[0]} SID = Seva_Armor_protectionThermal LocalizationSID = armor_protectionThermal Text = Fire Defence Type = EEffectType::ProtectionBurn ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Seva_Armor_protectionElectrical : struct.begin {refkey=[0]} SID = Seva_Armor_protectionElectrical LocalizationSID = armor_protectionElectrical Text = Electro Defence Type = EEffectType::ProtectionShock ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Seva_Armor_protectionChemical : struct.begin {refkey=[0]} SID = Seva_Armor_protectionChemical LocalizationSID = armor_protectionChemical Text = Chemical Defence Type = EEffectType::ProtectionChemical ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Seva_Armor_wearing : struct.begin {refkey=[0]} SID = Seva_Armor_wearing LocalizationSID = armor_wearing Text = Max durability Type = EEffectType::MaxDurability ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Seva_Armor_wearing2 : struct.begin {refkey=[0]} SID = Seva_Armor_wearing2 LocalizationSID = armor_wearing Text = Max durability Type = EEffectType::MaxDurability ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Seva_Armor_protectionPhysical : struct.begin {refkey=[0]} SID = Seva_Armor_protectionPhysical LocalizationSID = armor_protectionPhysical Text = Protection strike Type = EEffectType::ProtectionStrike ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Seva_Armor_protectionRadiation : struct.begin {refkey=[0]} SID = Seva_Armor_protectionRadiation LocalizationSID = armor_protectionRadiation Text = Radiation defence Type = EEffectType::ProtectionRadiation ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Seva_Armor_protectionRadiation2 : struct.begin {refkey=[0]} SID = Seva_Armor_protectionRadiation2 LocalizationSID = armor_protectionRadiation Text = Radiation defence Type = EEffectType::ProtectionRadiation ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Seva_Armor_protectionPsi : struct.begin {refkey=[0]} SID = Seva_Armor_protectionPsi LocalizationSID = armor_protectionRadiation Text = Psy defence Type = EEffectType::ProtectionPSY ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Seva_Armor_container : struct.begin {refkey=[0]} SID = Seva_Armor_container LocalizationSID = armor_container Text = Increase artifact slots Type = EEffectType::ArtifactSlots ValueMin = 1 ValueMax = 1 bIsPermanent = true Positive = EBeneficial::Positive struct.end BulbAnomalyDPS : struct.begin {refkey=[0]} SID = BulbAnomalyDPS Text = Take Damage Duration = 1 Charges = 1 Type = EEffectType::Damage ValueMin = 40.0 ValueMax = 40.0 Positive = EBeneficial::Negative DamageType = EDamageType::Strike DamageSource = EDamageSource::Bulb ShouldIgnoreArmor = true ArmorPiercing = 0.f DuplicationType = EDuplicateResolveType::KeepOld bIsPermanent = true bIsSmooth = true struct.end Fake_PSYSepiaPostProcess_3 : struct.begin {refkey=[0]} SID = Fake_PSYSepiaPostProcess_3 Text = Sepia Type = EEffectType::PostProcessing ProcessorSID = Fake_PSYSepiaEffectProcessor_3 bStartEffect = true bIsPermanent = true Positive = EBeneficial::Negative DialogBlendInDuration = 3.0 DialogBlendOutDuration = 3.0 DialogIntensityMultiplier = 0.4 struct.end Fake_PSYBlurPostProcess_3 : struct.begin {refkey=[0]} SID = Fake_PSYBlurPostProcess_3 Text = PsyBlur Type = EEffectType::PostProcessing ProcessorSID = Fake_PSYBlurEffectProcessor_3 bStartEffect = true bIsPermanent = true Positive = EBeneficial::Negative DialogBlendInDuration = 3.0 DialogBlendOutDuration = 3.0 DialogIntensityMultiplier = 0.4 struct.end Fake_PSY_3 : struct.begin {refkey=[0]} SID = Fake_PSY_3 Text = FakePSY Type = EEffectType::Composite ApplyExtraEffectPrototypeSIDs : struct.begin [0] = PSYDamage1InstaEffect [1] = Fake_PSYSepiaPostProcess_3 [2] = Fake_PSYBlurPostProcess_3 struct.end struct.end SoundEffectTestPSY_3 : struct.begin {refkey=[0]} SID = SoundEffectTestPSY_3 Text = SoundFXTestAttach Type = EEffectType::SoundEffect AssetPath = AkAudioEvent'/Game/_STALKER2/Audio/WwiseAudio/Events/Effects/Psy/SFX_Psy_Noise_Play_Fake.SFX_Psy_Noise_Play_Fake' SoundEffectSubtype = ESoundEffectSubtype::PlaySoundAttached InterpolationTime = 3000 struct.end SoundEffectPSYParam_3 : struct.begin {refkey=[0]} SID = SoundEffectPSYParam_3 Text = SoundFXTestParam Type = EEffectType::SoundEffect AssetPath = AkRtpc'/Game/_STALKER2/Audio/WwiseAudio/Game_Parameters/Effects/Psy/PsyPoints_Fake.PsyPoints_Fake' ValueMin = 100.f ValueMax = 100.f SoundEffectSubtype = ESoundEffectSubtype::SetGlobalParameter InterpolationTime = 10000 struct.end SoundEffectTestPSY_Stop_3 : struct.begin {refkey=[0]} SID = SoundEffectTestPSY_Stop_3 Text = SoundFXTestAttach Type = EEffectType::SoundEffect AssetPath = AkAudioEvent'/Game/_STALKER2/Audio/WwiseAudio/Events/Effects/Psy/SFX_Psy_Noise_Stop_Fake.SFX_Psy_Noise_Stop_Fake' SoundEffectSubtype = ESoundEffectSubtype::PlaySoundAttached InterpolationTime = 12000 struct.end SoundEffectPSYParam_Stop_3 : struct.begin {refkey=[0]} SID = SoundEffectPSYParam_Stop_3 Text = SoundFXTestParam Type = EEffectType::SoundEffect AssetPath = AkRtpc'/Game/_STALKER2/Audio/WwiseAudio/Game_Parameters/Effects/Psy/PsyPoints_Fake.PsyPoints_Fake' ValueMin = 0.f ValueMax = 0.f SoundEffectSubtype = ESoundEffectSubtype::SetGlobalParameter InterpolationTime = 10000 struct.end Fake_PSY_Start_3 : struct.begin {refkey=[0]} SID = Fake_PSY_Start_3 Text = FakePSYSFX_Start Type = EEffectType::Composite DelayMin = 5.f DelayMax = 5.f ApplyExtraEffectPrototypeSIDs : struct.begin [0] = SoundEffectTestPSY_2 [1] = SoundEffectPSYParam_2 struct.end struct.end Fake_PSY_Stop_3 : struct.begin {refkey=[0]} SID = Fake_PSY_Stop_3 Text = FakePSYSFX_Stop_3 Type = EEffectType::Composite ApplyExtraEffectPrototypeSIDs : struct.begin [0] = SoundEffectTestPSY_Stop_3 [1] = SoundEffectPSYParam_Stop_3 struct.end struct.end Jemmy_Neutral_Armor_protectionPhysical : struct.begin {refkey=[0]} SID = Jemmy_Neutral_Armor_protectionPhysical LocalizationSID = armor_protectionPhysical Text = Strike Protection Type = EEffectType::ProtectionStrike ValueMin = 40.0% ValueMax = 40.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Jemmy_Neutral_Armor_wearing : struct.begin {refkey=[0]} SID = Jemmy_Neutral_Armor_wearing LocalizationSID = armor_wearing Text = Max Durability Type = EEffectType::MaxDurability ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Jemmy_Neutral_Armor_wearing2 : struct.begin {refkey=[0]} SID = Jemmy_Neutral_Armor_wearing2 LocalizationSID = armor_wearing Text = Max Durability Type = EEffectType::MaxDurability ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Jemmy_Neutral_Armor_protectionPhysical2 : struct.begin {refkey=[0]} SID = Jemmy_Neutral_Armor_protectionPhysical2 LocalizationSID = armor_protectionPhysical Text = Strike Protection Type = EEffectType::ProtectionStrike ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Jemmy_Neutral_Armor_protectionThermal : struct.begin {refkey=[0]} SID = Jemmy_Neutral_Armor_protectionThermal LocalizationSID = armor_protectionThermal Text = Thermal protection Type = EEffectType::ProtectionBurn ValueMin = 30.0% ValueMax = 30.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Jemmy_Neutral_Armor_protectionChemical : struct.begin {refkey=[0]} SID = Jemmy_Neutral_Armor_protectionChemical LocalizationSID = armor_protectionChemical Text = Chemical protection Type = EEffectType::ProtectionChemical ValueMin = 30.0% ValueMax = 30.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Jemmy_Neutral_Armor_protectionElectrical : struct.begin {refkey=[0]} SID = Jemmy_Neutral_Armor_protectionElectrical LocalizationSID = armor_protectionElectrical Text = Electro Defence Type = EEffectType::ProtectionShock ValueMin = 30.0% ValueMax = 30.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Jemmy_Neutral_Armor_container : struct.begin {refkey=[0]} SID = Jemmy_Neutral_Armor_container LocalizationSID = armor_container Text = container Type = EEffectType::ArtifactSlots ValueMin = 1 ValueMax = 1 bIsPermanent = true Positive = EBeneficial::Positive struct.end Skin_Jacket_Bandit_Armor_protectionPhysical : struct.begin {refkey=[0]} SID = Skin_Jacket_Bandit_Armor_protectionPhysical LocalizationSID = armor_protectionPhysical Text = Strike Protection Type = EEffectType::ProtectionStrike ValueMin = 30.0% ValueMax = 30.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Skin_Jacket_Bandit_Armor_wearing : struct.begin {refkey=[0]} SID = Skin_Jacket_Bandit_Armor_wearing LocalizationSID = armor_wearing Text = Max Durability Type = EEffectType::MaxDurability ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Skin_Jacket_Bandit_Armor_reductionWeight : struct.begin {refkey=[0]} SID = Skin_Jacket_Bandit_Armor_reductionWeight LocalizationSID = armor_reductionWeight Text = Item Weight Type = EEffectType::ArmorItemWeight ValueMin = -1 ValueMax = -1 bIsPermanent = true Positive = EBeneficial::Positive struct.end Skin_Jacket_Bandit_Armor_protectionThermal : struct.begin {refkey=[0]} SID = Skin_Jacket_Bandit_Armor_protectionThermal LocalizationSID = armor_protectionThermal Text = Thermal protection Type = EEffectType::ProtectionBurn ValueMin = 30.0% ValueMax = 30.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Skin_Jacket_Bandit_Armor_protectionChemical : struct.begin {refkey=[0]} SID = Skin_Jacket_Bandit_Armor_protectionChemical LocalizationSID = armor_protectionChemical Text = Chemical protection Type = EEffectType::ProtectionChemical ValueMin = 30.0% ValueMax = 30.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Skin_Jacket_Bandit_Armor_protectionElectrical : struct.begin {refkey=[0]} SID = Skin_Jacket_Bandit_Armor_protectionElectrical LocalizationSID = armor_protectionElectrical Text = Electro Defence Type = EEffectType::ProtectionShock ValueMin = 30.0% ValueMax = 30.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Skin_Jacket_Bandit_Armor_container : struct.begin {refkey=[0]} SID = Skin_Jacket_Bandit_Armor_container LocalizationSID = armor_container Text = container Type = EEffectType::ArtifactSlots ValueMin = 1 ValueMax = 1 bIsPermanent = true Positive = EBeneficial::Positive struct.end Newbie_Neutral_Armor_protectionPhysical : struct.begin {refkey=[0]} SID = Newbie_Neutral_Armor_protectionPhysical LocalizationSID = armor_protectionPhysical Text = Strike Protection Type = EEffectType::ProtectionStrike ValueMin = 30.0% ValueMax = 30.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Newbie_Neutral_Armor_protectionPhysical2 : struct.begin {refkey=[0]} SID = Newbie_Neutral_Armor_protectionPhysical2 LocalizationSID = armor_protectionPhysical Text = Strike Protection Type = EEffectType::ProtectionStrike ValueMin = 30.0% ValueMax = 30.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Newbie_Neutral_Armor_wearing : struct.begin {refkey=[0]} SID = Newbie_Neutral_Armor_wearing LocalizationSID = armor_wearing Text = Max Durability Type = EEffectType::MaxDurability ValueMin = 25.0% ValueMax = 25.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Newbie_Neutral_Armor_protectionChemical : struct.begin {refkey=[0]} SID = Newbie_Neutral_Armor_protectionChemical LocalizationSID = armor_protectionChemical Text = Chemical protection Type = EEffectType::ProtectionChemical ValueMin = 30.0% ValueMax = 30.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Newbie_Neutral_Armor_protectionThermal : struct.begin {refkey=[0]} SID = Newbie_Neutral_Armor_protectionThermal LocalizationSID = armor_protectionThermal Text = Thermal protection Type = EEffectType::ProtectionBurn ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Newbie_Neutral_Armor_protectionThermal2 : struct.begin {refkey=[0]} SID = Newbie_Neutral_Armor_protectionThermal2 LocalizationSID = armor_protectionThermal Text = Thermal protection Type = EEffectType::ProtectionBurn ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Newbie_Neutral_Armor_protectionElectrical : struct.begin {refkey=[0]} SID = Newbie_Neutral_Armor_protectionElectrical LocalizationSID = armor_protectionElectrical Text = Electro Defence Type = EEffectType::ProtectionShock ValueMin = 30.0% ValueMax = 30.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Newbie_Neutral_Armor_reductionWeight : struct.begin {refkey=[0]} SID = Newbie_Neutral_Armor_reductionWeight LocalizationSID = armor_reductionWeight Text = Item Weight Type = EEffectType::ArmorItemWeight ValueMin = -2 ValueMax = -2 bIsPermanent = true Positive = EBeneficial::Positive struct.end Newbie_Neutral_Armor_container : struct.begin {refkey=[0]} SID = Newbie_Neutral_Armor_container LocalizationSID = armor_container Text = container Type = EEffectType::ArtifactSlots ValueMin = 1 ValueMax = 1 bIsPermanent = true Positive = EBeneficial::Positive struct.end Default_Military_Armor_wearing : struct.begin {refkey=[0]} SID = Default_Military_Armor_wearing LocalizationSID = armor_wearing Text = Max Durability Type = EEffectType::MaxDurability ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Default_Military_Armor_reductionWeight : struct.begin {refkey=[0]} SID = Default_Military_Armor_reductionWeight LocalizationSID = armor_reductionWeight Text = Item Weight Type = EEffectType::ArmorItemWeight ValueMin = -2 ValueMax = -2 bIsPermanent = true Positive = EBeneficial::Positive struct.end Default_Military_Armor_AdditionalInventoryWeight : struct.begin {refkey=[0]} SID = Default_Military_Armor_AdditionalInventoryWeight Text = Additional Inventory Weight Type = EEffectType::AdditionalInventoryWeight LocalizationSID = increase_max_inventory_weight ValueMin = 10.0% ValueMax = 10.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Default_Military_Armor_PenaltyLessWeight : struct.begin {refkey=[0]} SID = Default_Military_Armor_PenaltyLessWeight Text = Additional Inventory Weight Type = EEffectType::PenaltyLessWeight ValueMin = 10.0% ValueMax = 10.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Default_Military_Armor_carryingCapacity : struct.begin {refkey=[0]} SID = Default_Military_Armor_carryingCapacity LocalizationSID = Armor_carryingCapacity Type = EEffectType::Composite ValueMin = 10.0% ValueMax = 10.0% ApplyExtraEffectPrototypeSIDs : struct.begin [0] = Default_Military_Armor_AdditionalInventoryWeight [1] = Default_Military_Armor_PenaltyLessWeight struct.end struct.end Default_Military_Armor_protectionPhysical : struct.begin {refkey=[0]} SID = Default_Military_Armor_protectionPhysical LocalizationSID = armor_protectionPhysical Text = Strike Protection Type = EEffectType::ProtectionStrike ValueMin = 30.0% ValueMax = 30.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Default_Military_Armor_wearing2 : struct.begin {refkey=[0]} SID = Default_Military_Armor_wearing2 LocalizationSID = armor_wearing Text = Max Durability Type = EEffectType::MaxDurability ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Default_Military_Armor_protectionThermal : struct.begin {refkey=[0]} SID = Default_Military_Armor_protectionThermal LocalizationSID = armor_protectionThermal Text = Thermal protection Type = EEffectType::ProtectionBurn ValueMin = 30.0% ValueMax = 30.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Default_Military_Armor_protectionChemical : struct.begin {refkey=[0]} SID = Default_Military_Armor_protectionChemical LocalizationSID = armor_protectionChemical Text = Chemical protection Type = EEffectType::ProtectionChemical ValueMin = 30.0% ValueMax = 30.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Default_Military_Armor_protectionElectrical : struct.begin {refkey=[0]} SID = Default_Military_Armor_protectionElectrical LocalizationSID = armor_protectionElectrical Text = Electro Defence Type = EEffectType::ProtectionShock ValueMin = 30.0% ValueMax = 30.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Default_Military_Armor_regenerationStamina : struct.begin {refkey=[0]} SID = Default_Military_Armor_regenerationStamina LocalizationSID = armor_regenerationStamina Text = Regen Stamina Type = EEffectType::RegenStamina ValueMin = 5.0% ValueMax = 5.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Default_Military_Armor_container : struct.begin {refkey=[0]} SID = Default_Military_Armor_container LocalizationSID = armor_container Text = container Type = EEffectType::ArtifactSlots ValueMin = 1 ValueMax = 1 bIsPermanent = true Positive = EBeneficial::Positive struct.end Battle_Varta_Armor_wearing : struct.begin {refkey=[0]} SID = Battle_Varta_Armor_wearing LocalizationSID = armor_wearing Text = Max Durability Type = EEffectType::MaxDurability ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Battle_Varta_Armor_reductionWeight : struct.begin {refkey=[0]} SID = Battle_Varta_Armor_reductionWeight LocalizationSID = armor_reductionWeight Text = Item Weight Type = EEffectType::ArmorItemWeight ValueMin = -1 ValueMax = -1 bIsPermanent = true Positive = EBeneficial::Positive struct.end Battle_Varta_Armor_protectionPhysical : struct.begin {refkey=[0]} SID = Battle_Varta_Armor_protectionPhysical LocalizationSID = armor_protectionPhysical Text = Strike Protection Type = EEffectType::ProtectionStrike ValueMin = 10.0% ValueMax = 10.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Battle_Varta_Armor_wearing2 : struct.begin {refkey=[0]} SID = Battle_Varta_Armor_wearing2 LocalizationSID = armor_wearing Text = Max Durability Type = EEffectType::MaxDurability ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Battle_Varta_Armor_wearing3 : struct.begin {refkey=[0]} SID = Battle_Varta_Armor_wearing3 LocalizationSID = armor_wearing Text = Max Durability Type = EEffectType::MaxDurability ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Battle_Varta_Armor_protectionPhysical2 : struct.begin {refkey=[0]} SID = Battle_Varta_Armor_protectionPhysical2 LocalizationSID = armor_protectionPhysical Text = Strike Protection Type = EEffectType::ProtectionStrike ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Battle_Varta_Armor_protectionThermal : struct.begin {refkey=[0]} SID = Battle_Varta_Armor_protectionThermal LocalizationSID = armor_protectionThermal Text = Thermal protection Type = EEffectType::ProtectionBurn ValueMin = 30.0% ValueMax = 30.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Battle_Varta_Armor_protectionChemical : struct.begin {refkey=[0]} SID = Battle_Varta_Armor_protectionChemical LocalizationSID = armor_protectionChemical Text = Chemical protection Type = EEffectType::ProtectionChemical ValueMin = 30.0% ValueMax = 30.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Battle_Varta_Armor_protectionRadiation : struct.begin {refkey=[0]} SID = Battle_Varta_Armor_protectionRadiation LocalizationSID = armor_protectionRadiation Text = protection Radiation Type = EEffectType::ProtectionRadiation ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Battle_Varta_Armor_protectionElectrical : struct.begin {refkey=[0]} SID = Battle_Varta_Armor_protectionElectrical LocalizationSID = armor_protectionElectrical Text = Electro Defence Type = EEffectType::ProtectionShock ValueMin = 30.0% ValueMax = 30.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Battle_Varta_Armor_protectionRadiation2 : struct.begin {refkey=[0]} SID = Battle_Varta_Armor_protectionRadiation2 LocalizationSID = armor_protectionRadiation Text = protection Radiation Type = EEffectType::ProtectionRadiation ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Battle_Varta_Armor_regenerationStamina : struct.begin {refkey=[0]} SID = Battle_Varta_Armor_regenerationStamina LocalizationSID = armor_regenerationStamina Text = Regen Stamina Type = EEffectType::RegenStamina ValueMin = 5.0% ValueMax = 5.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Battle_Varta_Armor_container : struct.begin {refkey=[0]} SID = Battle_Varta_Armor_container LocalizationSID = armor_container Text = container Type = EEffectType::ArtifactSlots ValueMin = 1 ValueMax = 1 bIsPermanent = true Positive = EBeneficial::Positive struct.end Light_Neutral_Helmet_Armor_protectionRadiation : struct.begin {refkey=[0]} SID = Light_Neutral_Helmet_Armor_protectionRadiation LocalizationSID = armor_protectionRadiation Text = protection Radiation Type = EEffectType::ProtectionRadiation ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Light_Neutral_Helmet_Armor_protectionThermal : struct.begin {refkey=[0]} SID = Light_Neutral_Helmet_Armor_protectionThermal LocalizationSID = armor_protectionThermal Text = Thermal protection Type = EEffectType::ProtectionBurn ValueMin = 30.0% ValueMax = 30.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Light_Neutral_Helmet_Armor_protectionElectrical : struct.begin {refkey=[0]} SID = Light_Neutral_Helmet_Armor_protectionElectrical LocalizationSID = armor_protectionElectrical Text = Electro Defence Type = EEffectType::ProtectionShock ValueMin = 30.0% ValueMax = 30.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Light_Neutral_Helmet_Armor_wearing : struct.begin {refkey=[0]} SID = Light_Neutral_Helmet_Armor_wearing LocalizationSID = armor_wearing Text = Max Durability Type = EEffectType::MaxDurability ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Light_Duty_Helmet_Armor_protectionRadiation : struct.begin {refkey=[0]} SID = Light_Duty_Helmet_Armor_protectionRadiation LocalizationSID = armor_protectionRadiation Text = protection Radiation Type = EEffectType::ProtectionRadiation ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Light_Duty_Helmet_Armor_protectionRadiation2 : struct.begin {refkey=[0]} SID = Light_Duty_Helmet_Armor_protectionRadiation2 LocalizationSID = armor_protectionRadiation Text = protection Radiation Type = EEffectType::ProtectionRadiation ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Light_Duty_Helmet_Armor_wearing : struct.begin {refkey=[0]} SID = Light_Duty_Helmet_Armor_wearing LocalizationSID = armor_wearing Text = Max Durability Type = EEffectType::MaxDurability ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Light_Duty_Helmet_Armor_protectionPhysical : struct.begin {refkey=[0]} SID = Light_Duty_Helmet_Armor_protectionPhysical LocalizationSID = armor_protectionPhysical Text = Strike Protection Type = EEffectType::ProtectionStrike ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Light_Bandit_Helmet_Armor_protectionRadiation : struct.begin {refkey=[0]} SID = Light_Bandit_Helmet_Armor_protectionRadiation LocalizationSID = armor_protectionRadiation Text = protection Radiation Type = EEffectType::ProtectionRadiation ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Light_Bandit_Helmet_Armor_wearing : struct.begin {refkey=[0]} SID = Light_Bandit_Helmet_Armor_wearing LocalizationSID = armor_wearing Text = Max Durability Type = EEffectType::MaxDurability ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Light_Bandit_Helmet_Armor_protectionThermal : struct.begin {refkey=[0]} SID = Light_Bandit_Helmet_Armor_protectionThermal LocalizationSID = armor_protectionThermal Text = Thermal protection Type = EEffectType::ProtectionBurn ValueMin = 30.0% ValueMax = 30.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Light_Military_Helmet_Armor_protectionRadiation : struct.begin {refkey=[0]} SID = Light_Military_Helmet_Armor_protectionRadiation LocalizationSID = armor_protectionRadiation Text = protection Radiation Type = EEffectType::ProtectionRadiation ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Light_Military_Helmet_Armor_wearing : struct.begin {refkey=[0]} SID = Light_Military_Helmet_Armor_wearing LocalizationSID = armor_wearing Text = Max Durability Type = EEffectType::MaxDurability ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Light_Military_Helmet_Armor_protectionPhysical : struct.begin {refkey=[0]} SID = Light_Military_Helmet_Armor_protectionPhysical LocalizationSID = armor_protectionPhysical Text = Strike Protection Type = EEffectType::ProtectionStrike ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Light_Military_Helmet_Armor_protectionRadiation2 : struct.begin {refkey=[0]} SID = Light_Military_Helmet_Armor_protectionRadiation2 LocalizationSID = armor_protectionRadiation Text = protection Radiation Type = EEffectType::ProtectionRadiation ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Light_Military_Helmet_armor_protectionPsi : struct.begin {refkey=[0]} SID = Light_Military_Helmet_armor_protectionPsi LocalizationSID = armor_protectionPsi Text = Protection PSY Type = EEffectType::ProtectionPSY ValueMin = 5.0% ValueMax = 5.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Light_Mercenaries_Helmet_Armor_protectionRadiation : struct.begin {refkey=[0]} SID = Light_Mercenaries_Helmet_Armor_protectionRadiation LocalizationSID = armor_protectionRadiation Text = protection Radiation Type = EEffectType::ProtectionRadiation ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Light_Mercenaries_Helmet_Armor_wearing : struct.begin {refkey=[0]} SID = Light_Mercenaries_Helmet_Armor_wearing LocalizationSID = armor_wearing Text = Max Durability Type = EEffectType::MaxDurability ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Light_Mercenaries_Helmet_Armor_protectionThermal : struct.begin {refkey=[0]} SID = Light_Mercenaries_Helmet_Armor_protectionThermal LocalizationSID = armor_protectionThermal Text = Thermal protection Type = EEffectType::ProtectionBurn ValueMin = 30.0% ValueMax = 30.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Light_Mercenaries_Helmet_Armor_protectionRadiation2 : struct.begin {refkey=[0]} SID = Light_Mercenaries_Helmet_Armor_protectionRadiation2 LocalizationSID = armor_protectionRadiation Text = protection Radiation Type = EEffectType::ProtectionRadiation ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Light_Mercenaries_Helmet_Armor_protectionChemical : struct.begin {refkey=[0]} SID = Light_Mercenaries_Helmet_Armor_protectionChemical LocalizationSID = armor_protectionChemical Text = Chemical protection Type = EEffectType::ProtectionChemical ValueMin = 30.0% ValueMax = 30.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Jacket_Bandit_Armor_protectionPhysical : struct.begin {refkey=[0]} SID = Jacket_Bandit_Armor_protectionPhysical LocalizationSID = armor_protectionPhysical Text = Strike Protection Type = EEffectType::ProtectionStrike ValueMin = 40.0% ValueMax = 40.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Jacket_Bandit_Armor_protectionPhysical2 : struct.begin {refkey=[0]} SID = Jacket_Bandit_Armor_protectionPhysical2 LocalizationSID = armor_protectionPhysical Text = Strike Protection Type = EEffectType::ProtectionStrike ValueMin = 40.0% ValueMax = 40.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Jacket_Bandit_Armor_wearing : struct.begin {refkey=[0]} SID = Jacket_Bandit_Armor_wearing LocalizationSID = armor_wearing Text = Max Durability Type = EEffectType::MaxDurability ValueMin = 30.0% ValueMax = 30.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Jacket_Bandit_Armor_reductionWeight : struct.begin {refkey=[0]} SID = Jacket_Bandit_Armor_reductionWeight LocalizationSID = armor_reductionWeight Text = Item Weight Type = EEffectType::ArmorItemWeight ValueMin = -1 ValueMax = -1 bIsPermanent = true Positive = EBeneficial::Positive struct.end Jacket_Bandit_Armor_protectionChemical : struct.begin {refkey=[0]} SID = Jacket_Bandit_Armor_protectionChemical LocalizationSID = armor_protectionChemical Text = Chemical protection Type = EEffectType::ProtectionChemical ValueMin = 30.0% ValueMax = 30.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Jacket_Bandit_Armor_protectionThermal : struct.begin {refkey=[0]} SID = Jacket_Bandit_Armor_protectionThermal LocalizationSID = armor_protectionThermal Text = Thermal protection Type = EEffectType::ProtectionBurn ValueMin = 30.0% ValueMax = 30.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Jacket_Bandit_Armor_protectionRadiation : struct.begin {refkey=[0]} SID = Jacket_Bandit_Armor_protectionRadiation LocalizationSID = armor_protectionRadiation Text = protection Radiation Type = EEffectType::ProtectionRadiation ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Jacket_Bandit_Armor_container : struct.begin {refkey=[0]} SID = Jacket_Bandit_Armor_container LocalizationSID = armor_container Text = container Type = EEffectType::ArtifactSlots ValueMin = 1 ValueMax = 1 bIsPermanent = true Positive = EBeneficial::Positive struct.end Nasos_Neutral_Armor_wearing : struct.begin {refkey=[0]} SID = Nasos_Neutral_Armor_wearing LocalizationSID = armor_wearing Text = Max Durability Type = EEffectType::MaxDurability ValueMin = 25.0% ValueMax = 25.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Nasos_Neutral_Armor_AdditionalInventoryWeight : struct.begin {refkey=[0]} SID = Nasos_Neutral_Armor_AdditionalInventoryWeight Text = Additional Inventory Weight Type = EEffectType::AdditionalInventoryWeight LocalizationSID = increase_max_inventory_weight ValueMin = 10.0% ValueMax = 10.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Nasos_Neutral_Armor_PenaltyLessWeight : struct.begin {refkey=[0]} SID = Nasos_Neutral_Armor_PenaltyLessWeight Text = Additional Inventory Weight Type = EEffectType::PenaltyLessWeight ValueMin = 10.0% ValueMax = 10.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Nasos_Neutral_Armor_carryingCapacity : struct.begin {refkey=[0]} SID = Nasos_Neutral_Armor_carryingCapacity LocalizationSID = Armor_carryingCapacity Type = EEffectType::Composite ValueMin = 10.0% ValueMax = 10.0% ApplyExtraEffectPrototypeSIDs : struct.begin [0] = Nasos_Neutral_Armor_AdditionalInventoryWeight [1] = Nasos_Neutral_Armor_PenaltyLessWeight struct.end struct.end Nasos_Neutral_Armor_wearing2 : struct.begin {refkey=[0]} SID = Nasos_Neutral_Armor_wearing2 LocalizationSID = armor_wearing Text = Max Durability Type = EEffectType::MaxDurability ValueMin = 25.0% ValueMax = 25.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Nasos_Neutral_Armor_protectionRadiation : struct.begin {refkey=[0]} SID = Nasos_Neutral_Armor_protectionRadiation LocalizationSID = armor_protectionRadiation Text = protection Radiation Type = EEffectType::ProtectionRadiation ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Nasos_Neutral_Armor_reductionWeight : struct.begin {refkey=[0]} SID = Nasos_Neutral_Armor_reductionWeight LocalizationSID = armor_reductionWeight Text = Item Weight Type = EEffectType::ArmorItemWeight ValueMin = -1 ValueMax = -1 bIsPermanent = true Positive = EBeneficial::Positive struct.end Nasos_Neutral_Armor_protectionChemical : struct.begin {refkey=[0]} SID = Nasos_Neutral_Armor_protectionChemical LocalizationSID = armor_protectionChemical Text = Chemical protection Type = EEffectType::ProtectionChemical ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Nasos_Neutral_Armor_protectionThermal : struct.begin {refkey=[0]} SID = Nasos_Neutral_Armor_protectionThermal LocalizationSID = armor_protectionThermal Text = Thermal protection Type = EEffectType::ProtectionBurn ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Nasos_Neutral_Armor_protectionElectrical : struct.begin {refkey=[0]} SID = Nasos_Neutral_Armor_protectionElectrical LocalizationSID = armor_protectionElectrical Text = Electro Defence Type = EEffectType::ProtectionShock ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Nasos_Neutral_Armor_protectionChemical2 : struct.begin {refkey=[0]} SID = Nasos_Neutral_Armor_protectionChemical2 LocalizationSID = armor_protectionChemical Text = Chemical protection Type = EEffectType::ProtectionChemical ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Nasos_Neutral_Armor_protectionThermal2 : struct.begin {refkey=[0]} SID = Nasos_Neutral_Armor_protectionThermal2 LocalizationSID = armor_protectionThermal Text = Thermal protection Type = EEffectType::ProtectionBurn ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Nasos_Neutral_Armor_protectionElectrical2 : struct.begin {refkey=[0]} SID = Nasos_Neutral_Armor_protectionElectrical2 LocalizationSID = armor_protectionElectrical Text = Electro Defence Type = EEffectType::ProtectionShock ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Nasos_Neutral_Armor_protectionRadiation2 : struct.begin {refkey=[0]} SID = Nasos_Neutral_Armor_protectionRadiation2 LocalizationSID = armor_protectionRadiation Text = protection Radiation Type = EEffectType::ProtectionRadiation ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Nasos_Neutral_Armor_protectionPhysical : struct.begin {refkey=[0]} SID = Nasos_Neutral_Armor_protectionPhysical LocalizationSID = armor_protectionPhysical Text = Strike Protection Type = EEffectType::ProtectionStrike ValueMin = 40.0% ValueMax = 40.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Nasos_Neutral_Armor_container : struct.begin {refkey=[0]} SID = Nasos_Neutral_Armor_container LocalizationSID = armor_container Text = Increase artifact slots Type = EEffectType::ArtifactSlots ValueMin = 1 ValueMax = 1 bIsPermanent = true Positive = EBeneficial::Positive struct.end Nasos_Neutral_Armor_container2 : struct.begin {refkey=[0]} SID = Nasos_Neutral_Armor_container2 LocalizationSID = armor_container Text = Increase artifact slots Type = EEffectType::ArtifactSlots ValueMin = 1 ValueMax = 1 bIsPermanent = true Positive = EBeneficial::Positive struct.end ControllerCameraShake : struct.begin {refkey=[0]} SID = ControllerCameraShake Type = EEffectType::CameraShake Positive = EBeneficial::Negative CameraShakeEffectSubtype = ECameraShakeEffectSubtype::AddEffect CameraShakePrototypeSID = ControllerCameraShake DuplicationType = EDuplicateResolveType::KeepNew ShouldPauseByDialog = false bIsPermanent = false Duration = 5 Charges = 1 TimePerChargeMin = 5 TimePerChargeMax = 5 ValueMin = 1.0 ValueMax = 1.0 struct.end ControllerConcussionComposite : struct.begin {refkey=[0]} SID = ControllerConcussionComposite Type = EEffectType::Composite Duration = 0 Charges = 0 ApplyExtraEffectPrototypeSIDs : struct.begin [*] = ConcussionBlurPostProcess [*] = SFXConcussionLoopStart [*] = ConcussionCameraShake [*] = ConcussionModifyInputMovementAxis [*] = ControllerConcussionModifyRotate2DAxis [*] = ConcussionBlockJump [*] = ControllerConcussionInputInertia2DAxis [*] = ConcussionBlockAim [*] = ConcussionBlockSprint struct.end Positive = EBeneficial::Negative DuplicationType = EDuplicateResolveType::KeepNew ShouldPauseByDialog = false struct.end ControllerConcussionModifyRotate2DAxis : struct.begin {refkey=[0]} SID = ControllerConcussionModifyRotate2DAxis Text = Applies random counterinput to input axis Type = EEffectType::InputAxisMultiplier AxisType = EInputAxisType::Rotate2D Charges = 1 Duration = 3 XAxisMinValue = 0.3 XAxisMaxValue = 0.4 YAxisMinValue = 0.3 YAxisMaxValue = 0.4 bIsPermanent = false DuplicationType = EDuplicateResolveType::KeepNew Positive = EBeneficial::Negative ShouldPauseByDialog = false struct.end ControllerConcussionInputInertia2DAxis : struct.begin {refkey=[0]} SID = ControllerConcussionInputInertia2DAxis Text = Make input with inertia effect. Type = EEffectType::InputInertia2DAxis AxisType = EInputAxisType::XY Charges = 1 Duration = 4 XAxisMinValue = 0.95 XAxisMaxValue = 0.95 YAxisMinValue = 0.95 YAxisMaxValue = 0.95 bIsPermanent = false DuplicationType = EDuplicateResolveType::KeepNew Positive = EBeneficial::Negative ShouldPauseByDialog = false struct.end DegenAbsoluteBleedingM : struct.begin {refkey=[0]} SID = DegenAbsoluteBleedingM Text = DegenAbsoluteBleedingM LocalizationSID = decrease_bleeding Type = EEffectType::DegenBleeding ValueMin = -1.25 ValueMax = -1.25 Positive = EBeneficial::Positive bIsPermanent = false Duration = 2.5 DelayMin = 5 DelayMax = 5 TimePerChargeMin = 0.1 TimePerChargeMax = 0.1 Charges = 1 bIsSmooth = false DuplicationType = EDuplicateResolveType::KeepAll struct.end //-----------------------------------------------------------------// //-----------------Zorya_Neutral_Armor_Start-----------------------// //-----------------------------------------------------------------// Zorya_Neutral_Armor_protectionPhysical : struct.begin {refkey=[0]} SID = Zorya_Neutral_Armor_protectionPhysical LocalizationSID = armor_protectionPhysical Text = Strike Protection Type = EEffectType::ProtectionStrike ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Zorya_Neutral_Armor_reductionWeight : struct.begin {refkey=[0]} SID = Zorya_Neutral_Armor_reductionWeight LocalizationSID = armor_reductionWeight Text = Item Weight Type = EEffectType::ArmorItemWeight ValueMin = -1 ValueMax = -1 bIsPermanent = true Positive = EBeneficial::Positive struct.end Zorya_Neutral_Armor_protectionPhysical1 : struct.begin {refkey=[0]} SID = Zorya_Neutral_Armor_protectionPhysical1 LocalizationSID = armor_protectionPhysical Text = Strike Protection Type = EEffectType::ProtectionStrike ValueMin = 30.0% ValueMax = 30.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Zorya_Neutral_Armor_wearing : struct.begin {refkey=[0]} SID = Zorya_Neutral_Armor_wearing LocalizationSID = armor_wearing Text = Max Durability Type = EEffectType::MaxDurability ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Zorya_Neutral_Armor_wearing2 : struct.begin {refkey=[0]} SID = Zorya_Neutral_Armor_wearing2 LocalizationSID = armor_wearing Text = Max Durability Type = EEffectType::MaxDurability ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Zorya_Neutral_Armor_protectionChemical : struct.begin {refkey=[0]} SID = Zorya_Neutral_Armor_protectionChemical LocalizationSID = armor_protectionChemical Text = Chemical protection Type = EEffectType::ProtectionChemical ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Zorya_Neutral_Armor_protectionThermal : struct.begin {refkey=[0]} SID = Zorya_Neutral_Armor_protectionThermal LocalizationSID = armor_protectionThermal Text = Thermal protection Type = EEffectType::ProtectionBurn ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Zorya_Neutral_Armor_protectionThermal2 : struct.begin {refkey=[0]} SID = Zorya_Neutral_Armor_protectionThermal2 LocalizationSID = armor_protectionThermal Text = Thermal protection Type = EEffectType::ProtectionBurn ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Zorya_Neutral_Armor_protectionThermal3 : struct.begin {refkey=[0]} SID = Zorya_Neutral_Armor_protectionThermal3 LocalizationSID = armor_protectionThermal Text = Thermal protection Type = EEffectType::ProtectionBurn ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Zorya_Neutral_Armor_protectionChemical2 : struct.begin {refkey=[0]} SID = Zorya_Neutral_Armor_protectionChemical2 LocalizationSID = armor_protectionChemical Text = Chemical protection Type = EEffectType::ProtectionChemical ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Zorya_Neutral_Armor_protectionElectrical : struct.begin {refkey=[0]} SID = Zorya_Neutral_Armor_protectionElectrical LocalizationSID = armor_protectionElectrical Text = Electro Defence Type = EEffectType::ProtectionShock ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Zorya_Neutral_Armor_protectionElectrical2 : struct.begin {refkey=[0]} SID = Zorya_Neutral_Armor_protectionElectrical2 LocalizationSID = armor_protectionElectrical Text = Electro Defence Type = EEffectType::ProtectionShock ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Zorya_Neutral_Armor_protectionRadiation : struct.begin {refkey=[0]} SID = Zorya_Neutral_Armor_protectionRadiation LocalizationSID = armor_protectionRadiation Text = protection Radiation Type = EEffectType::ProtectionRadiation ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Zorya_Neutral_Armor_protectionRadiation2 : struct.begin {refkey=[0]} SID = Zorya_Neutral_Armor_protectionRadiation2 LocalizationSID = armor_protectionRadiation Text = protection Radiation Type = EEffectType::ProtectionRadiation ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Zorya_Neutral_Armor_regenerationStamina : struct.begin {refkey=[0]} SID = Zorya_Neutral_Armor_regenerationStamina LocalizationSID = Armor_regenerationStamina Text = Regen Stamina Type = EEffectType::RegenStamina ValueMin = 5.0% ValueMax = 5.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Zorya_Neutral_Armor_container : struct.begin {refkey=[0]} SID = Zorya_Neutral_Armor_container LocalizationSID = armor_container Text = Increase artifact slots Type = EEffectType::ArtifactSlots ValueMin = 1 ValueMax = 1 bIsPermanent = true Positive = EBeneficial::Positive struct.end Zorya_Neutral_Armor_radiationAbsorption : struct.begin {refkey=[0]} SID = Zorya_Neutral_Armor_radiationAbsorption LocalizationSID = armor_container Text = Radiation Type = EEffectType::Radiation ValueMin = -5.0 ValueMax = -5.0 bIsPermanent = true Positive = EBeneficial::Positive struct.end Zorya_Neutral_Armor_container2 : struct.begin {refkey=[0]} SID = Zorya_Neutral_Armor_container2 LocalizationSID = armor_container Text = Increase artifact slots Type = EEffectType::ArtifactSlots ValueMin = 1 ValueMax = 1 bIsPermanent = true Positive = EBeneficial::Positive struct.end //-----------------------------------------------------------------// //-----------------Zorya_Neutral_Armor_End-------------------------// //-----------------------------------------------------------------// //-----------------------------------------------------------------// //-----------------Anomaly_Scientific_Armor_Start------------------// //-----------------------------------------------------------------// Anomaly_Scientific_Armor_wearing : struct.begin {refkey=[0]} SID = Anomaly_Scientific_Armor_wearing LocalizationSID = armor_wearing Text = Max Durability Type = EEffectType::MaxDurability ValueMin = 5.0% ValueMax = 5.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Anomaly_Scientific_Armor_wearing2 : struct.begin {refkey=[0]} SID = Anomaly_Scientific_Armor_wearing2 LocalizationSID = armor_wearing Text = Max Durability Type = EEffectType::MaxDurability ValueMin = 5.0% ValueMax = 5.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Anomaly_Scientific_Armor_reductionWeight : struct.begin {refkey=[0]} SID = Anomaly_Scientific_Armor_reductionWeight LocalizationSID = armor_reductionWeight Text = Item Weight Type = EEffectType::ArmorItemWeight ValueMin = -1 ValueMax = -1 bIsPermanent = true Positive = EBeneficial::Positive struct.end Anomaly_Scientific_Armor_regenerationStamina : struct.begin {refkey=[0]} SID = Anomaly_Scientific_Armor_regenerationStamina LocalizationSID = Armor_regenerationStamina Text = Regen Stamina Type = EEffectType::RegenStamina ValueMin = 5.0% ValueMax = 5.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Anomaly_Scientific_Armor_protectionThermal : struct.begin {refkey=[0]} SID = Anomaly_Scientific_Armor_protectionThermal LocalizationSID = armor_protectionThermal Text = Thermal protection Type = EEffectType::ProtectionBurn ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Anomaly_Scientific_Armor_protectionChemical : struct.begin {refkey=[0]} SID = Anomaly_Scientific_Armor_protectionChemical LocalizationSID = armor_protectionChemical Text = Chemical protection Type = EEffectType::ProtectionChemical ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Anomaly_Scientific_Armor_protectionElectrical : struct.begin {refkey=[0]} SID = Anomaly_Scientific_Armor_protectionElectrical LocalizationSID = armor_protectionElectrical Text = Electro Defence Type = EEffectType::ProtectionShock ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Anomaly_Scientific_Armor_protectionThermal2 : struct.begin {refkey=[0]} SID = Anomaly_Scientific_Armor_protectionThermal2 LocalizationSID = armor_protectionThermal Text = Thermal protection Type = EEffectType::ProtectionBurn ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Anomaly_Scientific_Armor_protectionChemical2 : struct.begin {refkey=[0]} SID = Anomaly_Scientific_Armor_protectionChemical2 LocalizationSID = armor_protectionChemical Text = Chemical protection Type = EEffectType::ProtectionChemical ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Anomaly_Scientific_Armor_protectionChemical3 : struct.begin {refkey=[0]} SID = Anomaly_Scientific_Armor_protectionChemical3 LocalizationSID = armor_protectionChemical Text = Chemical protection Type = EEffectType::ProtectionChemical ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Anomaly_Scientific_Armor_protectionElectrical2 : struct.begin {refkey=[0]} SID = Anomaly_Scientific_Armor_protectionElectrical2 LocalizationSID = armor_protectionElectrical Text = Electro Defence Type = EEffectType::ProtectionShock ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Anomaly_Scientific_Armor_protectionRadiation : struct.begin {refkey=[0]} SID = Anomaly_Scientific_Armor_protectionRadiation LocalizationSID = armor_protectionRadiation Text = protection Radiation Type = EEffectType::ProtectionRadiation ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Anomaly_Scientific_Armor_protectionRadiation2 : struct.begin {refkey=[0]} SID = Anomaly_Scientific_Armor_protectionRadiation2 LocalizationSID = armor_protectionRadiation Text = protection Radiation Type = EEffectType::ProtectionRadiation ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Anomaly_Scientific_Armor_container : struct.begin {refkey=[0]} SID = Anomaly_Scientific_Armor_container LocalizationSID = armor_container Text = Increase artifact slots Type = EEffectType::ArtifactSlots ValueMin = 1 ValueMax = 1 bIsPermanent = true Positive = EBeneficial::Positive struct.end Anomaly_Scientific_Armor_container2 : struct.begin {refkey=[0]} SID = Anomaly_Scientific_Armor_container2 LocalizationSID = armor_container Text = Increase artifact slots Type = EEffectType::ArtifactSlots ValueMin = 1 ValueMax = 1 bIsPermanent = true Positive = EBeneficial::Positive struct.end //----ArmUpg_rad_container_01_Start----// Anomaly_Scientific_Armor_container3 : struct.begin {refkey=[0]} SID = Anomaly_Scientific_Armor_container3 LocalizationSID = armor_container Text = Increase artifact slots Type = EEffectType::ArtifactSlots ValueMin = 1 ValueMax = 1 bIsPermanent = true Positive = EBeneficial::Positive struct.end Anomaly_Scientific_Armor_radiationAbsorption : struct.begin {refkey=[0]} SID = Anomaly_Scientific_Armor_radiationAbsorption LocalizationSID = armor_container Text = Radiation Type = EEffectType::Radiation ValueMin = 5.0 ValueMax = 5.0 bIsPermanent = true Positive = EBeneficial::Positive struct.end //----ArmUpg_rad_container_01_End----// Anomaly_Scientific_Armor_container4 : struct.begin {refkey=[0]} SID = Anomaly_Scientific_Armor_container4 LocalizationSID = armor_container Text = Increase artifact slots Type = EEffectType::ArtifactSlots ValueMin = 1 ValueMax = 1 bIsPermanent = true Positive = EBeneficial::Positive struct.end Anomaly_Scientific_Armor_protectionPsi : struct.begin {refkey=[0]} SID = Anomaly_Scientific_Armor_protectionPsi LocalizationSID = armor_protectionPsi Text = Protection PSY Type = EEffectType::ProtectionPSY ValueMin = 20 ValueMax = 20 bIsPermanent = true Positive = EBeneficial::Positive struct.end //-----------------------------------------------------------------// //-----------------Anomaly_Scientific_Armor_End--------------------// //-----------------------------------------------------------------// //-----------------------------------------------------------------// //-----------------SciSEVA_Scientific_Armor_Start------------------// //-----------------------------------------------------------------// SciSEVA_Scientific_Armor_wearing : struct.begin {refkey=[0]} SID = SciSEVA_Scientific_Armor_wearing LocalizationSID = armor_wearing Text = Max Durability Type = EEffectType::MaxDurability ValueMin = 10.0% ValueMax = 10.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end SciSEVA_Scientific_Armor_wearing1 : struct.begin {refkey=[0]} SID = SciSEVA_Scientific_Armor_wearing1 LocalizationSID = armor_wearing Text = Max Durability Type = EEffectType::MaxDurability ValueMin = 10.0% ValueMax = 10.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end SciSEVA_Scientific_Armor_reductionWeight : struct.begin {refkey=[0]} SID = SciSEVA_Scientific_Armor_reductionWeight LocalizationSID = armor_reductionWeight Text = Item Weight Type = EEffectType::ArmorItemWeight ValueMin = -1 ValueMax = -1 bIsPermanent = true Positive = EBeneficial::Positive struct.end //----ArmUpg_pockets_01_Start----// SciSEVA_Scientific_Armor_AdditionalInventoryWeight : struct.begin {refkey=[0]} SID = SciSEVA_Scientific_Armor_AdditionalInventoryWeight Text = Additional Inventory Weight Type = EEffectType::AdditionalInventoryWeight LocalizationSID = increase_max_inventory_weight ValueMin = 10.0% ValueMax = 10.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end SciSEVA_Scientific_Armor_PenaltyLessWeight : struct.begin {refkey=[0]} SID = SciSEVA_Scientific_Armor_PenaltyLessWeight Text = Additional Inventory Weight Type = EEffectType::PenaltyLessWeight ValueMin = 10.0% ValueMax = 10.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end SciSEVA_Scientific_Armor_carryingCapacity : struct.begin {refkey=[0]} SID = SciSEVA_Scientific_Armor_carryingCapacity LocalizationSID = Armor_carryingCapacity Type = EEffectType::Composite ApplyExtraEffectPrototypeSIDs : struct.begin [0] = SciSEVA_Scientific_Armor_AdditionalInventoryWeight [1] = SciSEVA_Scientific_Armor_PenaltyLessWeight struct.end struct.end //----ArmUpg_pockets_01_End----// SciSEVA_Scientific_Armor_protectionThermal : struct.begin {refkey=[0]} SID = SciSEVA_Scientific_Armor_protectionThermal LocalizationSID = armor_protectionThermal Text = Thermal protection Type = EEffectType::ProtectionBurn ValueMin = 5.0% ValueMax = 5.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end SciSEVA_Scientific_Armor_protectionElectrical : struct.begin {refkey=[0]} SID = SciSEVA_Scientific_Armor_protectionElectrical LocalizationSID = armor_protectionElectrical Text = Electro Defence Type = EEffectType::ProtectionShock ValueMin = 5.0% ValueMax = 5.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end SciSEVA_Scientific_Armor_protectionChemical : struct.begin {refkey=[0]} SID = SciSEVA_Scientific_Armor_protectionChemical LocalizationSID = armor_protectionChemical Text = Chemical protection Type = EEffectType::ProtectionChemical ValueMin = 5.0% ValueMax = 5.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end SciSEVA_Scientific_Armor_protectionThermal1 : struct.begin {refkey=[0]} SID = SciSEVA_Scientific_Armor_protectionThermal1 LocalizationSID = armor_protectionThermal Text = Thermal protection Type = EEffectType::ProtectionBurn ValueMin = 5.0% ValueMax = 5.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end SciSEVA_Scientific_Armor_protectionElectrical1 : struct.begin {refkey=[0]} SID = SciSEVA_Scientific_Armor_protectionElectrical1 LocalizationSID = armor_protectionElectrical Text = Electro Defence Type = EEffectType::ProtectionShock ValueMin = 5.0% ValueMax = 5.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end SciSEVA_Scientific_Armor_protectionThermal2 : struct.begin {refkey=[0]} SID = SciSEVA_Scientific_Armor_protectionThermal2 LocalizationSID = armor_protectionThermal Text = Thermal protection Type = EEffectType::ProtectionBurn ValueMin = 5.0% ValueMax = 5.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end SciSEVA_Scientific_Armor_protectionElectrical2 : struct.begin {refkey=[0]} SID = SciSEVA_Scientific_Armor_protectionElectrical2 LocalizationSID = armor_protectionElectrical Text = Electro Defence Type = EEffectType::ProtectionShock ValueMin = 5.0% ValueMax = 5.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end SciSEVA_Scientific_Armor_protectionElectrical3 : struct.begin {refkey=[0]} SID = SciSEVA_Scientific_Armor_protectionElectrical3 LocalizationSID = armor_protectionElectrical Text = Electro Defence Type = EEffectType::ProtectionShock ValueMin = 5.0% ValueMax = 5.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end SciSEVA_Scientific_Armor_protectionChemical1 : struct.begin {refkey=[0]} SID = SciSEVA_Scientific_Armor_protectionChemical1 LocalizationSID = armor_protectionChemical Text = Chemical protection Type = EEffectType::ProtectionChemical ValueMin = 5.0% ValueMax = 5.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end SciSEVA_Scientific_Armor_protectionRadiation : struct.begin {refkey=[0]} SID = SciSEVA_Scientific_Armor_protectionRadiation LocalizationSID = armor_protectionRadiation Text = protection Radiation Type = EEffectType::ProtectionRadiation ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end SciSEVA_Scientific_Armor_ProtectionPSY : struct.begin {refkey=[0]} SID = SciSEVA_Scientific_Armor_ProtectionPSY LocalizationSID = armor_protectionPsi Text = Protection PSY Type = EEffectType::ProtectionPSY ValueMin = 10.0% ValueMax = 10.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end SciSEVA_Scientific_Armor_protectionRadiation1 : struct.begin {refkey=[0]} SID = SciSEVA_Scientific_Armor_protectionRadiation1 LocalizationSID = armor_protectionRadiation Text = protection Radiation Type = EEffectType::ProtectionRadiation ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end SciSEVA_Scientific_Armor_ProtectionPSY1 : struct.begin {refkey=[0]} SID = SciSEVA_Scientific_Armor_ProtectionPSY1 LocalizationSID = armor_protectionPsi Text = Protection PSY Type = EEffectType::ProtectionPSY ValueMin = 10.0% ValueMax = 10.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end SciSEVA_Scientific_Armor_container : struct.begin {refkey=[0]} SID = SciSEVA_Scientific_Armor_container LocalizationSID = armor_container Text = Increase artifact slots Type = EEffectType::ArtifactSlots ValueMin = 1 ValueMax = 1 bIsPermanent = true Positive = EBeneficial::Positive struct.end SciSEVA_Scientific_Armor_radiationAbsorption : struct.begin {refkey=[0]} SID = SciSEVA_Scientific_Armor_radiationAbsorption LocalizationSID = armor_container Text = Radiation Type = EEffectType::Radiation ValueMin = 5.0 ValueMax = 5.0 bIsPermanent = true Positive = EBeneficial::Positive struct.end SciSEVA_Scientific_Armor_radiationAbsorption1 : struct.begin {refkey=[0]} SID = SciSEVA_Scientific_Armor_radiationAbsorption1 LocalizationSID = armor_container Text = Radiation Type = EEffectType::Radiation ValueMin = 5.0 ValueMax = 5.0 bIsPermanent = true Positive = EBeneficial::Positive struct.end SciSEVA_Scientific_Armor_radiationAbsorption2 : struct.begin {refkey=[0]} SID = SciSEVA_Scientific_Armor_radiationAbsorption2 LocalizationSID = armor_container Text = Radiation Type = EEffectType::Radiation ValueMin = 5.0 ValueMax = 5.0 bIsPermanent = true Positive = EBeneficial::Positive struct.end //-----------------------------------------------------------------// //-----------------SciSEVA_Scientific_Armor_End--------------------// //-----------------------------------------------------------------// //-----------------------------------------------------------------// //-----------------Exoskeleton_Neutral_Armor_Start-----------------// //-----------------------------------------------------------------// //----ExoArmUpg_exo_bp_02_Start1----// Exoskeleton_Neutral_Armor_protectionPhysical : struct.begin {refkey=[0]} SID = Exoskeleton_Neutral_Armor_protectionPhysical LocalizationSID = armor_protectionPhysical Text = Strike Protection Type = EEffectType::ProtectionStrike ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Exoskeleton_Neutral_Armor_wearing : struct.begin {refkey=[0]} SID = Exoskeleton_Neutral_Armor_wearing LocalizationSID = armor_wearing Text = Max Durability Type = EEffectType::MaxDurability ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end //----ExoArmUpg_exo_bp_02_End1----// //----ExoArmUpg_exo_durable_02_Start1----// Exoskeleton_Neutral_Armor_reductionWeight : struct.begin {refkey=[0]} SID = Exoskeleton_Neutral_Armor_reductionWeight LocalizationSID = armor_reductionWeight Text = Item Weight Type = EEffectType::ArmorItemWeight ValueMin = -1 ValueMax = -1 bIsPermanent = true Positive = EBeneficial::Positive struct.end Exoskeleton_Neutral_Armor_wearing4 : struct.begin {refkey=[0]} SID = Exoskeleton_Neutral_Armor_wearing4 LocalizationSID = armor_wearing Text = Max Durability Type = EEffectType::MaxDurability ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end //----ExoArmUpg_exo_durable_02_End1----// Exoskeleton_Neutral_Armor_wearing2 : struct.begin {refkey=[0]} SID = Exoskeleton_Neutral_Armor_wearing2 LocalizationSID = armor_wearing Text = Max Durability Type = EEffectType::MaxDurability ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end //----ExoArmUpg_exo_bp_02_Start2----// Exoskeleton_Neutral_Armor_protectionPhysical1 : struct.begin {refkey=[0]} SID = Exoskeleton_Neutral_Armor_protectionPhysical1 LocalizationSID = armor_protectionPhysical Text = Strike Protection Type = EEffectType::ProtectionStrike ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Exoskeleton_Neutral_Armor_wearing1 : struct.begin {refkey=[0]} SID = Exoskeleton_Neutral_Armor_wearing1 LocalizationSID = armor_wearing Text = Max Durability Type = EEffectType::MaxDurability ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end //----ExoArmUpg_exo_bp_02_End2----// //----ArmUpg_pockets_02_Start----// Exoskeleton_Neutral_Armor_AdditionalInventoryWeight : struct.begin {refkey=[0]} SID = Exoskeleton_Neutral_Armor_AdditionalInventoryWeight Text = Additional Inventory Weight Type = EEffectType::AdditionalInventoryWeight LocalizationSID = increase_max_inventory_weight ValueMin = 10.0% ValueMax = 10.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Exoskeleton_Neutral_Armor_PenaltyLessWeight : struct.begin {refkey=[0]} SID = Exoskeleton_Neutral_Armor_PenaltyLessWeight Text = Additional Inventory Weight Type = EEffectType::PenaltyLessWeight ValueMin = 10.0% ValueMax = 10.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Exoskeleton_Neutral_Armor_carryingCapacity : struct.begin {refkey=[0]} SID = Exoskeleton_Neutral_Armor_carryingCapacity LocalizationSID = Armor_carryingCapacity Type = EEffectType::Composite ValueMin = 10.0% ValueMax = 10.0% ApplyExtraEffectPrototypeSIDs : struct.begin [0] = Exoskeleton_Neutral_Armor_AdditionalInventoryWeight [1] = Exoskeleton_Neutral_Armor_PenaltyLessWeight struct.end struct.end //----ArmUpg_pockets_02_End----// //----ExoArmUpg_exo_durable_02_Start2----// Exoskeleton_Neutral_Armor_reductionWeight3 : struct.begin {refkey=[0]} SID = Exoskeleton_Neutral_Armor_reductionWeight3 LocalizationSID = armor_reductionWeight Text = Item Weight Type = EEffectType::ArmorItemWeight ValueMin = -1 ValueMax = -1 bIsPermanent = true Positive = EBeneficial::Positive struct.end Exoskeleton_Neutral_Armor_wearing3 : struct.begin {refkey=[0]} SID = Exoskeleton_Neutral_Armor_wearing3 LocalizationSID = armor_wearing Text = Max Durability Type = EEffectType::MaxDurability ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end //----ExoArmUpg_exo_durable_02_End2----// Exoskeleton_Neutral_Armor_protectionThermal : struct.begin {refkey=[0]} SID = Exoskeleton_Neutral_Armor_protectionThermal LocalizationSID = armor_protectionThermal Text = Thermal protection Type = EEffectType::ProtectionBurn ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Exoskeleton_Neutral_Armor_protectionElectrical : struct.begin {refkey=[0]} SID = Exoskeleton_Neutral_Armor_protectionElectrical LocalizationSID = armor_protectionElectrical Text = Electro Defence Type = EEffectType::ProtectionShock ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end //----ArmUpg_fire_chem_02_Start----// Exoskeleton_Neutral_Armor_protectionChemical1 : struct.begin {refkey=[0]} SID = Exoskeleton_Neutral_Armor_protectionChemical1 LocalizationSID = armor_protectionChemical Text = Chemical protection Type = EEffectType::ProtectionChemical ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Exoskeleton_Neutral_Armor_protectionThermal1 : struct.begin {refkey=[0]} SID = Exoskeleton_Neutral_Armor_protectionThermal1 LocalizationSID = armor_protectionThermal Text = Thermal protection Type = EEffectType::ProtectionBurn ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end //----ArmUpg_fire_chem_02_End----// //----ArmUpg_elecrt_chem_02_Start----// Exoskeleton_Neutral_Armor_protectionChemical2 : struct.begin {refkey=[0]} SID = Exoskeleton_Neutral_Armor_protectionChemical2 LocalizationSID = armor_protectionChemical Text = Chemical protection Type = EEffectType::ProtectionChemical ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Exoskeleton_Neutral_Armor_protectionElectrical1 : struct.begin {refkey=[0]} SID = Exoskeleton_Neutral_Armor_protectionElectrical1 LocalizationSID = armor_protectionElectrical Text = Electro Defence Type = EEffectType::ProtectionShock ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end //----ArmUpg_elecrt_chem_02_End----// //----ExoArmUpg_exo_stamina_01_Start----// Exoskeleton_Neutral_Armor_reductionWeight2 : struct.begin {refkey=[0]} SID = Exoskeleton_Neutral_Armor_reductionWeight2 LocalizationSID = armor_reductionWeight Text = Item Weight Type = EEffectType::ArmorItemWeight ValueMin = -1 ValueMax = -1 bIsPermanent = true Positive = EBeneficial::Positive struct.end Exoskeleton_Neutral_Armor_regenerationStamina : struct.begin {refkey=[0]} SID = Exoskeleton_Neutral_Armor_regenerationStamina LocalizationSID = Armor_regenerationStamina Text = Regen Stamina Type = EEffectType::RegenStamina ValueMin = 5.0% ValueMax = 5.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end //----ExoArmUpg_exo_stamina_01_End----// Exoskeleton_Neutral_Armor_AddRunEffect : struct.begin {refkey=[0]} SID = Exoskeleton_Neutral_Armor_AddRunEffect LocalizationSID = armor_sprint Text = Add Run Type = EEffectType::MovementSpeed bIsPermanent = true Positive = EBeneficial::Positive struct.end Exoskeleton_Neutral_Armor_protectionRadiation : struct.begin {refkey=[0]} SID = Exoskeleton_Neutral_Armor_protectionRadiation LocalizationSID = armor_protectionRadiation Text = protection Radiation Type = EEffectType::ProtectionRadiation ValueMin = 10.0% ValueMax = 10.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Exoskeleton_Neutral_Armor_protectionRadiation2 : struct.begin {refkey=[0]} SID = Exoskeleton_Neutral_Armor_protectionRadiation2 LocalizationSID = armor_protectionRadiation Text = protection Radiation Type = EEffectType::ProtectionRadiation ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Exoskeleton_Neutral_Armor_ProtectionPSY : struct.begin {refkey=[0]} SID = Exoskeleton_Neutral_Armor_ProtectionPSY LocalizationSID = armor_protectionRadiation Text = Protection PSY Type = EEffectType::ProtectionPSY ValueMin = 5.0% ValueMax = 5.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Exoskeleton_Neutral_Armor_ProtectionPSY2 : struct.begin {refkey=[0]} SID = Exoskeleton_Neutral_Armor_ProtectionPSY2 LocalizationSID = armor_protectionRadiation Text = Protection PSY Type = EEffectType::ProtectionPSY ValueMin = 10.0% ValueMax = 10.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end //----ExoArmUpg_rad_container_01_Start----// Exoskeleton_Neutral_Armor_container : struct.begin {refkey=[0]} SID = Exoskeleton_Neutral_Armor_container LocalizationSID = armor_container Text = Increase artifact slots Type = EEffectType::ArtifactSlots ValueMin = 1 ValueMax = 1 bIsPermanent = true Positive = EBeneficial::Positive struct.end Exoskeleton_Neutral_Armor_radiationAbsorption : struct.begin {refkey=[0]} SID = Exoskeleton_Neutral_Armor_radiationAbsorption LocalizationSID = armor_container Text = Radiation Type = EEffectType::Radiation ValueMin = 5.0 ValueMax = 5.0 bIsPermanent = true Positive = EBeneficial::Positive struct.end //----ExoArmUpg_rad_container_01_End----// //----ExoArmUpg_rad_container_01_Start2----// Exoskeleton_Neutral_Armor_container1 : struct.begin {refkey=[0]} SID = Exoskeleton_Neutral_Armor_container1 LocalizationSID = armor_container Text = Increase artifact slots Type = EEffectType::ArtifactSlots ValueMin = 1 ValueMax = 1 bIsPermanent = true Positive = EBeneficial::Positive struct.end Exoskeleton_Neutral_Armor_radiationAbsorption1 : struct.begin {refkey=[0]} SID = Exoskeleton_Neutral_Armor_radiationAbsorption1 LocalizationSID = armor_container Text = Radiation Type = EEffectType::Radiation ValueMin = 5.0 ValueMax = 5.0 bIsPermanent = true Positive = EBeneficial::Positive struct.end //----ExoArmUpg_rad_container_01_End2----// //----ExoArmUpg_rad_container_01_Start3----// Exoskeleton_Neutral_Armor_container2 : struct.begin {refkey=[0]} SID = Exoskeleton_Neutral_Armor_container2 LocalizationSID = armor_container Text = Increase artifact slots Type = EEffectType::ArtifactSlots ValueMin = 1 ValueMax = 1 bIsPermanent = true Positive = EBeneficial::Positive struct.end Exoskeleton_Neutral_Armor_radiationAbsorption2 : struct.begin {refkey=[0]} SID = Exoskeleton_Neutral_Armor_radiationAbsorption2 LocalizationSID = armor_container Text = Radiation Type = EEffectType::Radiation ValueMin = 5.0 ValueMax = 5.0 bIsPermanent = true Positive = EBeneficial::Positive struct.end //----ExoArmUpg_rad_container_01_End3----// //----ExoArmUpg_rad_container_01_Start4----// Exoskeleton_Neutral_Armor_container3 : struct.begin {refkey=[0]} SID = Exoskeleton_Neutral_Armor_container3 LocalizationSID = armor_container Text = Increase artifact slots Type = EEffectType::ArtifactSlots ValueMin = 1 ValueMax = 1 bIsPermanent = true Positive = EBeneficial::Positive struct.end Exoskeleton_Neutral_Armor_radiationAbsorption3 : struct.begin {refkey=[0]} SID = Exoskeleton_Neutral_Armor_radiationAbsorption3 LocalizationSID = armor_container Text = Radiation Type = EEffectType::Radiation ValueMin = 5.0 ValueMax = 5.0 bIsPermanent = true Positive = EBeneficial::Positive struct.end //----ExoArmUpg_rad_container_01_End4----// Exoskeleton_Neutral_Armor_container4 : struct.begin {refkey=[0]} SID = Exoskeleton_Neutral_Armor_container4 LocalizationSID = armor_container Text = Increase artifact slots Type = EEffectType::ArtifactSlots ValueMin = 1 ValueMax = 1 bIsPermanent = true Positive = EBeneficial::Positive struct.end //-----------------------------------------------------------------// //-----------------Exoskeleton_Neutral_Armor_End-------------------// //-----------------------------------------------------------------// //-----------------------------------------------------------------// //-----------------Light_Mercenaries_Armor_Start-------------------// //-----------------------------------------------------------------// Light_Mercenaries_Armor_wearing : struct.begin {refkey=[0]} SID = Light_Mercenaries_Armor_wearing LocalizationSID = armor_wearing Text = Max Durability Type = EEffectType::MaxDurability ValueMin = 25.0% ValueMax = 25.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Light_Mercenaries_Armor_reductionWeight : struct.begin {refkey=[0]} SID = Light_Mercenaries_Armor_reductionWeight LocalizationSID = armor_reductionWeight Text = Item Weight Type = EEffectType::ArmorItemWeight ValueMin = -1 ValueMax = -1 bIsPermanent = true Positive = EBeneficial::Positive struct.end Light_Mercenaries_Armor_protectionPhysical : struct.begin {refkey=[0]} SID = Light_Mercenaries_Armor_protectionPhysical LocalizationSID = armor_protectionPhysical Text = Strike Protection Type = EEffectType::ProtectionStrike ValueMin = 30.0% ValueMax = 30.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Light_Mercenaries_Armor_protectionPhysical1 : struct.begin {refkey=[0]} SID = Light_Mercenaries_Armor_protectionPhysical1 LocalizationSID = armor_protectionPhysical Text = Strike Protection Type = EEffectType::ProtectionStrike ValueMin = 30.0% ValueMax = 30.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end //----ArmUpg_backpack_01_Start----// Light_Mercenaries_Armor_AdditionalInventoryWeight : struct.begin {refkey=[0]} SID = Light_Mercenaries_Armor_AdditionalInventoryWeight Text = Additional Inventory Weight Type = EEffectType::AdditionalInventoryWeight LocalizationSID = increase_max_inventory_weight ValueMin = 10.0% ValueMax = 10.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Light_Mercenaries_Armor_PenaltyLessWeight : struct.begin {refkey=[0]} SID = Light_Mercenaries_Armor_PenaltyLessWeight Text = Additional Inventory Weight Type = EEffectType::PenaltyLessWeight ValueMin = 10.0% ValueMax = 10.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Light_Mercenaries_Armor_carryingCapacity : struct.begin {refkey=[0]} SID = Light_Mercenaries_Armor_carryingCapacity LocalizationSID = Armor_carryingCapacity Type = EEffectType::Composite ValueMin = 10.0% ValueMax = 10.0% ApplyExtraEffectPrototypeSIDs : struct.begin [0] = Light_Mercenaries_Armor_AdditionalInventoryWeight [1] = Light_Mercenaries_Armor_PenaltyLessWeight struct.end struct.end Light_Mercenaries_Armor_reductionWeight1 : struct.begin {refkey=[0]} SID = Light_Mercenaries_Armor_reductionWeight1 LocalizationSID = armor_reductionWeight Text = Item Weight Type = EEffectType::ArmorItemWeight ValueMin = -1 ValueMax = -1 bIsPermanent = true Positive = EBeneficial::Positive struct.end //----ExoArmUpg_rad_container_01_End4----// //----ArmUpg_fire_elecrt_01_Start----// Light_Mercenaries_Armor_protectionElectrical1 : struct.begin {refkey=[0]} SID = Light_Mercenaries_Armor_protectionElectrical1 LocalizationSID = armor_protectionElectrical Text = Electro Defence Type = EEffectType::ProtectionShock ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Light_Mercenaries_Armor_protectionThermal : struct.begin {refkey=[0]} SID = Light_Mercenaries_Armor_protectionThermal LocalizationSID = armor_protectionThermal Text = Thermal protection Type = EEffectType::ProtectionBurn ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end //----ArmUpg_fire_elecrt_01_End----// //----ArmUpg_elecrt_chem_01_Start----// Light_Mercenaries_Armor_protectionChemical1 : struct.begin {refkey=[0]} SID = Light_Mercenaries_Armor_protectionChemical1 LocalizationSID = armor_protectionChemical Text = Chemical protection Type = EEffectType::ProtectionChemical ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Light_Mercenaries_Armor_protectionElectrical : struct.begin {refkey=[0]} SID = Light_Mercenaries_Armor_protectionElectrical LocalizationSID = armor_protectionElectrical Text = Electro Defence Type = EEffectType::ProtectionShock ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end //----ArmUpg_elecrt_chem_01_End----// //----ArmUpg_fire_chem_01_Start----// Light_Mercenaries_Armor_protectionChemical2 : struct.begin {refkey=[0]} SID = Light_Mercenaries_Armor_protectionChemical2 LocalizationSID = armor_protectionChemical Text = Chemical protection Type = EEffectType::ProtectionChemical ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Light_Mercenaries_Armor_protectionThermal1 : struct.begin {refkey=[0]} SID = Light_Mercenaries_Armor_protectionThermal1 LocalizationSID = armor_protectionThermal Text = Thermal protection Type = EEffectType::ProtectionBurn ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end //----ArmUpg_fire_chem_01_End----// Light_Mercenaries_Armor_protectionRadiation : struct.begin {refkey=[0]} SID = Light_Mercenaries_Armor_protectionRadiation LocalizationSID = armor_protectionRadiation Text = protection Radiation Type = EEffectType::ProtectionRadiation ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Light_Mercenaries_Armor_container : struct.begin {refkey=[0]} SID = Light_Mercenaries_Armor_container LocalizationSID = armor_container Text = Increase artifact slots Type = EEffectType::ArtifactSlots ValueMin = 1 ValueMax = 1 bIsPermanent = true Positive = EBeneficial::Positive struct.end Light_Mercenaries_Armor_container1 : struct.begin {refkey=[0]} SID = Light_Mercenaries_Armor_container1 LocalizationSID = armor_container Text = Increase artifact slots Type = EEffectType::ArtifactSlots ValueMin = 1 ValueMax = 1 bIsPermanent = true Positive = EBeneficial::Positive struct.end //-----------------------------------------------------------------// //-----------------Light_Mercenaries_Armor_End---------------------// //-----------------------------------------------------------------// BlinkTeleportPP : struct.begin {refkey=[0]} SID = BlinkTeleportPP Text = BlinkTeleportPP Type = EEffectType::PostProcessing ProcessorSID = BlinkTeleportProcessor bStartEffect = true Positive = EBeneficial::Negative ShouldPauseByDialog = false struct.end SleepinessCatAuraEffect : struct.begin {refkey=[0]} SID = SleepinessCatAuraEffect Text = Sleepiness points from Cat Passive Aura Radius = 6000 Duration = 1 Charges = 1 Type = EEffectType::SleepinessPoints ValueMin = 0.7f ValueMax = 0.9f bIsSmooth = true DuplicationType = EDuplicateResolveType::KeepOld struct.end Artifact_HeartOfChornobyl_RegenHP : struct.begin {refkey=[0]} SID = Artifact_HeartOfChornobyl_RegenHP Text = Regen Health Type = EEffectType::RegenHealth ValueMin = 10 ValueMax = 10 Positive = EBeneficial::Positive bIsPermanent = true ShouldPauseByDialog = false struct.end Artifact_WeirdKettle_BreadSatiety : struct.begin {refkey=[0]} SID = Artifact_WeirdKettle_BreadSatiety Text = Decrease Hunger LocalizationSID = decrease_hunger Icon = Texture2D'/Game/GameLite/FPS_Game/UIRemaster/UITextures/Inventory/Effects/Texture_Icon_Hungry.Texture_Icon_Hungry' Type = EEffectType::HungerPoints ValueMin = -40 ValueMax = -40 Positive = EBeneficial::Positive struct.end Artifact_WeirdKettle_BreadHealing : struct.begin {refkey=[0]} SID = Artifact_WeirdKettle_BreadHealing Text = Restore Health LocalizationSID = restore_health Icon = Texture2D'/Game/GameLite/FPS_Game/UIRemaster/UITextures/Inventory/Effects/Texture_Icon_HP.Texture_Icon_HP' Duration = 4.0 Charges = 4 Type = EEffectType::Health ValueMin = 24 ValueMax = 24 Positive = EBeneficial::Positive struct.end Artifact_WeirdKettle_CannedSatiety : struct.begin {refkey=[0]} SID = Artifact_WeirdKettle_CannedSatiety Text = Decrease Hunger LocalizationSID = decrease_hunger Icon = Texture2D'/Game/GameLite/FPS_Game/UIRemaster/UITextures/Inventory/Effects/Texture_Icon_Hungry.Texture_Icon_Hungry' Type = EEffectType::HungerPoints ValueMin = -100 ValueMax = -100 Positive = EBeneficial::Positive struct.end Artifact_WeirdKettle_CannedHealing : struct.begin {refkey=[0]} SID = Artifact_WeirdKettle_CannedHealing Text = Restore Health LocalizationSID = restore_health Icon = Texture2D'/Game/GameLite/FPS_Game/UIRemaster/UITextures/Inventory/Effects/Texture_Icon_HP.Texture_Icon_HP' Duration = 6.0 Charges = 4 Type = EEffectType::Health ValueMin = 54 ValueMax = 54 Positive = EBeneficial::Positive struct.end Artifact_WeirdKettle_VodkaSatiety : struct.begin {refkey=[0]} SID = Artifact_WeirdKettle_VodkaSatiety Text = Increase Hunger LocalizationSID = increase_hunger Icon = Texture2D'/Game/GameLite/FPS_Game/UIRemaster/UITextures/Inventory/Effects/Texture_Icon_Hungry.Texture_Icon_Hungry' Type = EEffectType::HungerPoints ValueMin = 20 ValueMax = 20 Positive = EBeneficial::Negative struct.end Artifact_WeirdKettle_VodkaAntirad : struct.begin {refkey=[0]} SID = Artifact_WeirdKettle_VodkaAntirad Text = Remove radiation LocalizationSID = decrease_radiation Icon = Texture2D'/Game/GameLite/FPS_Game/UIRemaster/UITextures/Inventory/Effects/Texture_Icon_Radiation.Texture_Icon_Radiation' Duration = 2.0 Charges = 10 Type = EEffectType::Radiation ValueMin = -100 ValueMax = -100 Positive = EBeneficial::Positive struct.end Artifact_WeirdKettle_VodkaDrunkness : struct.begin {refkey=[0]} SID = Artifact_WeirdKettle_VodkaDrunkness Text = Drunkness Duration = 5.0 Charges = 10 Type = EEffectType::Drunkness ValueMin = 60 ValueMax = 60 Positive = EBeneficial::Positive ShouldPauseByDialog = false struct.end Artifact_WeirdKettle_SausageSatiety : struct.begin {refkey=[0]} SID = Artifact_WeirdKettle_SausageSatiety Text = Decrease Hunger LocalizationSID = decrease_hunger Icon = Texture2D'/Game/GameLite/FPS_Game/UIRemaster/UITextures/Inventory/Effects/Texture_Icon_Hungry.Texture_Icon_Hungry' Type = EEffectType::HungerPoints ValueMin = -60 ValueMax = -60 Positive = EBeneficial::Positive struct.end Artifact_WeirdKettle_SausageHealing : struct.begin {refkey=[0]} SID = Artifact_WeirdKettle_SausageHealing Text = Restore Health LocalizationSID = restore_health Icon = Texture2D'/Game/GameLite/FPS_Game/UIRemaster/UITextures/Inventory/Effects/Texture_Icon_HP.Texture_Icon_HP' Duration = 4.0 Charges = 4 Type = EEffectType::Health ValueMin = 36 ValueMax = 36 Positive = EBeneficial::Positive struct.end Artifact_WeirdKettle_EnegeticSatiety : struct.begin {refkey=[0]} SID = Artifact_WeirdKettle_EnegeticSatiety Text = Increase Hunger LocalizationSID = increase_hunger Icon = Texture2D'/Game/GameLite/FPS_Game/UIRemaster/UITextures/Inventory/Effects/Texture_Icon_Hungry.Texture_Icon_Hungry' Type = EEffectType::HungerPoints ValueMin = 12 ValueMax = 12 Positive = EBeneficial::Negative struct.end Artifact_WeirdKettle_EnergeticStamina : struct.begin {refkey=[0]} SID = Artifact_WeirdKettle_EnergeticStamina Text = Regen Stamina LocalizationSID = increase_stamina_regen Icon = Texture2D'/Game/GameLite/FPS_Game/UIRemaster/UITextures/Inventory/Effects/Texture_Icon_EnergyRegen.Texture_Icon_EnergyRegen' Duration = 30.0 Type = EEffectType::RegenStamina ValueMin = 400% ValueMax = 400% Positive = EBeneficial::Positive ShouldPauseByDialog = false struct.end Artifact_WeirdKettle_EnergeticStaminaInstant : struct.begin {refkey=[0]} SID = Artifact_WeirdKettle_EnergeticStaminaInstant Text = Restore Stamina LocalizationSID = restore_stamina Icon = Texture2D'/Game/GameLite/FPS_Game/UIRemaster/UITextures/Inventory/Effects/Texture_Icon_EnergyRegen.Texture_Icon_EnergyRegen' Type = EEffectType::Stamina ValueMin = 90% ValueMax = 90% Positive = EBeneficial::Positive struct.end Artifact_WeirdKettle_BeerSatiety : struct.begin {refkey=[0]} SID = Artifact_WeirdKettle_BeerSatiety Text = Increase Hunger LocalizationSID = decrease_hunger Icon = Texture2D'/Game/GameLite/FPS_Game/UIRemaster/UITextures/Inventory/Effects/Texture_Icon_Hungry.Texture_Icon_Hungry' Type = EEffectType::HungerPoints ValueMin = 20 ValueMax = 20 Positive = EBeneficial::Negative struct.end Artifact_WeirdKettle_BeerAntirad : struct.begin {refkey=[0]} SID = Artifact_WeirdKettle_BeerAntirad Text = Remove radiation LocalizationSID = decrease_radiation Icon = Texture2D'/Game/GameLite/FPS_Game/UIRemaster/UITextures/Inventory/Effects/Texture_Icon_Radiation.Texture_Icon_Radiation' Duration = 2.0 Charges = 10 Type = EEffectType::Radiation ValueMin = -30 ValueMax = -30 Positive = EBeneficial::Positive struct.end Artifact_WeirdKettle_BeerDrunkness : struct.begin {refkey=[0]} SID = Artifact_WeirdKettle_BeerDrunkness Text = Drunkness Duration = 5.0 Charges = 10 Type = EEffectType::Drunkness ValueMin = 30 ValueMax = 30 Positive = EBeneficial::Positive ShouldPauseByDialog = false struct.end Artifact_WeirdKettle_WaterSatiety : struct.begin {refkey=[0]} SID = Artifact_WeirdKettle_WaterSatiety Text = Increase Hunger LocalizationSID = decrease_hunger Icon = Texture2D'/Game/GameLite/FPS_Game/UIRemaster/UITextures/Inventory/Effects/Texture_Icon_Hungry.Texture_Icon_Hungry' Type = EEffectType::HungerPoints ValueMin = -20 ValueMax = -20 Positive = EBeneficial::Positive struct.end Artifact_WeirdKettle_WaterStamina : struct.begin {refkey=[0]} SID = Artifact_WeirdKettle_WaterStamina Text = Regen Stamina LocalizationSID = restore_stamina Icon = Texture2D'/Game/GameLite/FPS_Game/UIRemaster/UITextures/Inventory/Effects/Texture_Icon_EnergyRegen.Texture_Icon_EnergyRegen' Duration = 5.0 Type = EEffectType::RegenStamina ValueMin = 50% ValueMax = 50% Positive = EBeneficial::Positive struct.end Artifact_WeirdKettle_MilkSatiety : struct.begin {refkey=[0]} SID = Artifact_WeirdKettle_MilkSatiety LocalizationSID = decrease_hunger Text = Increase Hunger Icon = Texture2D'/Game/GameLite/FPS_Game/UIRemaster/UITextures/Inventory/Effects/Texture_Icon_Hungry.Texture_Icon_Hungry' Type = EEffectType::HungerPoints ValueMin = -100 ValueMax = -100 Positive = EBeneficial::Positive struct.end Artifact_WeirdKettle_MilkHealing : struct.begin {refkey=[0]} SID = Artifact_WeirdKettle_MilkHealing Text = Restore Health LocalizationSID = restore_health Icon = Texture2D'/Game/GameLite/FPS_Game/UIRemaster/UITextures/Inventory/Effects/Texture_Icon_HP.Texture_Icon_HP' Duration = 4.0 Charges = 4 Type = EEffectType::Health ValueMin = 70 ValueMax = 70 Positive = EBeneficial::Positive struct.end Artifact_WeirdKettle_NegativeEffect_Drunkness : struct.begin {refkey=[0]} SID = Artifact_WeirdKettle_NegativeEffect_Drunkness Text = Drunkness Duration = 5.0 Charges = 10 Type = EEffectType::Drunkness ValueMin = 30 ValueMax = 30 Positive = EBeneficial::Positive ShouldPauseByDialog = false struct.end Artifact_WeirdKettle_NegativeEffect_Sleepiness : struct.begin {refkey=[0]} SID = Artifact_WeirdKettle_NegativeEffect_Sleepiness Text = SleepSleepinessRestore Type = EEffectType::SleepinessPoints ValueMin = 60 ValueMax = 60 Positive = EBeneficial::Negative struct.end Artifact_WeirdKettle_NegativeEffect_PSY : struct.begin {refkey=[0]} SID = Artifact_WeirdKettle_NegativeEffect_PSY Text = PSYAdd5PointsInsta Duration = 1 Charges = 1 Type = EEffectType::PsyPoints ValueMin = 20.0f ValueMax = 20.0f bIsPermanent = true bIsSmooth = false Positive = EBeneficial::Negative struct.end Artifact_WeirdKettle_NegativeEffect_Satiety : struct.begin {refkey=[0]} SID = Artifact_WeirdKettle_NegativeEffect_Satiety Text = Increase Hunger LocalizationSID = increase_hunger Icon = Texture2D'/Game/GameLite/FPS_Game/UIRemaster/UITextures/Inventory/Effects/Texture_Icon_Hungry.Texture_Icon_Hungry' Type = EEffectType::HungerPoints ValueMin = 33 ValueMax = 33 Positive = EBeneficial::Negative struct.end Artifact_WeirdKettle_NegativeEffect_Radiation : struct.begin {refkey=[0]} SID = Artifact_WeirdKettle_NegativeEffect_Radiation Text = Remove radiation LocalizationSID = decrease_radiation Icon = Texture2D'/Game/GameLite/FPS_Game/UIRemaster/UITextures/Inventory/Effects/Texture_Icon_Radiation.Texture_Icon_Radiation' Duration = 2.0 Charges = 10 Type = EEffectType::Radiation ValueMin = 10 ValueMax = 10 Positive = EBeneficial::Negative struct.end VolumeDamageShockUltimateOnce : struct.begin {refkey=[0]} SID = VolumeDamageShockUltimateOnce Duration = 1.f Charges = 1 Type = EEffectType::Damage DamageType = EDamageType::Shock DamageSource = EDamageSource::Electricity ShouldIgnoreArmor = true ArmorPiercing = 0.f ValueMin = 9000.f ValueMax = 9000.f bIsPermanent = false bIsSmooth = false DuplicationType = EDuplicateResolveType::KeepAll struct.end WeirdKettle_NegativeEffect_Radiation : struct.begin {refkey=[0]} SID = WeirdKettle_NegativeEffect_Radiation Text = Corrosion item Type = EEffectType::Composite ApplyExtraEffectPrototypeSIDs : struct.begin [0] = Artifact_WeirdKettle_NegativeEffect_Radiation [1] = WeirdKettle_SFX_Burp struct.end struct.end WeirdKettle_NegativeEffect_Drunkness : struct.begin {refkey=[0]} SID = WeirdKettle_NegativeEffect_Drunkness Text = Corrosion item Type = EEffectType::Composite ApplyExtraEffectPrototypeSIDs : struct.begin [0] = Artifact_WeirdKettle_NegativeEffect_Drunkness [1] = WeirdKettle_SFX_Ikota struct.end struct.end WeirdKettle_NegativeEffect_Sleepiness : struct.begin {refkey=[0]} SID = WeirdKettle_NegativeEffect_Sleepiness Text = Corrosion item Type = EEffectType::Composite ApplyExtraEffectPrototypeSIDs : struct.begin [0] = Artifact_WeirdKettle_NegativeEffect_Sleepiness [1] = WeirdKettle_SFX_Burp struct.end struct.end WeirdKettle_NegativeEffect_PSY : struct.begin {refkey=[0]} SID = WeirdKettle_NegativeEffect_PSY Text = Corrosion item Type = EEffectType::Composite ApplyExtraEffectPrototypeSIDs : struct.begin [0] = Artifact_WeirdKettle_NegativeEffect_PSY [1] = WeirdKettle_SFX_Burp struct.end struct.end WeirdKettle_NegativeEffect_Satiety : struct.begin {refkey=[0]} SID = WeirdKettle_NegativeEffect_Satiety Text = Corrosion item Type = EEffectType::Composite ApplyExtraEffectPrototypeSIDs : struct.begin [0] = Artifact_WeirdKettle_NegativeEffect_Satiety [1] = WeirdKettle_SFX_Burp struct.end struct.end WeirdKettle_SFX_Ikota : struct.begin {refkey=[0]} SID = WeirdKettle_SFX_Ikota Type = EEffectType::SoundEffect AssetPath = /Script/AkAudio.AkAudioEvent'/Game/_STALKER2/Audio/WwiseAudio/Events/Voiceover/Effects/Hiccups/VO_PC_Hiccups.VO_PC_Hiccups' SoundEffectSubtype = ESoundEffectSubtype::PlaySoundAttached InterpolationTime = 0 DuplicationType = EDuplicateResolveType::KeepNew bIsPermanent = false bIsLooped = false ShouldPauseByDialog = false struct.end WeirdKettle_SFX_Burp : struct.begin {refkey=[0]} SID = WeirdKettle_SFX_Burp Type = EEffectType::SoundEffect AssetPath = /Script/AkAudio.AkAudioEvent'/Game/_STALKER2/Audio/WwiseAudio/Events/Voiceover/Effects/Burp/VO_PC_Burp_Relief.VO_PC_Burp_Relief' SoundEffectSubtype = ESoundEffectSubtype::PlaySoundAttached InterpolationTime = 0 DuplicationType = EDuplicateResolveType::KeepNew bIsPermanent = false bIsLooped = false ShouldPauseByDialog = false struct.end Fake_PSYSepiaPostProcess_4 : struct.begin {refkey=[0]} SID = Fake_PSYSepiaPostProcess_4 Text = Sepia Type = EEffectType::PostProcessing ProcessorSID = Fake_PSYSepiaEffectProcessor_4 bStartEffect = true bIsPermanent = true Positive = EBeneficial::Negative DialogBlendInDuration = 3.0 DialogBlendOutDuration = 3.0 DialogIntensityMultiplier = 0.4 struct.end Fake_PSYBlurPostProcess_4 : struct.begin {refkey=[0]} SID = Fake_PSYBlurPostProcess_4 Text = PsyBlur Type = EEffectType::PostProcessing ProcessorSID = Fake_PSYBlurEffectProcessor_4 bStartEffect = true bIsPermanent = true Positive = EBeneficial::Negative DialogBlendInDuration = 3.0 DialogBlendOutDuration = 3.0 DialogIntensityMultiplier = 0.4 struct.end SoundEffectTestPSY_4 : struct.begin {refkey=[0]} SID = SoundEffectTestPSY_4 Text = SoundFXTestAttach Type = EEffectType::SoundEffect AssetPath = AkAudioEvent'/Game/_STALKER2/Audio/WwiseAudio/Events/Effects/Psy/SFX_Psy_Noise_Play_Fake.SFX_Psy_Noise_Play_Fake' SoundEffectSubtype = ESoundEffectSubtype::PlaySoundAttached InterpolationTime = 1000 struct.end SoundEffectPSYParam_4 : struct.begin {refkey=[0]} SID = SoundEffectPSYParam_4 Text = SoundFXTestParam Type = EEffectType::SoundEffect AssetPath = AkRtpc'/Game/_STALKER2/Audio/WwiseAudio/Game_Parameters/Effects/Psy/PsyPoints_Fake.PsyPoints_Fake' ValueMin = 100.f ValueMax = 100.f SoundEffectSubtype = ESoundEffectSubtype::SetGlobalParameter InterpolationTime = 5000 struct.end SoundEffectTestPSY_Stop_4 : struct.begin {refkey=[0]} SID = SoundEffectTestPSY_Stop_4 Text = SoundFXTestAttach Type = EEffectType::SoundEffect AssetPath = AkAudioEvent'/Game/_STALKER2/Audio/WwiseAudio/Events/Effects/Psy/SFX_Psy_Noise_Stop_Fake.SFX_Psy_Noise_Stop_Fake' SoundEffectSubtype = ESoundEffectSubtype::PlaySoundAttached InterpolationTime = 5000 struct.end SoundEffectPSYParam_Stop_4 : struct.begin {refkey=[0]} SID = SoundEffectPSYParam_Stop_4 Text = SoundFXTestParam Type = EEffectType::SoundEffect AssetPath = AkRtpc'/Game/_STALKER2/Audio/WwiseAudio/Game_Parameters/Effects/Psy/PsyPoints_Fake.PsyPoints_Fake' ValueMin = 0.f ValueMax = 0.f SoundEffectSubtype = ESoundEffectSubtype::SetGlobalParameter InterpolationTime = 5000 struct.end Fake_PSY_4 : struct.begin {refkey=[0]} SID = Fake_PSY_4 Text = FakePSY Type = EEffectType::Composite ApplyExtraEffectPrototypeSIDs : struct.begin [0] = WanderingLightSpawnPSYPhantoms [1] = Fake_PSYSepiaPostProcess_4 [2] = Fake_PSYBlurPostProcess_4 struct.end struct.end Fake_PSY_Start_4 : struct.begin {refkey=[0]} SID = Fake_PSY_Start_4 Text = FakePSYSFX_Start Type = EEffectType::Composite ApplyExtraEffectPrototypeSIDs : struct.begin [0] = SoundEffectTestPSY_4 [1] = SoundEffectPSYParam_4 struct.end struct.end Fake_PSY_Stop_4 : struct.begin {refkey=[0]} SID = Fake_PSY_Stop_4 Text = FakePSYSFX_Stop Type = EEffectType::Composite ApplyExtraEffectPrototypeSIDs : struct.begin [0] = SoundEffectTestPSY_Stop_4 [1] = SoundEffectPSYParam_Stop_4 struct.end struct.end WanderingLightSpawnPSYPhantoms : struct.begin {refkey=[0]} SID = WanderingLightSpawnPSYPhantoms Text = WanderingLightSpawnPSYPhantoms Type = EEffectType::SpawnPsyPhantoms PsyNPCType = EPsyNPCType::PsyPhantom PhantomPlayerMinDistance = 1000 PhantomPlayerMaxDistance = 1500 PhantomPhantomMinDistance = 400 PhantomPhantomMaxDistance = 500 DelayBeforeNewSpawnCycleMin = 30 DelayBeforeNewSpawnCycleMax = 60 TimeBetwenSpawnPhantomMin = 30 TimeBetwenSpawnPhantomMax = 60 TimeBetwenDespawnPhantomMin = 1 TimeBetwenDespawnPhantomMax = 2 MinSpawnPhantoms = 1 MaxSpawnPhantoms = 1 AvailableObjPrototypes : struct.begin [0] = Blinddog [1] = Bloodsucker [2] = Boar [3] = Flesh [4] = Tushkan struct.end bIsPermanent = true struct.end Artifact_WeirdBolt_NegativeEffect_SPDrain : struct.begin {refkey=[0]} SID = Artifact_WeirdBolt_NegativeEffect_SPDrain Type = EEffectType::SPDrain ValueMin = 200% ValueMax = 200% bIsPermanent = true AffectedStaminaActionTypes : struct.begin [0] = EStaminaAction::Walk [1] = EStaminaAction::Run [2] = EStaminaAction::Sprint [3] = EStaminaAction::Jump [4] = EStaminaAction::Vault [5] = EStaminaAction::MeleeNormal [6] = EStaminaAction::MeleeStrong [7] = EStaminaAction::MeleeButstock [8] = EStaminaAction::Jump struct.end Positive = EBeneficial::Negative struct.end Exoskeleton_Neutral_WeightEffect : struct.begin {refkey=[0]} SID = Exoskeleton_Neutral_WeightEffect Type = EEffectType::Composite ApplyExtraEffectPrototypeSIDs : struct.begin [0] = Exoskeleton_Neutral_AdditionalInventoryWeightEffect [1] = Exoskeleton_Neutral_PenaltyLessWeightEffect struct.end struct.end Exoskeleton_Neutral_AdditionalInventoryWeightEffect : struct.begin {refkey=[0]} SID = Exoskeleton_Neutral_AdditionalInventoryWeightEffect Text = Increase max inventory weight Type = EEffectType::AdditionalInventoryWeight LocalizationSID = increase_max_inventory_weight ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Exoskeleton_Neutral_PenaltyLessWeightEffect : struct.begin {refkey=[0]} SID = Exoskeleton_Neutral_PenaltyLessWeightEffect Type = EEffectType::PenaltyLessWeight ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Exoskeleton_Mercenaries_WeightEffect : struct.begin {refkey=[0]} SID = Exoskeleton_Mercenaries_WeightEffect Type = EEffectType::Composite ApplyExtraEffectPrototypeSIDs : struct.begin [0] = Exoskeleton_Mercenaries_AdditionalInventoryWeightEffect [1] = Exoskeleton_Mercenaries_PenaltyLessWeightEffect struct.end struct.end Exoskeleton_Mercenaries_AdditionalInventoryWeightEffect : struct.begin {refkey=[0]} SID = Exoskeleton_Mercenaries_AdditionalInventoryWeightEffect Text = Increase max inventory weight Type = EEffectType::AdditionalInventoryWeight LocalizationSID = increase_max_inventory_weight ValueMin = 10.0% ValueMax = 10.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Exoskeleton_Mercenaries_PenaltyLessWeightEffect : struct.begin {refkey=[0]} SID = Exoskeleton_Mercenaries_PenaltyLessWeightEffect Type = EEffectType::PenaltyLessWeight ValueMin = 10.0% ValueMax = 10.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Exoskeleton_Svoboda_WeightEffect : struct.begin {refkey=[0]} SID = Exoskeleton_Svoboda_WeightEffect Type = EEffectType::Composite ApplyExtraEffectPrototypeSIDs : struct.begin [0] = Exoskeleton_Svoboda_AdditionalInventoryWeightEffect [1] = Exoskeleton_Svoboda_PenaltyLessWeightEffect struct.end struct.end Exoskeleton_Svoboda_AdditionalInventoryWeightEffect : struct.begin {refkey=[0]} SID = Exoskeleton_Svoboda_AdditionalInventoryWeightEffect Text = Increase max inventory weight Type = EEffectType::AdditionalInventoryWeight LocalizationSID = increase_max_inventory_weight ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Exoskeleton_Svoboda_PenaltyLessWeightEffect : struct.begin {refkey=[0]} SID = Exoskeleton_Svoboda_PenaltyLessWeightEffect Type = EEffectType::PenaltyLessWeight ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Exoskeleton_Svoboda_Armor_WeightEffect : struct.begin {refkey=[0]} SID = Exoskeleton_Svoboda_Armor_WeightEffect Type = EEffectType::Composite ApplyExtraEffectPrototypeSIDs : struct.begin [0] = Exoskeleton_Svoboda_Armor_AdditionalInventoryWeightEffect [1] = Exoskeleton_Svoboda_Armor_PenaltyLessWeightEffect struct.end struct.end Exoskeleton_Svoboda_Armor_AdditionalInventoryWeightEffect : struct.begin {refkey=[0]} SID = Exoskeleton_Svoboda_Armor_AdditionalInventoryWeightEffect Text = Increase max inventory weight Type = EEffectType::AdditionalInventoryWeight LocalizationSID = increase_max_inventory_weight ValueMin = 22.0% ValueMax = 22.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Exoskeleton_Svoboda_Armor_PenaltyLessWeightEffect : struct.begin {refkey=[0]} SID = Exoskeleton_Svoboda_Armor_PenaltyLessWeightEffect Type = EEffectType::PenaltyLessWeight ValueMin = 22.0% ValueMax = 22.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Exoskeleton_Heavy_Dolg_WeightEffect : struct.begin {refkey=[0]} SID = Exoskeleton_Heavy_Dolg_WeightEffect Type = EEffectType::Composite ApplyExtraEffectPrototypeSIDs : struct.begin [0] = Exoskeleton_Heavy_Dolg_AdditionalInventoryWeightEffect [1] = Exoskeleton_Heavy_Dolg_PenaltyLessWeightEffect struct.end struct.end Exoskeleton_Heavy_Dolg_AdditionalInventoryWeightEffect : struct.begin {refkey=[0]} SID = Exoskeleton_Heavy_Dolg_AdditionalInventoryWeightEffect Text = Increase max inventory weight Type = EEffectType::AdditionalInventoryWeight LocalizationSID = increase_max_inventory_weight ValueMin = 10.0% ValueMax = 10.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Exoskeleton_Heavy_Dolg_PenaltyLessWeightEffect : struct.begin {refkey=[0]} SID = Exoskeleton_Heavy_Dolg_PenaltyLessWeightEffect Type = EEffectType::PenaltyLessWeight ValueMin = 10.0% ValueMax = 10.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Exoskeleton_Dolg_Armor_WeightEffect : struct.begin {refkey=[0]} SID = Exoskeleton_Dolg_Armor_WeightEffect Type = EEffectType::Composite ApplyExtraEffectPrototypeSIDs : struct.begin [0] = Exoskeleton_Dolg_Armor_AdditionalInventoryWeightEffect [1] = Exoskeleton_Dolg_Armor_PenaltyLessWeightEffect struct.end struct.end Exoskeleton_Dolg_Armor_AdditionalInventoryWeightEffect : struct.begin {refkey=[0]} SID = Exoskeleton_Dolg_Armor_AdditionalInventoryWeightEffect Text = Increase max inventory weight Type = EEffectType::AdditionalInventoryWeight LocalizationSID = increase_max_inventory_weight ValueMin = 10.0% ValueMax = 10.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Exoskeleton_Dolg_Armor_PenaltyLessWeightEffect : struct.begin {refkey=[0]} SID = Exoskeleton_Dolg_Armor_PenaltyLessWeightEffect Type = EEffectType::PenaltyLessWeight ValueMin = 10.0% ValueMax = 10.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Exoskeleton_Heavy_Monolith_WeightEffect : struct.begin {refkey=[0]} SID = Exoskeleton_Heavy_Monolith_WeightEffect Type = EEffectType::Composite ApplyExtraEffectPrototypeSIDs : struct.begin [0] = Exoskeleton_Heavy_Monolith_AdditionalInventoryWeightEffect [1] = Exoskeleton_Heavy_Monolith_PenaltyLessWeightEffect struct.end struct.end Exoskeleton_Heavy_Monolith_AdditionalInventoryWeightEffect : struct.begin {refkey=[0]} SID = Exoskeleton_Heavy_Monolith_AdditionalInventoryWeightEffect Text = Increase max inventory weight Type = EEffectType::AdditionalInventoryWeight LocalizationSID = increase_max_inventory_weight ValueMin = 18.0% ValueMax = 18.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Exoskeleton_Heavy_Monolith_PenaltyLessWeightEffect : struct.begin {refkey=[0]} SID = Exoskeleton_Heavy_Monolith_PenaltyLessWeightEffect Type = EEffectType::PenaltyLessWeight ValueMin = 18.0% ValueMax = 18.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Exoskeleton_Armor_Monolith_WeightEffect : struct.begin {refkey=[0]} SID = Exoskeleton_Armor_Monolith_WeightEffect Type = EEffectType::Composite ApplyExtraEffectPrototypeSIDs : struct.begin [0] = Exoskeleton_Armor_Monolith_AdditionalInventoryWeightEffect [1] = Exoskeleton_Armor_Monolith_PenaltyLessWeightEffect struct.end struct.end Exoskeleton_Armor_Monolith_AdditionalInventoryWeightEffect : struct.begin {refkey=[0]} SID = Exoskeleton_Armor_Monolith_AdditionalInventoryWeightEffect Text = Increase max inventory weight Type = EEffectType::AdditionalInventoryWeight LocalizationSID = increase_max_inventory_weight ValueMin = 22.0% ValueMax = 22.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Exoskeleton_Armor_Monolith_PenaltyLessWeightEffect : struct.begin {refkey=[0]} SID = Exoskeleton_Armor_Monolith_PenaltyLessWeightEffect Type = EEffectType::PenaltyLessWeight ValueMin = 22.0% ValueMax = 22.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Exoskeleton_Battle_Varta_WeightEffect : struct.begin {refkey=[0]} SID = Exoskeleton_Battle_Varta_WeightEffect Type = EEffectType::Composite ApplyExtraEffectPrototypeSIDs : struct.begin [0] = Exoskeleton_Battle_Varta_AdditionalInventoryWeightEffect [1] = Exoskeleton_Battle_Varta_PenaltyLessWeightEffect struct.end struct.end Exoskeleton_Battle_Varta_AdditionalInventoryWeightEffect : struct.begin {refkey=[0]} SID = Exoskeleton_Battle_Varta_AdditionalInventoryWeightEffect Text = Increase max inventory weight Type = EEffectType::AdditionalInventoryWeight LocalizationSID = increase_max_inventory_weight ValueMin = 8.0% ValueMax = 8.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Exoskeleton_Battle_Varta_PenaltyLessWeightEffect : struct.begin {refkey=[0]} SID = Exoskeleton_Battle_Varta_PenaltyLessWeightEffect Type = EEffectType::PenaltyLessWeight ValueMin = 8.0% ValueMax = 8.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end NPC_Exoskeleton_Heavy_Mercenaries_WeightEffect : struct.begin {refkey=[0]} SID = NPC_Exoskeleton_Heavy_Mercenaries_WeightEffect Type = EEffectType::Composite ApplyExtraEffectPrototypeSIDs : struct.begin [0] = NPC_Exoskeleton_Heavy_Mercenaries_AdditionalInventoryWeightEffect [1] = NPC_Exoskeleton_Heavy_Mercenaries_PenaltyLessWeightEffect struct.end struct.end NPC_Exoskeleton_Heavy_Mercenaries_AdditionalInventoryWeightEffect : struct.begin {refkey=[0]} SID = NPC_Exoskeleton_Heavy_Mercenaries_AdditionalInventoryWeightEffect Text = Increase max inventory weight Type = EEffectType::AdditionalInventoryWeight LocalizationSID = increase_max_inventory_weight ValueMin = 5.0% ValueMax = 5.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end NPC_Exoskeleton_Heavy_Mercenaries_PenaltyLessWeightEffect : struct.begin {refkey=[0]} SID = NPC_Exoskeleton_Heavy_Mercenaries_PenaltyLessWeightEffect Type = EEffectType::PenaltyLessWeight ValueMin = 5.0% ValueMax = 5.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end NPC_Exoskeleton_Heavy_Noon_WeightEffect : struct.begin {refkey=[0]} SID = NPC_Exoskeleton_Heavy_Noon_WeightEffect Type = EEffectType::Composite ApplyExtraEffectPrototypeSIDs : struct.begin [0] = NPC_Exoskeleton_Heavy_Noon_AdditionalInventoryWeightEffect [1] = NPC_Exoskeleton_Heavy_Noon_PenaltyLessWeightEffect struct.end struct.end NPC_Exoskeleton_Heavy_Noon_AdditionalInventoryWeightEffect : struct.begin {refkey=[0]} SID = NPC_Exoskeleton_Heavy_Noon_AdditionalInventoryWeightEffect Text = Increase max inventory weight Type = EEffectType::AdditionalInventoryWeight LocalizationSID = increase_max_inventory_weight ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end NPC_Exoskeleton_Heavy_Noon_PenaltyLessWeightEffect : struct.begin {refkey=[0]} SID = NPC_Exoskeleton_Heavy_Noon_PenaltyLessWeightEffect Type = EEffectType::PenaltyLessWeight ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end NPC_Exoskeleton_Armor_Noon_WeightEffect : struct.begin {refkey=[0]} SID = NPC_Exoskeleton_Armor_Noon_WeightEffect Type = EEffectType::Composite ApplyExtraEffectPrototypeSIDs : struct.begin [0] = NPC_Exoskeleton_Armor_Noon_AdditionalInventoryWeightEffect [1] = NPC_Exoskeleton_Armor_Noon_PenaltyLessWeightEffect struct.end struct.end NPC_Exoskeleton_Armor_Noon_AdditionalInventoryWeightEffect : struct.begin {refkey=[0]} SID = NPC_Exoskeleton_Armor_Noon_AdditionalInventoryWeightEffect Text = Increase max inventory weight Type = EEffectType::AdditionalInventoryWeight LocalizationSID = increase_max_inventory_weight ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end NPC_Exoskeleton_Armor_Noon_PenaltyLessWeightEffect : struct.begin {refkey=[0]} SID = NPC_Exoskeleton_Armor_Noon_PenaltyLessWeightEffect Type = EEffectType::PenaltyLessWeight ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end NPC_Exoskeleton_Armor_Spark_WeightEffect : struct.begin {refkey=[0]} SID = NPC_Exoskeleton_Armor_Spark_WeightEffect Type = EEffectType::Composite ApplyExtraEffectPrototypeSIDs : struct.begin [0] = NPC_Exoskeleton_Armor_Spark_AdditionalInventoryWeightEffect [1] = NPC_Exoskeleton_Armor_Spark_PenaltyLessWeightEffect struct.end struct.end NPC_Exoskeleton_Armor_Spark_AdditionalInventoryWeightEffect : struct.begin {refkey=[0]} SID = NPC_Exoskeleton_Armor_Spark_AdditionalInventoryWeightEffect Text = Increase max inventory weight Type = EEffectType::AdditionalInventoryWeight LocalizationSID = increase_max_inventory_weight ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end NPC_Exoskeleton_Armor_Spark_PenaltyLessWeightEffect : struct.begin {refkey=[0]} SID = NPC_Exoskeleton_Armor_Spark_PenaltyLessWeightEffect Type = EEffectType::PenaltyLessWeight ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end NPC_Exoskeleton_Corps_Armor_WeightEffect : struct.begin {refkey=[0]} SID = NPC_Exoskeleton_Corps_Armor_WeightEffect Type = EEffectType::Composite ApplyExtraEffectPrototypeSIDs : struct.begin [0] = NPC_Exoskeleton_Corps_Armor_AdditionalInventoryWeightEffect [1] = NPC_Exoskeleton_Corps_Armor_PenaltyLessWeightEffect struct.end struct.end NPC_Exoskeleton_Corps_Armor_AdditionalInventoryWeightEffect : struct.begin {refkey=[0]} SID = NPC_Exoskeleton_Corps_Armor_AdditionalInventoryWeightEffect Text = Increase max inventory weight Type = EEffectType::AdditionalInventoryWeight LocalizationSID = increase_max_inventory_weight ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end NPC_Exoskeleton_Corps_Armor_PenaltyLessWeightEffect : struct.begin {refkey=[0]} SID = NPC_Exoskeleton_Corps_Armor_PenaltyLessWeightEffect Type = EEffectType::PenaltyLessWeight ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end FaustPSYStrikeConcussionComposite : struct.begin {refkey=[0]} SID = FaustPSYStrikeConcussionComposite Type = EEffectType::Composite Duration = 0 Charges = 0 ApplyExtraEffectPrototypeSIDs : struct.begin [*] = ConcussionBlurPostProcess_2 [*] = SFXConcussionLoopStart_2 [*] = ConcussionCameraShake_2 [*] = ConcussionVelocityChange_2 [*] = ConcussionModifyRotate2DAxis_2 [*] = ConcussionBlockMovement [*] = ConcussionInputInertia2DAxis_2 [*] = ConcussionBlockAim_2 [*] = ConcussionBlockShoot [*] = ConcussionBlockThrow struct.end Positive = EBeneficial::Negative DuplicationType = EDuplicateResolveType::KeepNew ShouldPauseByDialog = false struct.end SFXConcussionLoopStart_2 : struct.begin {refkey=[0]} SID = SFXConcussionLoopStart_2 Type = EEffectType::SoundEffect AssetPath = AkAudioEvent'/Game/_STALKER2/Audio/WwiseAudio/Events/Effects/Concussion/SFX_Concussion_Start.SFX_Concussion_Start' SoundEffectSubtype = ESoundEffectSubtype::PlaySoundAttached InterpolationTime = 0 DuplicationType = EDuplicateResolveType::KeepNew bIsPermanent = false bIsLooped = true StopEffectSID = SFXConcussionLoopStop_2 ShouldPauseByDialog = false struct.end SFXConcussionLoopStop_2 : struct.begin {refkey=[0]} SID = SFXConcussionLoopStop_2 Type = EEffectType::SoundEffect DelayMin = 9.0 DelayMax = 9.0 AssetPath = AkAudioEvent'/Game/_STALKER2/Audio/WwiseAudio/Events/Effects/Concussion/SFX_Concussion_Stop.SFX_Concussion_Stop' SoundEffectSubtype = ESoundEffectSubtype::PlaySoundAttached InterpolationTime = 0 DuplicationType = EDuplicateResolveType::KeepNew ShouldPauseByDialog = false struct.end ConcussionBlurPostProcess_2 : struct.begin {refkey=[0]} SID = ConcussionBlurPostProcess_2 Text = Concussion Blur Type = EEffectType::PostProcessing ProcessorSID = ConcussionBlurEffectProcessor Charges = 1 Duration = 9 bStartEffect = true bIsPermanent = false DuplicationType = EDuplicateResolveType::KeepNew Positive = EBeneficial::Negative ShouldPauseByDialog = false struct.end ConcussionCameraShake_2 : struct.begin {refkey=[0]} SID = ConcussionCameraShake_2 Type = EEffectType::CameraShake Positive = EBeneficial::Negative CameraShakeEffectSubtype = ECameraShakeEffectSubtype::AddEffect CameraShakePrototypeSID = ConcussionCameraShake_2 bIsPermanent = false DuplicationType = EDuplicateResolveType::KeepNew ShouldPauseByDialog = false struct.end ConcussionBlockAim_2 : struct.begin {refkey=[0]} SID = ConcussionBlockAim_2 Type = EEffectType::BlockAnimationActionType Positive = EBeneficial::Negative Charges = 1 Duration = 9 bIsPermanent = false DuplicationType = EDuplicateResolveType::KeepNew BlockAnimationTypes : struct.begin [0] = EActionType::HandleAimInput struct.end ShouldPauseByDialog = false struct.end ConcussionBlockMovement : struct.begin {refkey=[0]} SID = ConcussionBlockMovement Type = EEffectType::BlockAnimationActionType Positive = EBeneficial::Negative Charges = 1 Duration = 9 bIsPermanent = false DuplicationType = EDuplicateResolveType::KeepNew BlockAnimationTypes : struct.begin [0] = EActionType::Fall [1] = EActionType::Sprint struct.end ShouldPauseByDialog = false struct.end ConcussionVelocityChange_2 : struct.begin {refkey=[0]} SID = ConcussionVelocityChange_2 Text = Applies slowness effect during concussion Type = EEffectType::VelocityChangeNoCap Charges = 1 Duration = 9 ValueMin = -75% ValueMax = -75% bIsPermanent = false DuplicationType = EDuplicateResolveType::KeepNew Positive = EBeneficial::Negative struct.end ConcussionModifyRotate2DAxis_2 : struct.begin {refkey=[0]} SID = ConcussionModifyRotate2DAxis_2 Text = Applies random counterinput to input axis Type = EEffectType::InputAxisMultiplier AxisType = EInputAxisType::Rotate2D Charges = 1 Duration = 9 XAxisMinValue = 0.05 XAxisMaxValue = 0.06 YAxisMinValue = 0.05 YAxisMaxValue = 0.06 bIsPermanent = false DuplicationType = EDuplicateResolveType::KeepNew Positive = EBeneficial::Negative ShouldPauseByDialog = false struct.end ConcussionInputInertia2DAxis_2 : struct.begin {refkey=[0]} SID = ConcussionInputInertia2DAxis_2 Text = Make input with inertia effect. Type = EEffectType::InputInertia2DAxis AxisType = EInputAxisType::XY Charges = 1 Duration = 10 XAxisMinValue = 0.9 XAxisMaxValue = 0.9 YAxisMinValue = 0.9 YAxisMaxValue = 0.9 bIsPermanent = false DuplicationType = EDuplicateResolveType::KeepNew Positive = EBeneficial::Negative ShouldPauseByDialog = false struct.end ConcussionBlockShoot : struct.begin {refkey=[0]} SID = ConcussionBlockShoot Type = EEffectType::BlockAnimationActionType Positive = EBeneficial::Negative Charges = 1 Duration = 9 bIsPermanent = false DuplicationType = EDuplicateResolveType::KeepNew BlockAnimationTypes : struct.begin [0] = EActionType::UseMainItem struct.end ShouldPauseByDialog = false struct.end ConcussionBlockThrow : struct.begin {refkey=[0]} SID = ConcussionBlockThrow Type = EEffectType::BlockAnimationActionType Positive = EBeneficial::Negative Charges = 1 Duration = 9 bIsPermanent = false DuplicationType = EDuplicateResolveType::KeepNew BlockAnimationTypes : struct.begin [0] = EActionType::ThrowItem struct.end ShouldPauseByDialog = false struct.end ForceFeedback_Concussion_Blodsucker : struct.begin {refkey=[0]} SID = ForceFeedback_Concussion_Blodsucker Type = EEffectType::ForceFeedback Tag = ForceFeedback.PlayerState.BloodsuckerRoar Duration = 4 Charges = 1 bIsPermanent = false bIsSmooth = false Positive = EBeneficial::Negative struct.end ForceFeedback_Impact_Controller : struct.begin {refkey=[0]} SID = ForceFeedback_Impact_Controller Type = EEffectType::ForceFeedback Tag = ForceFeedback.PlayerState.ControllerPsyStrike Duration = 4 Charges = 1 bIsPermanent = false bIsSmooth = false Positive = EBeneficial::Negative struct.end //-----------------------------------------------------------------// //-----------------HeavyAnomaly_Spark_Armor_Start------------------// //-----------------------------------------------------------------// HeavyAnomaly_Spark_Armor_wearing : struct.begin {refkey=[0]} SID = HeavyAnomaly_Spark_Armor_wearing LocalizationSID = armor_wearing Text = Max Durability Type = EEffectType::MaxDurability ValueMin = 25.0% ValueMax = 25.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end HeavyAnomaly_Spark_Armor_reductionWeight : struct.begin {refkey=[0]} SID = HeavyAnomaly_Spark_Armor_reductionWeight LocalizationSID = armor_reductionWeight Text = Item Weight Type = EEffectType::ArmorItemWeight ValueMin = -1 ValueMax = -1 bIsPermanent = true Positive = EBeneficial::Positive struct.end //----ArmUpg_pockets_01_Start----// HeavyAnomaly_Spark_Armor_AdditionalInventoryWeight : struct.begin {refkey=[0]} SID = HeavyAnomaly_Spark_Armor_AdditionalInventoryWeight Text = Additional Inventory Weight Type = EEffectType::AdditionalInventoryWeight LocalizationSID = increase_max_inventory_weight ValueMin = 10.0% ValueMax = 10.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end HeavyAnomaly_Spark_Armor_PenaltyLessWeight : struct.begin {refkey=[0]} SID = HeavyAnomaly_Spark_Armor_PenaltyLessWeight Text = Additional Inventory Weight Type = EEffectType::PenaltyLessWeight ValueMin = 10.0% ValueMax = 10.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end HeavyAnomaly_Spark_Armor_carryingCapacity : struct.begin {refkey=[0]} SID = HeavyAnomaly_Spark_Armor_carryingCapacity LocalizationSID = Armor_carryingCapacity Type = EEffectType::Composite ValueMin = 10.0% ValueMax = 10.0% ApplyExtraEffectPrototypeSIDs : struct.begin [0] = HeavyAnomaly_Spark_Armor_AdditionalInventoryWeight [1] = HeavyAnomaly_Spark_Armor_PenaltyLessWeight struct.end struct.end //----ArmUpg_pockets_01_End----// HeavyAnomaly_Spark_Armor_protectionPhysical : struct.begin {refkey=[0]} SID = HeavyAnomaly_Spark_Armor_protectionPhysical LocalizationSID = armor_protectionPhysical Text = Strike Protection Type = EEffectType::ProtectionStrike ValueMin = 40.0% ValueMax = 40.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end HeavyAnomaly_Spark_Armor_protectionChemical : struct.begin {refkey=[0]} SID = HeavyAnomaly_Spark_Armor_protectionChemical LocalizationSID = armor_protectionChemical Text = Chemical protection Type = EEffectType::ProtectionChemical ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end HeavyAnomaly_Spark_Armor_protectionElectrical : struct.begin {refkey=[0]} SID = HeavyAnomaly_Spark_Armor_protectionElectrical LocalizationSID = armor_protectionElectrical Text = Electro Defence Type = EEffectType::ProtectionShock ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end //----ArmUpg_fire_chem_02_Start----// HeavyAnomaly_Spark_Armor_protectionThermal : struct.begin {refkey=[0]} SID = HeavyAnomaly_Spark_Armor_protectionThermal LocalizationSID = armor_protectionThermal Text = Thermal protection Type = EEffectType::ProtectionBurn ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end HeavyAnomaly_Spark_Armor_protectionChemical1 : struct.begin {refkey=[0]} SID = HeavyAnomaly_Spark_Armor_protectionChemical1 LocalizationSID = armor_protectionChemical Text = Chemical protection Type = EEffectType::ProtectionChemical ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end //----ArmUpg_fire_chem_02_End----// //----ArmUpg_fire_elecrt_02_Start----// HeavyAnomaly_Spark_Armor_protectionElectrical1 : struct.begin {refkey=[0]} SID = HeavyAnomaly_Spark_Armor_protectionElectrical1 LocalizationSID = armor_protectionElectrical Text = Electro Defence Type = EEffectType::ProtectionShock ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end HeavyAnomaly_Spark_Armor_protectionThermal1 : struct.begin {refkey=[0]} SID = HeavyAnomaly_Spark_Armor_protectionThermal1 LocalizationSID = armor_protectionThermal Text = Thermal protection Type = EEffectType::ProtectionBurn ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end //----ArmUpg_fire_elecrt_02_End----// HeavyAnomaly_Spark_Armor_regenerationStamina : struct.begin {refkey=[0]} SID = HeavyAnomaly_Spark_Armor_regenerationStamina LocalizationSID = Armor_regenerationStamina Text = Regen Stamina Type = EEffectType::RegenStamina ValueMin = 5.0% ValueMax = 5.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end HeavyAnomaly_Spark_Armor_protectionRadiation : struct.begin {refkey=[0]} SID = HeavyAnomaly_Spark_Armor_protectionRadiation LocalizationSID = armor_protectionRadiation Text = protection Radiation Type = EEffectType::ProtectionRadiation ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end HeavyAnomaly_Spark_Armor_ProtectionPSY : struct.begin {refkey=[0]} SID = HeavyAnomaly_Spark_Armor_ProtectionPSY LocalizationSID = armor_protectionRadiation Text = Protection PSY Type = EEffectType::ProtectionPSY ValueMin = 10.0% ValueMax = 10.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end //----ArmUpg_rad_psy_01_Start----// HeavyAnomaly_Spark_Armor_protectionRadiation1 : struct.begin {refkey=[0]} SID = HeavyAnomaly_Spark_Armor_protectionRadiation1 LocalizationSID = armor_protectionRadiation Text = protection Radiation Type = EEffectType::ProtectionRadiation ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end HeavyAnomaly_Spark_Armor_ProtectionPSY1 : struct.begin {refkey=[0]} SID = HeavyAnomaly_Spark_Armor_ProtectionPSY1 LocalizationSID = armor_protectionPsi Text = Protection PSY Type = EEffectType::ProtectionPSY ValueMin = 10.0% ValueMax = 10.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end //----ArmUpg_rad_psy_01_End----// //----ArmUpg_fire_chem_02_Start2----// HeavyAnomaly_Spark_Armor_protectionThermal2 : struct.begin {refkey=[0]} SID = HeavyAnomaly_Spark_Armor_protectionThermal2 LocalizationSID = armor_protectionThermal Text = Thermal protection Type = EEffectType::ProtectionBurn ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end HeavyAnomaly_Spark_Armor_protectionChemical2 : struct.begin {refkey=[0]} SID = HeavyAnomaly_Spark_Armor_protectionChemical2 LocalizationSID = armor_protectionChemical Text = Chemical protection Type = EEffectType::ProtectionChemical ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end //----ArmUpg_fire_chem_02_End2----// HeavyAnomaly_Spark_Armor_container : struct.begin {refkey=[0]} SID = HeavyAnomaly_Spark_Armor_container LocalizationSID = armor_container Text = container Type = EEffectType::ArtifactSlots ValueMin = 1 ValueMax = 1 bIsPermanent = true Positive = EBeneficial::Positive struct.end HeavyAnomaly_Spark_Armor_radiationAbsorption : struct.begin {refkey=[0]} SID = HeavyAnomaly_Spark_Armor_radiationAbsorption LocalizationSID = armor_container Text = Radiation Type = EEffectType::Radiation ValueMin = 5.0 ValueMax = 5.0 bIsPermanent = true Positive = EBeneficial::Positive struct.end HeavyAnomaly_Spark_Armor_radiationAbsorption1 : struct.begin {refkey=[0]} SID = HeavyAnomaly_Spark_Armor_radiationAbsorption1 LocalizationSID = armor_container Text = Radiation Type = EEffectType::Radiation ValueMin = 5.0 ValueMax = 5.0 bIsPermanent = true Positive = EBeneficial::Positive struct.end HeavyAnomaly_Spark_Armor_radiationAbsorption2 : struct.begin {refkey=[0]} SID = HeavyAnomaly_Spark_Armor_radiationAbsorption2 LocalizationSID = armor_container Text = Radiation Type = EEffectType::Radiation ValueMin = 5.0 ValueMax = 5.0 bIsPermanent = true Positive = EBeneficial::Positive struct.end //-----------------------------------------------------------------// //-----------------HeavyAnomaly_Spark_Armor_End--------------------// //-----------------------------------------------------------------// //-----------------------------------------------------------------// //-----------------Heavy_Svoboda_Armor_Armor_Start-----------------// //-----------------------------------------------------------------// Heavy_Svoboda_Armor_wearing : struct.begin {refkey=[0]} SID = Heavy_Svoboda_Armor_wearing LocalizationSID = armor_wearing Text = Max Durability Type = EEffectType::MaxDurability ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Heavy_Svoboda_Armor_protectionPhysical : struct.begin {refkey=[0]} SID = Heavy_Svoboda_Armor_protectionPhysical LocalizationSID = armor_protectionPhysical Text = Strike Protection Type = EEffectType::ProtectionStrike ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Heavy_Svoboda_Armor_protectionPhysical1 : struct.begin {refkey=[0]} SID = Heavy_Svoboda_Armor_protectionPhysical1 LocalizationSID = armor_protectionPhysical Text = Strike Protection Type = EEffectType::ProtectionStrike ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Heavy_Svoboda_Armor_reductionWeight : struct.begin {refkey=[0]} SID = Heavy_Svoboda_Armor_reductionWeight LocalizationSID = armor_reductionWeight Text = Item Weight Type = EEffectType::ArmorItemWeight ValueMin = -1 ValueMax = -1 bIsPermanent = true Positive = EBeneficial::Positive struct.end //----ArmUpg_pockets_01_Start----// Heavy_Svoboda_Armor_AdditionalInventoryWeight : struct.begin {refkey=[0]} SID = Heavy_Svoboda_Armor_AdditionalInventoryWeight Text = Additional Inventory Weight Type = EEffectType::AdditionalInventoryWeight LocalizationSID = increase_max_inventory_weight ValueMin = 10.0% ValueMax = 10.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Heavy_Svoboda_Armor_PenaltyLessWeight : struct.begin {refkey=[0]} SID = Heavy_Svoboda_Armor_PenaltyLessWeight Text = Additional Inventory Weight Type = EEffectType::PenaltyLessWeight ValueMin = 10.0% ValueMax = 10.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Heavy_Svoboda_Armor_carryingCapacity : struct.begin {refkey=[0]} SID = Heavy_Svoboda_Armor_carryingCapacity LocalizationSID = Armor_carryingCapacity Type = EEffectType::Composite ValueMin = 10.0% ValueMax = 10.0% ApplyExtraEffectPrototypeSIDs : struct.begin [0] = Heavy_Svoboda_Armor_AdditionalInventoryWeight [1] = Heavy_Svoboda_Armor_PenaltyLessWeight struct.end struct.end //----ArmUpg_pockets_01_End----// Heavy_Svoboda_Armor_wearing1 : struct.begin {refkey=[0]} SID = Heavy_Svoboda_Armor_wearing1 LocalizationSID = armor_wearing Text = Max Durability Type = EEffectType::MaxDurability ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end //----ArmUpg_fire_chem_02_Start----// Heavy_Svoboda_Armor_protectionThermal : struct.begin {refkey=[0]} SID = Heavy_Svoboda_Armor_protectionThermal LocalizationSID = armor_protectionThermal Text = Thermal protection Type = EEffectType::ProtectionBurn ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Heavy_Svoboda_Armor_protectionChemical : struct.begin {refkey=[0]} SID = Heavy_Svoboda_Armor_protectionChemical LocalizationSID = armor_protectionChemical Text = Chemical protection Type = EEffectType::ProtectionChemical ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end //----ArmUpg_fire_chem_02_End----// //----ArmUpg_fire_elecrt_01_Start----// Heavy_Svoboda_Armor_protectionElectrical : struct.begin {refkey=[0]} SID = Heavy_Svoboda_Armor_protectionElectrical LocalizationSID = armor_protectionElectrical Text = Electro Defence Type = EEffectType::ProtectionShock ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Heavy_Svoboda_Armor_protectionThermal1 : struct.begin {refkey=[0]} SID = Heavy_Svoboda_Armor_protectionThermal1 LocalizationSID = armor_protectionThermal Text = Thermal protection Type = EEffectType::ProtectionBurn ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end //----ArmUpg_fire_elecrt_01_End----// //----ArmUpg_elecrt_chem_02_Start----// Heavy_Svoboda_Armor_protectionElectrical1 : struct.begin {refkey=[0]} SID = Heavy_Svoboda_Armor_protectionElectrical1 LocalizationSID = armor_protectionElectrical Text = Electro Defence Type = EEffectType::ProtectionShock ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Heavy_Svoboda_Armor_protectionChemical1 : struct.begin {refkey=[0]} SID = Heavy_Svoboda_Armor_protectionChemical1 LocalizationSID = armor_protectionChemical Text = Chemical protection Type = EEffectType::ProtectionChemical ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end //----ArmUpg_elecrt_chem_02_End----// Heavy_Svoboda_Armor_protectionRadiation : struct.begin {refkey=[0]} SID = Heavy_Svoboda_Armor_protectionRadiation LocalizationSID = armor_protectionRadiation Text = protection Radiation Type = EEffectType::ProtectionRadiation ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Heavy_Svoboda_Armor_protectionRadiation1 : struct.begin {refkey=[0]} SID = Heavy_Svoboda_Armor_protectionRadiation1 LocalizationSID = armor_protectionRadiation Text = protection Radiation Type = EEffectType::ProtectionRadiation ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Heavy_Svoboda_Armor_regenerationStamina : struct.begin {refkey=[0]} SID = Heavy_Svoboda_Armor_regenerationStamina LocalizationSID = Armor_regenerationStamina Text = Regen Stamina Type = EEffectType::RegenStamina ValueMin = 5.0% ValueMax = 5.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Heavy_Svoboda_Armor_container : struct.begin {refkey=[0]} SID = Heavy_Svoboda_Armor_container LocalizationSID = armor_container Text = container Type = EEffectType::ArtifactSlots ValueMin = 1 ValueMax = 1 bIsPermanent = true Positive = EBeneficial::Positive struct.end Heavy_Svoboda_Armor_radiationAbsorption : struct.begin {refkey=[0]} SID = Heavy_Svoboda_Armor_radiationAbsorption LocalizationSID = armor_container Text = Radiation Type = EEffectType::Radiation ValueMin = 5.0 ValueMax = 5.0 bIsPermanent = true Positive = EBeneficial::Positive struct.end //----ArmUpg_rad_container_01_Start1----// Heavy_Svoboda_Armor_container2 : struct.begin {refkey=[0]} SID = Heavy_Svoboda_Armor_container2 LocalizationSID = armor_container Text = Increase artifact slots Type = EEffectType::ArtifactSlots ValueMin = 1 ValueMax = 1 bIsPermanent = true Positive = EBeneficial::Positive struct.end Heavy_Svoboda_Armor_radiationAbsorption1 : struct.begin {refkey=[0]} SID = Heavy_Svoboda_Armor_radiationAbsorption1 LocalizationSID = armor_container Text = Radiation Type = EEffectType::Radiation ValueMin = 5.0 ValueMax = 5.0 bIsPermanent = true Positive = EBeneficial::Positive struct.end //----ArmUpg_rad_container_01_End1----// //-----------------------------------------------------------------// //-----------------Heavy_Svoboda_Armor_Armor_End-------------------// //-----------------------------------------------------------------// //-----------------------------------------------------------------// //-----------------Middle_Bandit_Armor_Armor_Start-----------------// //-----------------------------------------------------------------// Middle_Bandit_Armor_wearing : struct.begin {refkey=[0]} SID = Middle_Bandit_Armor_wearing LocalizationSID = armor_wearing Text = Max Durability Type = EEffectType::MaxDurability ValueMin = 30.0% ValueMax = 30.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Middle_Bandit_Armor_reductionWeight : struct.begin {refkey=[0]} SID = Middle_Bandit_Armor_reductionWeight LocalizationSID = armor_reductionWeight Text = Item Weight Type = EEffectType::ArmorItemWeight ValueMin = -1 ValueMax = -1 bIsPermanent = true Positive = EBeneficial::Positive struct.end Middle_Bandit_Armor_protectionPhysical : struct.begin {refkey=[0]} SID = Middle_Bandit_Armor_protectionPhysical LocalizationSID = armor_protectionPhysical Text = Strike Protection Type = EEffectType::ProtectionStrike ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Middle_Bandit_Armor_protectionPhysical1 : struct.begin {refkey=[0]} SID = Middle_Bandit_Armor_protectionPhysical1 LocalizationSID = armor_protectionPhysical Text = Strike Protection Type = EEffectType::ProtectionStrike ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end //----ArmUpg_pockets_01_Start----// Middle_Bandit_Armor_AdditionalInventoryWeight : struct.begin {refkey=[0]} SID = Middle_Bandit_Armor_AdditionalInventoryWeight Text = Additional Inventory Weight Type = EEffectType::AdditionalInventoryWeight LocalizationSID = increase_max_inventory_weight ValueMin = 10.0% ValueMax = 10.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Middle_Bandit_Armor_PenaltyLessWeight : struct.begin {refkey=[0]} SID = Middle_Bandit_Armor_PenaltyLessWeight Text = Additional Inventory Weight Type = EEffectType::PenaltyLessWeight ValueMin = 10.0% ValueMax = 10.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Middle_Bandit_Armor_carryingCapacity : struct.begin {refkey=[0]} SID = Middle_Bandit_Armor_carryingCapacity LocalizationSID = Armor_carryingCapacity Type = EEffectType::Composite ValueMin = 10.0% ValueMax = 10.0% ApplyExtraEffectPrototypeSIDs : struct.begin [0] = Middle_Bandit_Armor_AdditionalInventoryWeight [1] = Middle_Bandit_Armor_PenaltyLessWeight struct.end struct.end //----ArmUpg_pockets_01_End----// //----ArmUpg_fire_elecrt_01_Start----// Middle_Bandit_Armor_protectionElectrical : struct.begin {refkey=[0]} SID = Middle_Bandit_Armor_protectionElectrical LocalizationSID = armor_protectionElectrical Text = Electro Defence Type = EEffectType::ProtectionShock ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Middle_Bandit_Armor_protectionThermal : struct.begin {refkey=[0]} SID = Middle_Bandit_Armor_protectionThermal LocalizationSID = armor_protectionThermal Text = Thermal protection Type = EEffectType::ProtectionBurn ValueMin = 30.0% ValueMax = 30.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end //----ArmUpg_fire_elecrt_01_End----// //----ArmUpg_elecrt_chem_01_Start----// Middle_Bandit_Armor_protectionChemical : struct.begin {refkey=[0]} SID = Middle_Bandit_Armor_protectionChemical LocalizationSID = armor_protectionChemical Text = Chemical protection Type = EEffectType::ProtectionChemical ValueMin = 30.0% ValueMax = 30.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Middle_Bandit_Armor_protectionElectrical1 : struct.begin {refkey=[0]} SID = Middle_Bandit_Armor_protectionElectrical1 LocalizationSID = armor_protectionElectrical Text = Electro Defence Type = EEffectType::ProtectionShock ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end //----ArmUpg_elecrt_chem_01_End----// //----ArmUpg_fire_chem_01_End----// Middle_Bandit_Armor_protectionRadiation : struct.begin {refkey=[0]} SID = Middle_Bandit_Armor_protectionRadiation LocalizationSID = armor_protectionRadiation Text = protection Radiation Type = EEffectType::ProtectionRadiation ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Middle_Bandit_Armor_wearing1 : struct.begin {refkey=[0]} SID = Middle_Bandit_Armor_wearing1 LocalizationSID = armor_wearing Text = Max Durability Type = EEffectType::MaxDurability ValueMin = 10.0% ValueMax = 10.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Middle_Bandit_Armor_container : struct.begin {refkey=[0]} SID = Middle_Bandit_Armor_container LocalizationSID = armor_container Text = Increase artifact slots Type = EEffectType::ArtifactSlots ValueMin = 1 ValueMax = 1 bIsPermanent = true Positive = EBeneficial::Positive struct.end //----ArmUpg_rad_container_01_Start----// Middle_Bandit_Armor_container1 : struct.begin {refkey=[0]} SID = Middle_Bandit_Armor_container1 LocalizationSID = armor_container Text = Increase artifact slots Type = EEffectType::ArtifactSlots ValueMin = 1 ValueMax = 1 bIsPermanent = true Positive = EBeneficial::Positive struct.end Middle_Bandit_Armor_radiationAbsorption : struct.begin {refkey=[0]} SID = Middle_Bandit_Armor_radiationAbsorption LocalizationSID = armor_container Text = Radiation Type = EEffectType::Radiation ValueMin = 5.0 ValueMax = 5.0 bIsPermanent = true Positive = EBeneficial::Positive struct.end //----ArmUpg_rad_container_01_End----// //-----------------------------------------------------------------// //-----------------Middle_Bandit_Armor_End-------------------------// //-----------------------------------------------------------------// //-----------------------------------------------------------------// //-----------------Heavy_Dolg_Armor_Start--------------------------// //-----------------------------------------------------------------// Heavy_Dolg_Armor_wearing : struct.begin {refkey=[0]} SID = Heavy_Dolg_Armor_wearing LocalizationSID = armor_wearing Text = Max Durability Type = EEffectType::MaxDurability ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Heavy_Dolg_Armor_protectionPhysical : struct.begin {refkey=[0]} SID = Heavy_Dolg_Armor_protectionPhysical LocalizationSID = armor_protectionPhysical Text = Strike Protection Type = EEffectType::ProtectionStrike ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Heavy_Dolg_Armor_protectionPhysical1 : struct.begin {refkey=[0]} SID = Heavy_Dolg_Armor_protectionPhysical1 LocalizationSID = armor_protectionPhysical Text = Strike Protection Type = EEffectType::ProtectionStrike ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Heavy_Dolg_Armor_reductionWeight : struct.begin {refkey=[0]} SID = Heavy_Dolg_Armor_reductionWeight LocalizationSID = armor_reductionWeight Text = Item Weight Type = EEffectType::ArmorItemWeight ValueMin = -1 ValueMax = -1 bIsPermanent = true Positive = EBeneficial::Positive struct.end Heavy_Dolg_Armor_wearing1 : struct.begin {refkey=[0]} SID = Heavy_Dolg_Armor_wearing1 LocalizationSID = armor_wearing Text = Max Durability Type = EEffectType::MaxDurability ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Heavy_Dolg_Armor_protectionThermal : struct.begin {refkey=[0]} SID = Heavy_Dolg_Armor_protectionThermal LocalizationSID = armor_protectionThermal Text = Thermal protection Type = EEffectType::ProtectionBurn ValueMin = 30.0% ValueMax = 30.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Heavy_Dolg_Armor_protectionChemical : struct.begin {refkey=[0]} SID = Heavy_Dolg_Armor_protectionChemical LocalizationSID = armor_protectionChemical Text = Chemical protection Type = EEffectType::ProtectionChemical ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Heavy_Dolg_Armor_protectionElectrical : struct.begin {refkey=[0]} SID = Heavy_Dolg_Armor_protectionElectrical LocalizationSID = armor_protectionElectrical Text = Electro Defence Type = EEffectType::ProtectionShock ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end //----ArmUpg_elecrt_chem_02_Start----// Heavy_Dolg_Armor_protectionElectrical1 : struct.begin {refkey=[0]} SID = Heavy_Dolg_Armor_protectionElectrical1 LocalizationSID = armor_protectionElectrical Text = Electro Defence Type = EEffectType::ProtectionShock ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Heavy_Dolg_Armor_protectionChemical1 : struct.begin {refkey=[0]} SID = Heavy_Dolg_Armor_protectionChemical1 LocalizationSID = armor_protectionChemical Text = Chemical protection Type = EEffectType::ProtectionChemical ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end //----ArmUpg_fire_elecrt_01_End----// Heavy_Dolg_Armor_protectionRadiation : struct.begin {refkey=[0]} SID = Heavy_Dolg_Armor_protectionRadiation LocalizationSID = armor_protectionRadiation Text = protection Radiation Type = EEffectType::ProtectionRadiation ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Heavy_Dolg_Armor_protectionRadiation1 : struct.begin {refkey=[0]} SID = Heavy_Dolg_Armor_protectionRadiation1 LocalizationSID = armor_protectionRadiation Text = protection Radiation Type = EEffectType::ProtectionRadiation ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Heavy_Dolg_Armor_regenerationStamina : struct.begin {refkey=[0]} SID = Heavy_Dolg_Armor_regenerationStamina LocalizationSID = Armor_regenerationStamina Text = Regen Stamina Type = EEffectType::RegenStamina ValueMin = 5.0% ValueMax = 5.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end //----ArmUpg_Backpack_01_Start----// Heavy_Dolg_Armor_AdditionalInventoryWeight : struct.begin {refkey=[0]} SID = Heavy_Dolg_Armor_AdditionalInventoryWeight Text = Additional Inventory Weight Type = EEffectType::AdditionalInventoryWeight LocalizationSID = increase_max_inventory_weight ValueMin = 10.0% ValueMax = 10.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Heavy_Dolg_Armor_PenaltyLessWeight : struct.begin {refkey=[0]} SID = Heavy_Dolg_Armor_PenaltyLessWeight Text = Additional Inventory Weight Type = EEffectType::PenaltyLessWeight ValueMin = 10.0% ValueMax = 10.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Heavy_Dolg_Armor_carryingCapacity : struct.begin {refkey=[0]} SID = Heavy_Dolg_Armor_carryingCapacity LocalizationSID = Armor_carryingCapacity Type = EEffectType::Composite ValueMin = 10.0% ValueMax = 10.0% ApplyExtraEffectPrototypeSIDs : struct.begin [0] = Heavy_Dolg_Armor_AdditionalInventoryWeight [1] = Heavy_Dolg_Armor_PenaltyLessWeight struct.end struct.end Heavy_Dolg_Armor_reductionWeight1 : struct.begin {refkey=[0]} SID = Heavy_Dolg_Armor_reductionWeight1 LocalizationSID = armor_reductionWeight Text = Item Weight Type = EEffectType::ArmorItemWeight ValueMin = -1 ValueMax = -1 bIsPermanent = true Positive = EBeneficial::Positive struct.end //----ArmUpg_Backpack_01_End----// Heavy_Dolg_Armor_container : struct.begin {refkey=[0]} SID = Heavy_Dolg_Armor_container LocalizationSID = armor_container Text = container Type = EEffectType::ArtifactSlots ValueMin = 1 ValueMax = 1 bIsPermanent = true Positive = EBeneficial::Positive struct.end Heavy_Dolg_Armor_radiationAbsorption : struct.begin {refkey=[0]} SID = Heavy_Dolg_Armor_radiationAbsorption LocalizationSID = armor_container Text = Radiation Type = EEffectType::Radiation ValueMin = 5.0 ValueMax = 5.0 bIsPermanent = true Positive = EBeneficial::Positive struct.end //----ArmUpg_rad_container_01_End----// Heavy_Dolg_Armor_container2 : struct.begin {refkey=[0]} SID = Heavy_Dolg_Armor_container2 LocalizationSID = armor_container Text = Increase artifact slots Type = EEffectType::ArtifactSlots ValueMin = 1 ValueMax = 1 bIsPermanent = true Positive = EBeneficial::Positive struct.end //-----------------------------------------------------------------// //-----------------Heavy_Dolg_Armor_End----------------------------// //-----------------------------------------------------------------// //-----------------------------------------------------------------// //-----------------HeavyBattle_Spark_Armor_Start-------------------// //-----------------------------------------------------------------// HeavyBattle_Spark_Armor_wearing : struct.begin {refkey=[0]} SID = HeavyBattle_Spark_Armor_wearing LocalizationSID = armor_wearing Text = Max Durability Type = EEffectType::MaxDurability ValueMin = 25.0% ValueMax = 25.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end HeavyBattle_Spark_Armor_protectionPhysical : struct.begin {refkey=[0]} SID = HeavyBattle_Spark_Armor_protectionPhysical LocalizationSID = armor_protectionPhysical Text = Strike Protection Type = EEffectType::ProtectionStrike ValueMin = 40.0% ValueMax = 40.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end HeavyBattle_Spark_Armor_protectionPhysical1 : struct.begin {refkey=[0]} SID = HeavyBattle_Spark_Armor_protectionPhysical1 LocalizationSID = armor_protectionPhysical Text = Strike Protection Type = EEffectType::ProtectionStrike ValueMin = 40.0% ValueMax = 40.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end HeavyBattle_Spark_Armor_reductionWeight : struct.begin {refkey=[0]} SID = HeavyBattle_Spark_Armor_reductionWeight LocalizationSID = armor_reductionWeight Text = Item Weight Type = EEffectType::ArmorItemWeight ValueMin = -1 ValueMax = -1 bIsPermanent = true Positive = EBeneficial::Positive struct.end //----ArmUpg_pockets_01_Start----// HeavyBattle_Spark_Armor_AdditionalInventoryWeight : struct.begin {refkey=[0]} SID = HeavyBattle_Spark_Armor_AdditionalInventoryWeight Text = Additional Inventory Weight Type = EEffectType::AdditionalInventoryWeight LocalizationSID = increase_max_inventory_weight ValueMin = 10.0% ValueMax = 10.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end HeavyBattle_Spark_Armor_PenaltyLessWeight : struct.begin {refkey=[0]} SID = HeavyBattle_Spark_Armor_PenaltyLessWeight Text = Additional Inventory Weight Type = EEffectType::PenaltyLessWeight ValueMin = 10.0% ValueMax = 10.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end HeavyBattle_Spark_Armor_carryingCapacity : struct.begin {refkey=[0]} SID = HeavyBattle_Spark_Armor_carryingCapacity LocalizationSID = Armor_carryingCapacity Type = EEffectType::Composite ValueMin = 10.0% ValueMax = 10.0% ApplyExtraEffectPrototypeSIDs : struct.begin [0] = HeavyBattle_Spark_Armor_AdditionalInventoryWeight [1] = HeavyBattle_Spark_Armor_PenaltyLessWeight struct.end struct.end //----ArmUpg_pockets_01_End----// HeavyBattle_Spark_Armor_wearing1 : struct.begin {refkey=[0]} SID = HeavyBattle_Spark_Armor_wearing1 LocalizationSID = armor_wearing Text = Max Durability Type = EEffectType::MaxDurability ValueMin = 25.0% ValueMax = 25.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end HeavyBattle_Spark_Armor_protectionThermal : struct.begin {refkey=[0]} SID = HeavyBattle_Spark_Armor_protectionThermal LocalizationSID = armor_protectionThermal Text = Thermal protection Type = EEffectType::ProtectionBurn ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end //----ArmUpg_fire_chem_01_Start----// HeavyBattle_Spark_Armor_protectionChemical : struct.begin {refkey=[0]} SID = HeavyBattle_Spark_Armor_protectionChemical LocalizationSID = armor_protectionChemical Text = Chemical protection Type = EEffectType::ProtectionChemical ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end HeavyBattle_Spark_Armor_protectionThermal1 : struct.begin {refkey=[0]} SID = HeavyBattle_Spark_Armor_protectionThermal1 LocalizationSID = armor_protectionThermal Text = Thermal protection Type = EEffectType::ProtectionBurn ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end //----ArmUpg_fire_chem_01_Start----// //----ArmUpg_fire_elecrt_01_Start----// HeavyBattle_Spark_Armor_protectionElectrical : struct.begin {refkey=[0]} SID = HeavyBattle_Spark_Armor_protectionElectrical LocalizationSID = armor_protectionElectrical Text = Electro Defence Type = EEffectType::ProtectionShock ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end HeavyBattle_Spark_Armor_protectionThermal2 : struct.begin {refkey=[0]} SID = HeavyBattle_Spark_Armor_protectionThermal2 LocalizationSID = armor_protectionThermal Text = Thermal protection Type = EEffectType::ProtectionBurn ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end //----ArmUpg_fire_elecrt_01_End----// //----ArmUpg_elecrt_chem_02_Start----// HeavyBattle_Spark_Armor_protectionElectrical1 : struct.begin {refkey=[0]} SID = HeavyBattle_Spark_Armor_protectionElectrical1 LocalizationSID = armor_protectionElectrical Text = Electro Defence Type = EEffectType::ProtectionShock ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end HeavyBattle_Spark_Armor_protectionChemical1 : struct.begin {refkey=[0]} SID = HeavyBattle_Spark_Armor_protectionChemical1 LocalizationSID = armor_protectionChemical Text = Chemical protection Type = EEffectType::ProtectionChemical ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end //----ArmUpg_elecrt_chem_02_End----// HeavyBattle_Spark_Armor_protectionRadiation : struct.begin {refkey=[0]} SID = HeavyBattle_Spark_Armor_protectionRadiation LocalizationSID = armor_protectionRadiation Text = protection Radiation Type = EEffectType::ProtectionRadiation ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end HeavyBattle_Spark_Armor_protectionRadiation1 : struct.begin {refkey=[0]} SID = HeavyBattle_Spark_Armor_protectionRadiation1 LocalizationSID = armor_protectionRadiation Text = protection Radiation Type = EEffectType::ProtectionRadiation ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end HeavyBattle_Spark_Armor_ProtectionPSY : struct.begin {refkey=[0]} SID = HeavyBattle_Spark_Armor_ProtectionPSY LocalizationSID = armor_protectionPsi Text = Protection PSY Type = EEffectType::ProtectionPSY ValueMin = 10.0% ValueMax = 10.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end HeavyBattle_Spark_Armor_ProtectionPSY1 : struct.begin {refkey=[0]} SID = HeavyBattle_Spark_Armor_ProtectionPSY1 LocalizationSID = armor_protectionPsi Text = Protection PSY Type = EEffectType::ProtectionPSY ValueMin = 10.0% ValueMax = 10.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end HeavyBattle_Spark_Armor_container : struct.begin {refkey=[0]} SID = HeavyBattle_Spark_Armor_container LocalizationSID = armor_container Text = container Type = EEffectType::ArtifactSlots ValueMin = 1 ValueMax = 1 bIsPermanent = true Positive = EBeneficial::Positive struct.end HeavyBattle_Spark_Armor_container1 : struct.begin {refkey=[0]} SID = HeavyBattle_Spark_Armor_container1 LocalizationSID = armor_container Text = container Type = EEffectType::ArtifactSlots ValueMin = 1 ValueMax = 1 bIsPermanent = true Positive = EBeneficial::Positive struct.end //----ArmUpg_rad_container_01_Start----// HeavyBattle_Spark_Armor_container2 : struct.begin {refkey=[0]} SID = HeavyBattle_Spark_Armor_container2 LocalizationSID = armor_container Text = Increase artifact slots Type = EEffectType::ArtifactSlots ValueMin = 1 ValueMax = 1 bIsPermanent = true Positive = EBeneficial::Positive struct.end HeavyBattle_Spark_Armor_radiationAbsorption : struct.begin {refkey=[0]} SID = HeavyBattle_Spark_Armor_radiationAbsorption LocalizationSID = armor_container Text = Radiation Type = EEffectType::Radiation ValueMin = 5.0 ValueMax = 5.0 bIsPermanent = true Positive = EBeneficial::Positive struct.end //----ArmUpg_rad_container_01_End----// HeavyBattle_Spark_Armor_radiationAbsorption1 : struct.begin {refkey=[0]} SID = HeavyBattle_Spark_Armor_radiationAbsorption1 LocalizationSID = armor_container Text = Radiation Type = EEffectType::Radiation ValueMin = 5.0 ValueMax = 5.0 bIsPermanent = true Positive = EBeneficial::Positive struct.end //-----------------------------------------------------------------// //-----------------HeavyBattle_Spark_Armor_End---------------------// //-----------------------------------------------------------------// //-----------------------------------------------------------------// //-----------------Rook_Svoboda_Armor_Start------------------------// //-----------------------------------------------------------------// Rook_Svoboda_Armor_protectionPhysical : struct.begin {refkey=[0]} SID = Rook_Svoboda_Armor_protectionPhysical LocalizationSID = armor_protectionPhysical Text = Strike Protection Type = EEffectType::ProtectionStrike ValueMin = 40.0% ValueMax = 40.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Rook_Svoboda_Armor_reductionWeight : struct.begin {refkey=[0]} SID = Rook_Svoboda_Armor_reductionWeight LocalizationSID = armor_reductionWeight Text = Item Weight Type = EEffectType::ArmorItemWeight ValueMin = -1 ValueMax = -1 bIsPermanent = true Positive = EBeneficial::Positive struct.end Rook_Svoboda_Armor_wearing : struct.begin {refkey=[0]} SID = Rook_Svoboda_Armor_wearing LocalizationSID = armor_wearing Text = Max Durability Type = EEffectType::MaxDurability ValueMin = 25.0% ValueMax = 25.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Rook_Svoboda_Armor_protectionPhysical1 : struct.begin {refkey=[0]} SID = Rook_Svoboda_Armor_protectionPhysical1 LocalizationSID = armor_protectionPhysical Text = Strike Protection Type = EEffectType::ProtectionStrike ValueMin = 10.0% ValueMax = 10.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Rook_Svoboda_Armor_protectionThermal : struct.begin {refkey=[0]} SID = Rook_Svoboda_Armor_protectionThermal LocalizationSID = armor_protectionThermal Text = Thermal protection Type = EEffectType::ProtectionBurn ValueMin = 30.0% ValueMax = 30.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Rook_Svoboda_Armor_protectionElectrical : struct.begin {refkey=[0]} SID = Rook_Svoboda_Armor_protectionElectrical LocalizationSID = armor_protectionElectrical Text = Electro Defence Type = EEffectType::ProtectionShock ValueMin = 30.0% ValueMax = 30.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Rook_Svoboda_Armor_protectionChemical : struct.begin {refkey=[0]} SID = Rook_Svoboda_Armor_protectionChemical LocalizationSID = armor_protectionChemical Text = Chemical protection Type = EEffectType::ProtectionChemical ValueMin = 30.0% ValueMax = 30.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Rook_Svoboda_Armor_protectionRadiation : struct.begin {refkey=[0]} SID = Rook_Svoboda_Armor_protectionRadiation LocalizationSID = armor_protectionRadiation Text = protection Radiation Type = EEffectType::ProtectionRadiation ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Rook_Svoboda_Armor_container : struct.begin {refkey=[0]} SID = Rook_Svoboda_Armor_container LocalizationSID = armor_container Text = Increase artifact slots Type = EEffectType::ArtifactSlots ValueMin = 1 ValueMax = 1 bIsPermanent = true Positive = EBeneficial::Positive struct.end //----ArmUpg_rad_container_01_Start----// Rook_Svoboda_Armor_container1 : struct.begin {refkey=[0]} SID = Rook_Svoboda_Armor_container1 LocalizationSID = armor_container Text = Increase artifact slots Type = EEffectType::ArtifactSlots ValueMin = 1 ValueMax = 1 bIsPermanent = true Positive = EBeneficial::Positive struct.end Rook_Svoboda_Armor_radiationAbsorption : struct.begin {refkey=[0]} SID = Rook_Svoboda_Armor_radiationAbsorption LocalizationSID = armor_container Text = Radiation Type = EEffectType::Radiation ValueMin = 5.0 ValueMax = 5.0 bIsPermanent = true Positive = EBeneficial::Positive struct.end //----ArmUpg_rad_container_01_End----// //-----------------------------------------------------------------// //-----------------Rook_Svoboda_Armor_End--------------------------// //-----------------------------------------------------------------// //-----------------------------------------------------------------// //-----------------Rook_Dolg_Armor_Start---------------------------// //-----------------------------------------------------------------// Rook_Dolg_Armor_protectionPhysical : struct.begin {refkey=[0]} SID = Rook_Dolg_Armor_protectionPhysical LocalizationSID = armor_protectionPhysical Text = Strike Protection Type = EEffectType::ProtectionStrike ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Rook_Dolg_Armor_reductionWeight : struct.begin {refkey=[0]} SID = Rook_Dolg_Armor_reductionWeight LocalizationSID = armor_reductionWeight Text = Item Weight Type = EEffectType::ArmorItemWeight ValueMin = -1 ValueMax = -1 bIsPermanent = true Positive = EBeneficial::Positive struct.end Rook_Dolg_Armor_wearing : struct.begin {refkey=[0]} SID = Rook_Dolg_Armor_wearing LocalizationSID = armor_wearing Text = Max Durability Type = EEffectType::MaxDurability ValueMin = 25.0% ValueMax = 25.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Rook_Dolg_Armor_protectionPhysical1 : struct.begin {refkey=[0]} SID = Rook_Dolg_Armor_protectionPhysical1 LocalizationSID = armor_protectionPhysical Text = Strike Protection Type = EEffectType::ProtectionStrike ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Rook_Dolg_Armor_protectionThermal : struct.begin {refkey=[0]} SID = Rook_Dolg_Armor_protectionThermal LocalizationSID = armor_protectionThermal Text = Thermal protection Type = EEffectType::ProtectionBurn ValueMin = 30.0% ValueMax = 30.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Rook_Dolg_Armor_protectionElectrical : struct.begin {refkey=[0]} SID = Rook_Dolg_Armor_protectionElectrical LocalizationSID = armor_protectionElectrical Text = Electro Defence Type = EEffectType::ProtectionShock ValueMin = 30.0% ValueMax = 30.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Rook_Dolg_Armor_protectionChemical : struct.begin {refkey=[0]} SID = Rook_Dolg_Armor_protectionChemical LocalizationSID = armor_protectionChemical Text = Chemical protection Type = EEffectType::ProtectionChemical ValueMin = 30.0% ValueMax = 30.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Rook_Dolg_Armor_protectionRadiation : struct.begin {refkey=[0]} SID = Rook_Dolg_Armor_protectionRadiation LocalizationSID = armor_protectionRadiation Text = protection Radiation Type = EEffectType::ProtectionRadiation ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Rook_Dolg_Armor_regenerationStamina : struct.begin {refkey=[0]} SID = Rook_Dolg_Armor_regenerationStamina LocalizationSID = Armor_regenerationStamina Text = Regen Stamina Type = EEffectType::RegenStamina ValueMin = 5.0% ValueMax = 5.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Rook_Dolg_Armor_container : struct.begin {refkey=[0]} SID = Rook_Dolg_Armor_container LocalizationSID = armor_container Text = Increase artifact slots Type = EEffectType::ArtifactSlots ValueMin = 1 ValueMax = 1 bIsPermanent = true Positive = EBeneficial::Positive struct.end //-----------------------------------------------------------------// //-----------------Rook_Dolg_Armor_End-----------------------------// //-----------------------------------------------------------------// //-----------------------------------------------------------------// //-----------------Battle_Spark_Armor_Start------------------------// //-----------------------------------------------------------------// Battle_Spark_Armor_protectionPhysical : struct.begin {refkey=[0]} SID = Battle_Spark_Armor_protectionPhysical LocalizationSID = armor_protectionPhysical Text = Strike Protection Type = EEffectType::ProtectionStrike ValueMin = 10.0% ValueMax = 10.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Battle_Spark_Armor_reductionWeight : struct.begin {refkey=[0]} SID = Battle_Spark_Armor_reductionWeight LocalizationSID = armor_reductionWeight Text = Item Weight Type = EEffectType::ArmorItemWeight ValueMin = -1 ValueMax = -1 bIsPermanent = true Positive = EBeneficial::Positive struct.end Battle_Spark_Armor_wearing : struct.begin {refkey=[0]} SID = Battle_Spark_Armor_wearing LocalizationSID = armor_wearing Text = Max Durability Type = EEffectType::MaxDurability ValueMin = 10.0% ValueMax = 10.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Battle_Spark_Armor_protectionRadiation : struct.begin {refkey=[0]} SID = Battle_Spark_Armor_protectionRadiation LocalizationSID = armor_protectionRadiation Text = protection Radiation Type = EEffectType::ProtectionRadiation ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Battle_Spark_Armor_protectionRadiation1 : struct.begin {refkey=[0]} SID = Battle_Spark_Armor_protectionRadiation1 LocalizationSID = armor_protectionRadiation Text = protection Radiation Type = EEffectType::ProtectionRadiation ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Battle_Spark_Armor_protectionChemical : struct.begin {refkey=[0]} SID = Battle_Spark_Armor_protectionChemical LocalizationSID = armor_protectionChemical Text = Chemical protection Type = EEffectType::ProtectionChemical ValueMin = 5.0% ValueMax = 5.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Battle_Spark_Armor_protectionThermal : struct.begin {refkey=[0]} SID = Battle_Spark_Armor_protectionThermal LocalizationSID = armor_protectionThermal Text = Thermal protection Type = EEffectType::ProtectionBurn ValueMin = 10.0% ValueMax = 10.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end //----ArmUpg_fire_elecrt_02_Start----// Battle_Spark_Armor_protectionThermal1 : struct.begin {refkey=[0]} SID = Battle_Spark_Armor_protectionThermal1 LocalizationSID = armor_protectionThermal Text = Thermal protection Type = EEffectType::ProtectionBurn ValueMin = 5.0% ValueMax = 5.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Battle_Spark_Armor_protectionElectrical : struct.begin {refkey=[0]} SID = Battle_Spark_Armor_protectionElectrical LocalizationSID = armor_protectionElectrical Text = Electro Defence Type = EEffectType::ProtectionShock ValueMin = 10.0% ValueMax = 10.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end //----ArmUpg_fire_elecrt_02_End----// //----ArmUpg_fire_elecrt_01_Start----// Battle_Spark_Armor_protectionThermal2 : struct.begin {refkey=[0]} SID = Battle_Spark_Armor_protectionThermal2 LocalizationSID = armor_protectionThermal Text = Thermal protection Type = EEffectType::ProtectionBurn ValueMin = 5.0% ValueMax = 5.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Battle_Spark_Armor_protectionElectrical1 : struct.begin {refkey=[0]} SID = Battle_Spark_Armor_protectionElectrical1 LocalizationSID = armor_protectionElectrical Text = Electro Defence Type = EEffectType::ProtectionShock ValueMin = 10.0% ValueMax = 10.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end //----ArmUpg_fire_elecrt_01_End----// //----ArmUpg_elecrt_chem_01_Start----// Battle_Spark_Armor_protectionChemical1 : struct.begin {refkey=[0]} SID = Battle_Spark_Armor_protectionChemical1 LocalizationSID = armor_protectionChemical Text = Chemical protection Type = EEffectType::ProtectionChemical ValueMin = 5.0% ValueMax = 5.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Battle_Spark_Armor_protectionElectrical2 : struct.begin {refkey=[0]} SID = Battle_Spark_Armor_protectionElectrical2 LocalizationSID = armor_protectionElectrical Text = Electro Defence Type = EEffectType::ProtectionShock ValueMin = 10.0% ValueMax = 10.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end //----ArmUpg_fire_elecrt_01_End----// Battle_Spark_Armor_regenerationStamina : struct.begin {refkey=[0]} SID = Battle_Spark_Armor_regenerationStamina LocalizationSID = Armor_regenerationStamina Text = Regen Stamina Type = EEffectType::RegenStamina ValueMin = 5.0% ValueMax = 5.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Battle_Spark_Armor_container : struct.begin {refkey=[0]} SID = Battle_Spark_Armor_container LocalizationSID = armor_container Text = Increase artifact slots Type = EEffectType::ArtifactSlots ValueMin = 1 ValueMax = 1 bIsPermanent = true Positive = EBeneficial::Positive struct.end Battle_Spark_Armor_radiationAbsorption : struct.begin {refkey=[0]} SID = Battle_Spark_Armor_radiationAbsorption LocalizationSID = armor_container Text = Radiation Type = EEffectType::Radiation ValueMin = 5.0 ValueMax = 5.0 bIsPermanent = true Positive = EBeneficial::Positive struct.end Battle_Spark_Armor_container2 : struct.begin {refkey=[0]} SID = Battle_Spark_Armor_container2 LocalizationSID = armor_container Text = Increase artifact slots Type = EEffectType::ArtifactSlots ValueMin = 1 ValueMax = 1 bIsPermanent = true Positive = EBeneficial::Positive struct.end Battle_Spark_Armor_radiationAbsorption1 : struct.begin {refkey=[0]} SID = Battle_Spark_Armor_radiationAbsorption1 LocalizationSID = armor_container Text = Radiation Type = EEffectType::Radiation ValueMin = 5.0 ValueMax = 5.0 bIsPermanent = true Positive = EBeneficial::Positive struct.end //-----------------------------------------------------------------// //-----------------Battle_Spark_Armor_End--------------------------// //-----------------------------------------------------------------// //-----------------------------------------------------------------// //-----------------Battle_Svoboda_Armor_Start----------------------// //-----------------------------------------------------------------// Battle_Svoboda_Armor_protectionPhysical : struct.begin {refkey=[0]} SID = Battle_Svoboda_Armor_protectionPhysical LocalizationSID = armor_protectionPhysical Text = Strike Protection Type = EEffectType::ProtectionStrike ValueMin = 35.0% ValueMax = 35.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Battle_Svoboda_Armor_reductionWeight : struct.begin {refkey=[0]} SID = Battle_Svoboda_Armor_reductionWeight LocalizationSID = armor_reductionWeight Text = Item Weight Type = EEffectType::ArmorItemWeight ValueMin = -1 ValueMax = -1 bIsPermanent = true Positive = EBeneficial::Positive struct.end Battle_Svoboda_Armor_wearing : struct.begin {refkey=[0]} SID = Battle_Svoboda_Armor_wearing LocalizationSID = armor_wearing Text = Max Durability Type = EEffectType::MaxDurability ValueMin = 25.0% ValueMax = 25.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Battle_Svoboda_Armor_protectionRadiation : struct.begin {refkey=[0]} SID = Battle_Svoboda_Armor_protectionRadiation LocalizationSID = armor_protectionRadiation Text = protection Radiation Type = EEffectType::ProtectionRadiation ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Battle_Svoboda_Armor_protectionChemical : struct.begin {refkey=[0]} SID = Battle_Svoboda_Armor_protectionChemical LocalizationSID = armor_protectionChemical Text = Chemical protection Type = EEffectType::ProtectionChemical ValueMin = 30.0% ValueMax = 30.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Battle_Svoboda_Armor_protectionThermal : struct.begin {refkey=[0]} SID = Battle_Svoboda_Armor_protectionThermal LocalizationSID = armor_protectionThermal Text = Thermal protection Type = EEffectType::ProtectionBurn ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end //----ArmUpg_fire_elecrt_02_Start----// Battle_Svoboda_Armor_protectionThermal1 : struct.begin {refkey=[0]} SID = Battle_Svoboda_Armor_protectionThermal1 LocalizationSID = armor_protectionThermal Text = Thermal protection Type = EEffectType::ProtectionBurn ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Battle_Svoboda_Armor_protectionElectrical : struct.begin {refkey=[0]} SID = Battle_Svoboda_Armor_protectionElectrical LocalizationSID = armor_protectionElectrical Text = Electro Defence Type = EEffectType::ProtectionShock ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end //----ArmUpg_fire_elecrt_02_End----// //----ArmUpg_fire_elecrt_01_Start----// Battle_Svoboda_Armor_protectionThermal2 : struct.begin {refkey=[0]} SID = Battle_Svoboda_Armor_protectionThermal2 LocalizationSID = armor_protectionThermal Text = Thermal protection Type = EEffectType::ProtectionBurn ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Battle_Svoboda_Armor_protectionElectrical1 : struct.begin {refkey=[0]} SID = Battle_Svoboda_Armor_protectionElectrical1 LocalizationSID = armor_protectionElectrical Text = Electro Defence Type = EEffectType::ProtectionShock ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end //----ArmUpg_fire_elecrt_01_End----// Battle_Svoboda_Armor_container : struct.begin {refkey=[0]} SID = Battle_Svoboda_Armor_container LocalizationSID = armor_container Text = Increase artifact slots Type = EEffectType::ArtifactSlots ValueMin = 1 ValueMax = 1 bIsPermanent = true Positive = EBeneficial::Positive struct.end Battle_Svoboda_Armor_radiationAbsorption : struct.begin {refkey=[0]} SID = Battle_Svoboda_Armor_radiationAbsorption LocalizationSID = armor_container Text = Radiation Type = EEffectType::Radiation ValueMin = 5.0 ValueMax = 5.0 bIsPermanent = true Positive = EBeneficial::Positive struct.end Battle_Svoboda_Armor_container2 : struct.begin {refkey=[0]} SID = Battle_Svoboda_Armor_container2 LocalizationSID = armor_container Text = Increase artifact slots Type = EEffectType::ArtifactSlots ValueMin = 1 ValueMax = 1 bIsPermanent = true Positive = EBeneficial::Positive struct.end Battle_Svoboda_Armor_radiationAbsorption1 : struct.begin {refkey=[0]} SID = Battle_Svoboda_Armor_radiationAbsorption1 LocalizationSID = armor_container Text = Radiation Type = EEffectType::Radiation ValueMin = 5.0 ValueMax = 5.0 bIsPermanent = true Positive = EBeneficial::Positive struct.end Battle_Svoboda_Armor_protectionRadiation1 : struct.begin {refkey=[0]} SID = Battle_Svoboda_Armor_protectionRadiation1 LocalizationSID = armor_protectionRadiation Text = protection Radiation Type = EEffectType::ProtectionRadiation ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end //-----------------------------------------------------------------// //-----------------Battle_Svoboda_Armor_End------------------------// //-----------------------------------------------------------------// //-----------------------------------------------------------------// //-----------------Battle_Dolg_Armor_Start-------------------------// //-----------------------------------------------------------------// Battle_Dolg_Armor_wearing : struct.begin {refkey=[0]} SID = Battle_Dolg_Armor_wearing LocalizationSID = armor_wearing Text = Max Durability Type = EEffectType::MaxDurability ValueMin = 25.0% ValueMax = 25.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Battle_Dolg_Armor_protectionPhysical : struct.begin {refkey=[0]} SID = Battle_Dolg_Armor_protectionPhysical LocalizationSID = armor_protectionPhysical Text = Strike Protection Type = EEffectType::ProtectionStrike ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Battle_Dolg_Armor_protectionPhysical1 : struct.begin {refkey=[0]} SID = Battle_Dolg_Armor_protectionPhysical1 LocalizationSID = armor_protectionPhysical Text = Strike Protection Type = EEffectType::ProtectionStrike ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Battle_Dolg_Armor_regenerationStamina : struct.begin {refkey=[0]} SID = Battle_Dolg_Armor_regenerationStamina LocalizationSID = Armor_regenerationStamina Text = Regen Stamina Type = EEffectType::RegenStamina ValueMin = 5.0% ValueMax = 5.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Battle_Dolg_Armor_protectionThermal : struct.begin {refkey=[0]} SID = Battle_Dolg_Armor_protectionThermal LocalizationSID = armor_protectionThermal Text = Thermal protection Type = EEffectType::ProtectionBurn ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Battle_Dolg_Armor_protectionChemical : struct.begin {refkey=[0]} SID = Battle_Dolg_Armor_protectionChemical LocalizationSID = armor_protectionChemical Text = Chemical protection Type = EEffectType::ProtectionChemical ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Battle_Dolg_Armor_protectionThermal1 : struct.begin {refkey=[0]} SID = Battle_Dolg_Armor_protectionThermal1 LocalizationSID = armor_protectionThermal Text = Thermal protection Type = EEffectType::ProtectionBurn ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end //----ArmUpg_fire_elecrt_02_Start----// Battle_Dolg_Armor_protectionThermal2 : struct.begin {refkey=[0]} SID = Battle_Dolg_Armor_protectionThermal2 LocalizationSID = armor_protectionThermal Text = Thermal protection Type = EEffectType::ProtectionBurn ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Battle_Dolg_Armor_protectionElectrical : struct.begin {refkey=[0]} SID = Battle_Dolg_Armor_protectionElectrical LocalizationSID = armor_protectionElectrical Text = Electro Defence Type = EEffectType::ProtectionShock ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end //----ArmUpg_fire_elecrt_02_End----// Battle_Dolg_Armor_protectionChemical1 : struct.begin {refkey=[0]} SID = Battle_Dolg_Armor_protectionChemical1 LocalizationSID = armor_protectionChemical Text = Chemical protection Type = EEffectType::ProtectionChemical ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Battle_Dolg_Armor_protectionElectrical1 : struct.begin {refkey=[0]} SID = Battle_Dolg_Armor_protectionElectrical1 LocalizationSID = armor_protectionElectrical Text = Electro Defence Type = EEffectType::ProtectionShock ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Battle_Dolg_Armor_container : struct.begin {refkey=[0]} SID = Battle_Dolg_Armor_container LocalizationSID = armor_container Text = Increase artifact slots Type = EEffectType::ArtifactSlots ValueMin = 1 ValueMax = 1 bIsPermanent = true Positive = EBeneficial::Positive struct.end Battle_Dolg_Armor_protectionRadiation : struct.begin {refkey=[0]} SID = Battle_Dolg_Armor_protectionRadiation LocalizationSID = armor_protectionRadiation Text = protection Radiation Type = EEffectType::ProtectionRadiation ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Battle_Dolg_Armor_radiationAbsorption : struct.begin {refkey=[0]} SID = Battle_Dolg_Armor_radiationAbsorption LocalizationSID = armor_container Text = Radiation Type = EEffectType::Radiation ValueMin = 5.0 ValueMax = 5.0 bIsPermanent = true Positive = EBeneficial::Positive struct.end Battle_Dolg_Armor_regenerationStamina1 : struct.begin {refkey=[0]} SID = Battle_Dolg_Armor_regenerationStamina1 LocalizationSID = Armor_regenerationStamina Text = Regen Stamina Type = EEffectType::RegenStamina ValueMin = 5.0% ValueMax = 5.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end //-----------------------------------------------------------------// //-----------------Battle_Dolg_Armor_End---------------------------// //-----------------------------------------------------------------// //-----------------------------------------------------------------// //-----------------Battle_Monolith_Armor_Start---------------------// //-----------------------------------------------------------------// Battle_Monolith_Armor_wearing : struct.begin {refkey=[0]} SID = Battle_Monolith_Armor_wearing LocalizationSID = armor_wearing Text = Max Durability Type = EEffectType::MaxDurability ValueMin = 25.0% ValueMax = 25.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Battle_Monolith_Armor_protectionPhysical : struct.begin {refkey=[0]} SID = Battle_Monolith_Armor_protectionPhysical LocalizationSID = armor_protectionPhysical Text = Strike Protection Type = EEffectType::ProtectionStrike ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Battle_Monolith_Armor_protectionPhysical1 : struct.begin {refkey=[0]} SID = Battle_Monolith_Armor_protectionPhysical1 LocalizationSID = armor_protectionPhysical Text = Strike Protection Type = EEffectType::ProtectionStrike ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end //----ArmUpg_pockets_01_Start----// Battle_Monolith_Armor_AdditionalInventoryWeight : struct.begin {refkey=[0]} SID = Battle_Monolith_Armor_AdditionalInventoryWeight Text = Additional Inventory Weight Type = EEffectType::AdditionalInventoryWeight LocalizationSID = increase_max_inventory_weight ValueMin = 10.0% ValueMax = 10.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Battle_Monolith_Armor_PenaltyLessWeight : struct.begin {refkey=[0]} SID = Battle_Monolith_Armor_PenaltyLessWeight Text = Additional Inventory Weight Type = EEffectType::PenaltyLessWeight ValueMin = 10.0% ValueMax = 10.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Battle_Monolith_Armor_carryingCapacity : struct.begin {refkey=[0]} SID = Battle_Monolith_Armor_carryingCapacity LocalizationSID = Armor_carryingCapacity Type = EEffectType::Composite ValueMin = 10.0% ValueMax = 10.0% ApplyExtraEffectPrototypeSIDs : struct.begin [0] = Battle_Monolith_Armor_AdditionalInventoryWeight [1] = Battle_Monolith_Armor_PenaltyLessWeight struct.end struct.end //----ArmUpg_pockets_01_End----// Battle_Monolith_Armor_reductionWeight : struct.begin {refkey=[0]} SID = Battle_Monolith_Armor_reductionWeight LocalizationSID = armor_reductionWeight Text = Item Weight Type = EEffectType::ArmorItemWeight ValueMin = -1 ValueMax = -1 bIsPermanent = true Positive = EBeneficial::Positive struct.end Battle_Monolith_Armor_reductionWeight1 : struct.begin {refkey=[0]} SID = Battle_Monolith_Armor_reductionWeight1 LocalizationSID = armor_reductionWeight Text = Item Weight Type = EEffectType::ArmorItemWeight ValueMin = -1 ValueMax = -1 bIsPermanent = true Positive = EBeneficial::Positive struct.end //----ArmUpg_fire_elecrt_02_Start----// Battle_Monolith_Armor_protectionThermal : struct.begin {refkey=[0]} SID = Battle_Monolith_Armor_protectionThermal LocalizationSID = armor_protectionThermal Text = Thermal protection Type = EEffectType::ProtectionBurn ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Battle_Monolith_Armor_protectionElectrical : struct.begin {refkey=[0]} SID = Battle_Monolith_Armor_protectionElectrical LocalizationSID = armor_protectionElectrical Text = Electro Defence Type = EEffectType::ProtectionShock ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end //----ArmUpg_fire_elecrt_02_End----// Battle_Monolith_Armor_protectionThermal1 : struct.begin {refkey=[0]} SID = Battle_Monolith_Armor_protectionThermal1 LocalizationSID = armor_protectionThermal Text = Thermal protection Type = EEffectType::ProtectionBurn ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Battle_Monolith_Armor_protectionChemical : struct.begin {refkey=[0]} SID = Battle_Monolith_Armor_protectionChemical LocalizationSID = armor_protectionChemical Text = Chemical protection Type = EEffectType::ProtectionChemical ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Battle_Monolith_Armor_protectionThermal2 : struct.begin {refkey=[0]} SID = Battle_Monolith_Armor_protectionThermal2 LocalizationSID = armor_protectionThermal Text = Thermal protection Type = EEffectType::ProtectionBurn ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Battle_Monolith_Armor_protectionElectrical1 : struct.begin {refkey=[0]} SID = Battle_Monolith_Armor_protectionElectrical1 LocalizationSID = armor_protectionElectrical Text = Electro Defence Type = EEffectType::ProtectionShock ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Battle_Monolith_Armor_protectionChemical1 : struct.begin {refkey=[0]} SID = Battle_Monolith_Armor_protectionChemical1 LocalizationSID = armor_protectionChemical Text = Chemical protection Type = EEffectType::ProtectionChemical ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Battle_Monolith_Armor_protectionRadiation : struct.begin {refkey=[0]} SID = Battle_Monolith_Armor_protectionRadiation LocalizationSID = armor_protectionRadiation Text = protection Radiation Type = EEffectType::ProtectionRadiation ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Battle_Monolith_Armor_regenerationStamina : struct.begin {refkey=[0]} SID = Battle_Monolith_Armor_regenerationStamina LocalizationSID = Armor_regenerationStamina Text = Regen Stamina Type = EEffectType::RegenStamina ValueMin = 5.0% ValueMax = 5.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Battle_Monolith_Armor_reductionWeight2 : struct.begin {refkey=[0]} SID = Battle_Monolith_Armor_reductionWeight2 LocalizationSID = armor_reductionWeight Text = Item Weight Type = EEffectType::ArmorItemWeight ValueMin = -1 ValueMax = -1 bIsPermanent = true Positive = EBeneficial::Positive struct.end Battle_Monolith_Armor_container : struct.begin {refkey=[0]} SID = Battle_Monolith_Armor_container LocalizationSID = armor_container Text = Increase artifact slots Type = EEffectType::ArtifactSlots ValueMin = 1 ValueMax = 1 bIsPermanent = true Positive = EBeneficial::Positive struct.end Battle_Monolith_Armor_container1 : struct.begin {refkey=[0]} SID = Battle_Monolith_Armor_container1 LocalizationSID = armor_container Text = Increase artifact slots Type = EEffectType::ArtifactSlots ValueMin = 1 ValueMax = 1 bIsPermanent = true Positive = EBeneficial::Positive struct.end Battle_Monolith_Armor_protectionRadiation1 : struct.begin {refkey=[0]} SID = Battle_Monolith_Armor_protectionRadiation1 LocalizationSID = armor_protectionRadiation Text = protection Radiation Type = EEffectType::ProtectionRadiation ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Battle_Monolith_Armor_radiationAbsorption : struct.begin {refkey=[0]} SID = Battle_Monolith_Armor_radiationAbsorption LocalizationSID = armor_container Text = Radiation Type = EEffectType::Radiation ValueMin = 5.0 ValueMax = 5.0 bIsPermanent = true Positive = EBeneficial::Positive struct.end Battle_Monolith_Armor_container2 : struct.begin {refkey=[0]} SID = Battle_Monolith_Armor_container2 LocalizationSID = armor_container Text = Increase artifact slots Type = EEffectType::ArtifactSlots ValueMin = 1 ValueMax = 1 bIsPermanent = true Positive = EBeneficial::Positive struct.end Battle_Monolith_Armor_radiationAbsorption1 : struct.begin {refkey=[0]} SID = Battle_Monolith_Armor_radiationAbsorption1 LocalizationSID = armor_container Text = Radiation Type = EEffectType::Radiation ValueMin = 5.0 ValueMax = 5.0 bIsPermanent = true Positive = EBeneficial::Positive struct.end //-----------------------------------------------------------------// //-----------------Battle_Monolith_Armor_End-----------------------// //-----------------------------------------------------------------// //-----------------------------------------------------------------// //-----------------Heavy_Mercenaries_Armor_Start-------------------// //-----------------------------------------------------------------// Heavy_Mercenaries_Armor_wearing : struct.begin {refkey=[0]} SID = Heavy_Mercenaries_Armor_wearing LocalizationSID = armor_wearing Text = Max Durability Type = EEffectType::MaxDurability ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Heavy_Mercenaries_Armor_protectionPhysical : struct.begin {refkey=[0]} SID = Heavy_Mercenaries_Armor_protectionPhysical LocalizationSID = armor_protectionPhysical Text = Strike Protection Type = EEffectType::ProtectionStrike ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Heavy_Mercenaries_Armor_protectionPhysical1 : struct.begin {refkey=[0]} SID = Heavy_Mercenaries_Armor_protectionPhysical1 LocalizationSID = armor_protectionPhysical Text = Strike Protection Type = EEffectType::ProtectionStrike ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end //----ArmUpg_pockets_01_Start----// Heavy_Mercenaries_Armor_AdditionalInventoryWeight : struct.begin {refkey=[0]} SID = Heavy_Mercenaries_Armor_AdditionalInventoryWeight Text = Additional Inventory Weight Type = EEffectType::AdditionalInventoryWeight LocalizationSID = increase_max_inventory_weight ValueMin = 10.0% ValueMax = 10.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Heavy_Mercenaries_Armor_PenaltyLessWeight : struct.begin {refkey=[0]} SID = Heavy_Mercenaries_Armor_PenaltyLessWeight Text = Additional Inventory Weight Type = EEffectType::PenaltyLessWeight ValueMin = 10.0% ValueMax = 10.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Heavy_Mercenaries_Armor_carryingCapacity : struct.begin {refkey=[0]} SID = Heavy_Mercenaries_Armor_carryingCapacity LocalizationSID = Armor_carryingCapacity Type = EEffectType::Composite ValueMin = 10.0% ValueMax = 10.0% ApplyExtraEffectPrototypeSIDs : struct.begin [0] = Heavy_Mercenaries_Armor_AdditionalInventoryWeight [1] = Heavy_Mercenaries_Armor_PenaltyLessWeight struct.end struct.end //----ArmUpg_pockets_01_End----// Heavy_Mercenaries_Armor_reductionWeight : struct.begin {refkey=[0]} SID = Heavy_Mercenaries_Armor_reductionWeight LocalizationSID = armor_reductionWeight Text = Item Weight Type = EEffectType::ArmorItemWeight ValueMin = -1 ValueMax = -1 bIsPermanent = true Positive = EBeneficial::Positive struct.end Heavy_Mercenaries_Armor_protectionThermal : struct.begin {refkey=[0]} SID = Heavy_Mercenaries_Armor_protectionThermal LocalizationSID = armor_protectionThermal Text = Thermal protection Type = EEffectType::ProtectionBurn ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Heavy_Mercenaries_Armor_protectionElectrical : struct.begin {refkey=[0]} SID = Heavy_Mercenaries_Armor_protectionElectrical LocalizationSID = armor_protectionElectrical Text = Electro Defence Type = EEffectType::ProtectionShock ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Heavy_Mercenaries_Armor_protectionChemical : struct.begin {refkey=[0]} SID = Heavy_Mercenaries_Armor_protectionChemical LocalizationSID = armor_protectionChemical Text = Chemical protection Type = EEffectType::ProtectionChemical ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Heavy_Mercenaries_Armor_protectionThermal1 : struct.begin {refkey=[0]} SID = Heavy_Mercenaries_Armor_protectionThermal1 LocalizationSID = armor_protectionThermal Text = Thermal protection Type = EEffectType::ProtectionBurn ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Heavy_Mercenaries_Armor_protectionElectrical2 : struct.begin {refkey=[0]} SID = Heavy_Mercenaries_Armor_protectionElectrical2 LocalizationSID = armor_protectionElectrical Text = Electro Defence Type = EEffectType::ProtectionShock ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Heavy_Mercenaries_Armor_protectionElectrical1 : struct.begin {refkey=[0]} SID = Heavy_Mercenaries_Armor_protectionElectrical1 LocalizationSID = armor_protectionElectrical Text = Electro Defence Type = EEffectType::ProtectionShock ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Heavy_Mercenaries_Armor_protectionChemical2 : struct.begin {refkey=[0]} SID = Heavy_Mercenaries_Armor_protectionChemical2 LocalizationSID = armor_protectionChemical Text = Chemical protection Type = EEffectType::ProtectionChemical ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Heavy_Mercenaries_Armor_protectionRadiation : struct.begin {refkey=[0]} SID = Heavy_Mercenaries_Armor_protectionRadiation LocalizationSID = armor_protectionRadiation Text = protection Radiation Type = EEffectType::ProtectionRadiation ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Heavy_Mercenaries_Armor_wearing1 : struct.begin {refkey=[0]} SID = Heavy_Mercenaries_Armor_wearing1 LocalizationSID = armor_wearing Text = Max Durability Type = EEffectType::MaxDurability ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Heavy_Mercenaries_Armor_protectionRadiation1 : struct.begin {refkey=[0]} SID = Heavy_Mercenaries_Armor_protectionRadiation1 LocalizationSID = armor_protectionRadiation Text = protection Radiation Type = EEffectType::ProtectionRadiation ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Heavy_Mercenaries_Armor_container : struct.begin {refkey=[0]} SID = Heavy_Mercenaries_Armor_container LocalizationSID = armor_container Text = Increase artifact slots Type = EEffectType::ArtifactSlots ValueMin = 1 ValueMax = 1 bIsPermanent = true Positive = EBeneficial::Positive struct.end Heavy_Mercenaries_Armor_container1 : struct.begin {refkey=[0]} SID = Heavy_Mercenaries_Armor_container1 LocalizationSID = armor_container Text = Increase artifact slots Type = EEffectType::ArtifactSlots ValueMin = 1 ValueMax = 1 bIsPermanent = true Positive = EBeneficial::Positive struct.end Heavy_Mercenaries_Armor_radiationAbsorption : struct.begin {refkey=[0]} SID = Heavy_Mercenaries_Armor_radiationAbsorption LocalizationSID = armor_container Text = Radiation Type = EEffectType::Radiation ValueMin = 5.0 ValueMax = 5.0 bIsPermanent = true Positive = EBeneficial::Positive struct.end Heavy_Mercenaries_Armor_radiationAbsorption1 : struct.begin {refkey=[0]} SID = Heavy_Mercenaries_Armor_radiationAbsorption1 LocalizationSID = armor_container Text = Radiation Type = EEffectType::Radiation ValueMin = 5.0 ValueMax = 5.0 bIsPermanent = true Positive = EBeneficial::Positive struct.end //-----------------------------------------------------------------// //-----------------Heavy_Mercenaries_Armor_End---------------------// //-----------------------------------------------------------------// //-----------------------------------------------------------------// //-----------------Heavy2_Military_Armor_Start---------------------// //-----------------------------------------------------------------// //----ArmUpg_pockets_01_Start----// Heavy2_Military_Armor_AdditionalInventoryWeight : struct.begin {refkey=[0]} SID = Heavy2_Military_Armor_AdditionalInventoryWeight Text = Additional Inventory Weight Type = EEffectType::AdditionalInventoryWeight LocalizationSID = increase_max_inventory_weight ValueMin = 10.0% ValueMax = 10.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Heavy2_Military_Armor_PenaltyLessWeight : struct.begin {refkey=[0]} SID = Heavy2_Military_Armor_PenaltyLessWeight Text = Additional Inventory Weight Type = EEffectType::PenaltyLessWeight ValueMin = 10.0% ValueMax = 10.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Heavy2_Military_Armor_carryingCapacity : struct.begin {refkey=[0]} SID = Heavy2_Military_Armor_carryingCapacity LocalizationSID = Armor_carryingCapacity Type = EEffectType::Composite ValueMin = 10.0% ValueMax = 10.0% ApplyExtraEffectPrototypeSIDs : struct.begin [0] = Heavy2_Military_Armor_AdditionalInventoryWeight [1] = Heavy2_Military_Armor_PenaltyLessWeight struct.end struct.end //----ArmUpg_pockets_01_End----// Heavy2_Military_Armor_wearing : struct.begin {refkey=[0]} SID = Heavy2_Military_Armor_wearing LocalizationSID = armor_wearing Text = Max Durability Type = EEffectType::MaxDurability ValueMin = 25.0% ValueMax = 25.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Heavy2_Military_Armor_protectionPhysical : struct.begin {refkey=[0]} SID = Heavy2_Military_Armor_protectionPhysical LocalizationSID = armor_protectionPhysical Text = Strike Protection Type = EEffectType::ProtectionStrike ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Heavy2_Military_Armor_protectionPhysical1 : struct.begin {refkey=[0]} SID = Heavy2_Military_Armor_protectionPhysical1 LocalizationSID = armor_protectionPhysical Text = Strike Protection Type = EEffectType::ProtectionStrike ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Heavy2_Military_Armor_reductionWeight : struct.begin {refkey=[0]} SID = Heavy2_Military_Armor_reductionWeight LocalizationSID = armor_reductionWeight Text = Item Weight Type = EEffectType::ArmorItemWeight ValueMin = -1 ValueMax = -1 bIsPermanent = true Positive = EBeneficial::Positive struct.end Heavy2_Military_Armor_protectionThermal : struct.begin {refkey=[0]} SID = Heavy2_Military_Armor_protectionThermal LocalizationSID = armor_protectionThermal Text = Thermal protection Type = EEffectType::ProtectionBurn ValueMin = 30.0% ValueMax = 30.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Heavy2_Military_Armor_protectionElectrical : struct.begin {refkey=[0]} SID = Heavy2_Military_Armor_protectionElectrical LocalizationSID = armor_protectionElectrical Text = Electro Defence Type = EEffectType::ProtectionShock ValueMin = 30.0% ValueMax = 30.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Heavy2_Military_Armor_protectionChemical : struct.begin {refkey=[0]} SID = Heavy2_Military_Armor_protectionChemical LocalizationSID = armor_protectionChemical Text = Chemical protection Type = EEffectType::ProtectionChemical ValueMin = 30.0% ValueMax = 30.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Heavy2_Military_Armor_protectionRadiation : struct.begin {refkey=[0]} SID = Heavy2_Military_Armor_protectionRadiation LocalizationSID = armor_protectionRadiation Text = protection Radiation Type = EEffectType::ProtectionRadiation ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Heavy2_Military_Armor_regenerationStamina : struct.begin {refkey=[0]} SID = Heavy2_Military_Armor_regenerationStamina LocalizationSID = Armor_regenerationStamina Text = Regen Stamina Type = EEffectType::RegenStamina ValueMin = 5.0% ValueMax = 5.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Heavy2_Military_Armor_container : struct.begin {refkey=[0]} SID = Heavy2_Military_Armor_container LocalizationSID = armor_container Text = Increase artifact slots Type = EEffectType::ArtifactSlots ValueMin = 1 ValueMax = 1 bIsPermanent = true Positive = EBeneficial::Positive struct.end Heavy2_Military_Armor_container1 : struct.begin {refkey=[0]} SID = Heavy2_Military_Armor_container1 LocalizationSID = armor_container Text = Increase artifact slots Type = EEffectType::ArtifactSlots ValueMin = 1 ValueMax = 1 bIsPermanent = true Positive = EBeneficial::Positive struct.end Heavy2_Military_Armor_container2 : struct.begin {refkey=[0]} SID = Heavy2_Military_Armor_container2 LocalizationSID = armor_container Text = Increase artifact slots Type = EEffectType::ArtifactSlots ValueMin = 1 ValueMax = 1 bIsPermanent = true Positive = EBeneficial::Positive struct.end Heavy2_Military_Armor_radiationAbsorption : struct.begin {refkey=[0]} SID = Heavy2_Military_Armor_radiationAbsorption LocalizationSID = armor_container Text = Radiation Type = EEffectType::Radiation ValueMin = 5.0 ValueMax = 5.0 bIsPermanent = true Positive = EBeneficial::Positive struct.end Heavy2_Military_Armor_container3 : struct.begin {refkey=[0]} SID = Heavy2_Military_Armor_container3 LocalizationSID = armor_container Text = Increase artifact slots Type = EEffectType::ArtifactSlots ValueMin = 1 ValueMax = 1 bIsPermanent = true Positive = EBeneficial::Positive struct.end Heavy2_Military_Armor_radiationAbsorption1 : struct.begin {refkey=[0]} SID = Heavy2_Military_Armor_radiationAbsorption1 LocalizationSID = armor_container Text = Radiation Type = EEffectType::Radiation ValueMin = 5.0 ValueMax = 5.0 bIsPermanent = true Positive = EBeneficial::Positive struct.end //-----------------------------------------------------------------// //-----------------Heavy2_Military_Armor_End-----------------------// //-----------------------------------------------------------------// //-----------------------------------------------------------------// //-----------------HeavyAnomaly_Monolith_Armor_Start---------// //-----------------------------------------------------------------// HeavyAnomaly_Monolith_Armor_wearing : struct.begin {refkey=[0]} SID = HeavyAnomaly_Monolith_Armor_wearing LocalizationSID = armor_wearing Text = Max Durability Type = EEffectType::MaxDurability ValueMin = 25.0% ValueMax = 25.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end HeavyAnomaly_Monolith_Armor_protectionPhysical : struct.begin {refkey=[0]} SID = HeavyAnomaly_Monolith_Armor_protectionPhysical LocalizationSID = armor_protectionPhysical Text = Strike Protection Type = EEffectType::ProtectionStrike ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end HeavyAnomaly_Monolith_Armor_protectionPhysical1 : struct.begin {refkey=[0]} SID = HeavyAnomaly_Monolith_Armor_protectionPhysical1 LocalizationSID = armor_protectionPhysical Text = Strike Protection Type = EEffectType::ProtectionStrike ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end HeavyAnomaly_Monolith_Armor_reductionWeight : struct.begin {refkey=[0]} SID = HeavyAnomaly_Monolith_Armor_reductionWeight LocalizationSID = armor_reductionWeight Text = Item Weight Type = EEffectType::ArmorItemWeight ValueMin = -1 ValueMax = -1 bIsPermanent = true Positive = EBeneficial::Positive struct.end HeavyAnomaly_Monolith_Armor_protectionThermal : struct.begin {refkey=[0]} SID = HeavyAnomaly_Monolith_Armor_protectionThermal LocalizationSID = armor_protectionThermal Text = Thermal protection Type = EEffectType::ProtectionBurn ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end HeavyAnomaly_Monolith_Armor_protectionElectrical : struct.begin {refkey=[0]} SID = HeavyAnomaly_Monolith_Armor_protectionElectrical LocalizationSID = armor_protectionElectrical Text = Electro Defence Type = EEffectType::ProtectionShock ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end HeavyAnomaly_Monolith_Armor_protectionChemical : struct.begin {refkey=[0]} SID = HeavyAnomaly_Monolith_Armor_protectionChemical LocalizationSID = armor_protectionChemical Text = Chemical protection Type = EEffectType::ProtectionChemical ValueMin = 30.0% ValueMax = 30.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end HeavyAnomaly_Monolith_Armor_protectionThermal1 : struct.begin {refkey=[0]} SID = HeavyAnomaly_Monolith_Armor_protectionThermal1 LocalizationSID = armor_protectionThermal Text = Thermal protection Type = EEffectType::ProtectionBurn ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end HeavyAnomaly_Monolith_Armor_protectionElectrical1 : struct.begin {refkey=[0]} SID = HeavyAnomaly_Monolith_Armor_protectionElectrical1 LocalizationSID = armor_protectionElectrical Text = Electro Defence Type = EEffectType::ProtectionShock ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end HeavyAnomaly_Monolith_Armor_protectionThermal2 : struct.begin {refkey=[0]} SID = HeavyAnomaly_Monolith_Armor_protectionThermal2 LocalizationSID = armor_protectionThermal Text = Thermal protection Type = EEffectType::ProtectionBurn ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end HeavyAnomaly_Monolith_Armor_protectionRadiation : struct.begin {refkey=[0]} SID = HeavyAnomaly_Monolith_Armor_protectionRadiation LocalizationSID = armor_protectionRadiation Text = protection Radiation Type = EEffectType::ProtectionRadiation ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end HeavyAnomaly_Monolith_Armor_protectionRadiation1 : struct.begin {refkey=[0]} SID = HeavyAnomaly_Monolith_Armor_protectionRadiation1 LocalizationSID = armor_protectionRadiation Text = protection Radiation Type = EEffectType::ProtectionRadiation ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end HeavyAnomaly_Monolith_Armor_regenerationStamina : struct.begin {refkey=[0]} SID = HeavyAnomaly_Monolith_Armor_regenerationStamina LocalizationSID = Armor_regenerationStamina Text = Regen Stamina Type = EEffectType::RegenStamina ValueMin = 5.0% ValueMax = 5.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end //----ArmUpg_pockets_01_Start----// HeavyAnomaly_Monolith_Armor_AdditionalInventoryWeight : struct.begin {refkey=[0]} SID = HeavyAnomaly_Monolith_Armor_AdditionalInventoryWeight Text = Additional Inventory Weight Type = EEffectType::AdditionalInventoryWeight LocalizationSID = increase_max_inventory_weight ValueMin = 10.0% ValueMax = 10.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end HeavyAnomaly_Monolith_Armor_PenaltyLessWeight : struct.begin {refkey=[0]} SID = HeavyAnomaly_Monolith_Armor_PenaltyLessWeight Text = Additional Inventory Weight Type = EEffectType::PenaltyLessWeight ValueMin = 10.0% ValueMax = 10.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end HeavyAnomaly_Monolith_Armor_carryingCapacity : struct.begin {refkey=[0]} SID = HeavyAnomaly_Monolith_Armor_carryingCapacity LocalizationSID = Armor_carryingCapacity Type = EEffectType::Composite ValueMin = 10.0% ValueMax = 10.0% ApplyExtraEffectPrototypeSIDs : struct.begin [0] = HeavyAnomaly_Monolith_Armor_AdditionalInventoryWeight [1] = HeavyAnomaly_Monolith_Armor_PenaltyLessWeight struct.end struct.end //----ArmUpg_pockets_01_End----// HeavyAnomaly_Monolith_Armor_ProtectionPSY : struct.begin {refkey=[0]} SID = HeavyAnomaly_Monolith_Armor_ProtectionPSY LocalizationSID = armor_protectionPsi Text = Protection PSY Type = EEffectType::ProtectionPSY ValueMin = 10.0% ValueMax = 10.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end HeavyAnomaly_Monolith_Armor_container : struct.begin {refkey=[0]} SID = HeavyAnomaly_Monolith_Armor_container LocalizationSID = armor_container Text = Increase artifact slots Type = EEffectType::ArtifactSlots ValueMin = 1 ValueMax = 1 bIsPermanent = true Positive = EBeneficial::Positive struct.end HeavyAnomaly_Monolith_Armor_container1 : struct.begin {refkey=[0]} SID = HeavyAnomaly_Monolith_Armor_container1 LocalizationSID = armor_container Text = Increase artifact slots Type = EEffectType::ArtifactSlots ValueMin = 1 ValueMax = 1 bIsPermanent = true Positive = EBeneficial::Positive struct.end HeavyAnomaly_Monolith_Armor_radiationAbsorption : struct.begin {refkey=[0]} SID = HeavyAnomaly_Monolith_Armor_radiationAbsorption LocalizationSID = armor_container Text = Radiation Type = EEffectType::Radiation ValueMin = 5.0 ValueMax = 5.0 bIsPermanent = true Positive = EBeneficial::Positive struct.end HeavyAnomaly_Monolith_Armor_radiationAbsorption1 : struct.begin {refkey=[0]} SID = HeavyAnomaly_Monolith_Armor_radiationAbsorption1 LocalizationSID = armor_container Text = Radiation Type = EEffectType::Radiation ValueMin = 5.0 ValueMax = 5.0 bIsPermanent = true Positive = EBeneficial::Positive struct.end //-----------------------------------------------------------------// //-----------------HeavyAnomaly_Monolith_Armor_End-----------------// //-----------------------------------------------------------------// //-----------------------------------------------------------------// //-----------------HeavyAnomaly_Scientific_Armor_Start------------------// //-----------------------------------------------------------------// HeavyAnomaly_Scientific_Armor_wearing : struct.begin {refkey=[0]} SID = HeavyAnomaly_Scientific_Armor_wearing LocalizationSID = armor_wearing Text = Max Durability Type = EEffectType::MaxDurability ValueMin = 25.0% ValueMax = 25.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end HeavyAnomaly_Scientific_Armor_wearing1 : struct.begin {refkey=[0]} SID = HeavyAnomaly_Scientific_Armor_wearing1 LocalizationSID = armor_wearing Text = Max Durability Type = EEffectType::MaxDurability ValueMin = 25.0% ValueMax = 25.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end HeavyAnomaly_Scientific_Armor_reductionWeight : struct.begin {refkey=[0]} SID = HeavyAnomaly_Scientific_Armor_reductionWeight LocalizationSID = armor_reductionWeight Text = Item Weight Type = EEffectType::ArmorItemWeight ValueMin = -1 ValueMax = -1 bIsPermanent = true Positive = EBeneficial::Positive struct.end HeavyAnomaly_Scientific_Armor_protectionPhysical : struct.begin {refkey=[0]} SID = HeavyAnomaly_Scientific_Armor_protectionPhysical LocalizationSID = armor_protectionPhysical Text = Strike Protection Type = EEffectType::ProtectionStrike ValueMin = 40.0% ValueMax = 40.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end HeavyAnomaly_Scientific_Armor_protectionPhysical1 : struct.begin {refkey=[0]} SID = HeavyAnomaly_Scientific_Armor_protectionPhysical1 LocalizationSID = armor_protectionPhysical Text = Strike Protection Type = EEffectType::ProtectionStrike ValueMin = 40.0% ValueMax = 40.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end HeavyAnomaly_Scientific_Armor_protectionThermal : struct.begin {refkey=[0]} SID = HeavyAnomaly_Scientific_Armor_protectionThermal LocalizationSID = armor_protectionThermal Text = Thermal protection Type = EEffectType::ProtectionBurn ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end HeavyAnomaly_Scientific_Armor_protectionElectrical : struct.begin {refkey=[0]} SID = HeavyAnomaly_Scientific_Armor_protectionElectrical LocalizationSID = armor_protectionElectrical Text = Electro Defence Type = EEffectType::ProtectionShock ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end HeavyAnomaly_Scientific_Armor_protectionChemical : struct.begin {refkey=[0]} SID = HeavyAnomaly_Scientific_Armor_protectionChemical LocalizationSID = armor_protectionChemical Text = Chemical protection Type = EEffectType::ProtectionChemical ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end HeavyAnomaly_Scientific_Armor_protectionThermal1 : struct.begin {refkey=[0]} SID = HeavyAnomaly_Scientific_Armor_protectionThermal1 LocalizationSID = armor_protectionThermal Text = Thermal protection Type = EEffectType::ProtectionBurn ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end HeavyAnomaly_Scientific_Armor_protectionElectrical1 : struct.begin {refkey=[0]} SID = HeavyAnomaly_Scientific_Armor_protectionElectrical1 LocalizationSID = armor_protectionElectrical Text = Electro Defence Type = EEffectType::ProtectionShock ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end HeavyAnomaly_Scientific_Armor_protectionThermal2 : struct.begin {refkey=[0]} SID = HeavyAnomaly_Scientific_Armor_protectionThermal2 LocalizationSID = armor_protectionThermal Text = Thermal protection Type = EEffectType::ProtectionBurn ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end HeavyAnomaly_Scientific_Armor_protectionElectrical2 : struct.begin {refkey=[0]} SID = HeavyAnomaly_Scientific_Armor_protectionElectrical2 LocalizationSID = armor_protectionElectrical Text = Electro Defence Type = EEffectType::ProtectionShock ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end HeavyAnomaly_Scientific_Armor_protectionElectrical3 : struct.begin {refkey=[0]} SID = HeavyAnomaly_Scientific_Armor_protectionElectrical3 LocalizationSID = armor_protectionElectrical Text = Electro Defence Type = EEffectType::ProtectionShock ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end HeavyAnomaly_Scientific_Armor_protectionChemical1 : struct.begin {refkey=[0]} SID = HeavyAnomaly_Scientific_Armor_protectionChemical1 LocalizationSID = armor_protectionChemical Text = Chemical protection Type = EEffectType::ProtectionChemical ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end HeavyAnomaly_Scientific_Armor_protectionChemical2 : struct.begin {refkey=[0]} SID = HeavyAnomaly_Scientific_Armor_protectionChemical2 LocalizationSID = armor_protectionChemical Text = Chemical protection Type = EEffectType::ProtectionChemical ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end HeavyAnomaly_Scientific_Armor_protectionRadiation : struct.begin {refkey=[0]} SID = HeavyAnomaly_Scientific_Armor_protectionRadiation LocalizationSID = armor_protectionRadiation Text = protection Radiation Type = EEffectType::ProtectionRadiation ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end HeavyAnomaly_Scientific_Armor_container : struct.begin {refkey=[0]} SID = HeavyAnomaly_Scientific_Armor_container LocalizationSID = armor_container Text = Increase artifact slots Type = EEffectType::ArtifactSlots ValueMin = 1 ValueMax = 1 bIsPermanent = true Positive = EBeneficial::Positive struct.end HeavyAnomaly_Scientific_Armor_container1 : struct.begin {refkey=[0]} SID = HeavyAnomaly_Scientific_Armor_container1 LocalizationSID = armor_container Text = Increase artifact slots Type = EEffectType::ArtifactSlots ValueMin = 1 ValueMax = 1 bIsPermanent = true Positive = EBeneficial::Positive struct.end HeavyAnomaly_Scientific_Armor_radiationAbsorption : struct.begin {refkey=[0]} SID = HeavyAnomaly_Scientific_Armor_radiationAbsorption LocalizationSID = armor_container Text = Radiation Type = EEffectType::Radiation ValueMin = 5.0 ValueMax = 5.0 bIsPermanent = true Positive = EBeneficial::Positive struct.end HeavyAnomaly_Scientific_Armor_radiationAbsorption1 : struct.begin {refkey=[0]} SID = HeavyAnomaly_Scientific_Armor_radiationAbsorption1 LocalizationSID = armor_container Text = Radiation Type = EEffectType::Radiation ValueMin = 5.0 ValueMax = 5.0 bIsPermanent = true Positive = EBeneficial::Positive struct.end HeavyAnomaly_Scientific_Armor_radiationAbsorption2 : struct.begin {refkey=[0]} SID = HeavyAnomaly_Scientific_Armor_radiationAbsorption2 LocalizationSID = armor_container Text = Radiation Type = EEffectType::Radiation ValueMin = 5.0 ValueMax = 5.0 bIsPermanent = true Positive = EBeneficial::Positive struct.end //-----------------------------------------------------------------// //-----------------HeavyAnomaly_Scientific_Armor_End--------------------// //-----------------------------------------------------------------// //-----------------------------------------------------------------// //-----------------SEVA_Svoboda_Armor_Start------------------------// //-----------------------------------------------------------------// //----ArmUpg_pockets_01_Start----// SEVA_Svoboda_Armor_AdditionalInventoryWeight : struct.begin {refkey=[0]} SID = SEVA_Svoboda_Armor_AdditionalInventoryWeight Text = Additional Inventory Weight Type = EEffectType::AdditionalInventoryWeight LocalizationSID = increase_max_inventory_weight ValueMin = 10.0% ValueMax = 10.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end SEVA_Svoboda_Armor_PenaltyLessWeight : struct.begin {refkey=[0]} SID = SEVA_Svoboda_Armor_PenaltyLessWeight Text = Additional Inventory Weight Type = EEffectType::PenaltyLessWeight ValueMin = 10.0% ValueMax = 10.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end SEVA_Svoboda_Armor_carryingCapacity : struct.begin {refkey=[0]} SID = SEVA_Svoboda_Armor_carryingCapacity LocalizationSID = Armor_carryingCapacity Type = EEffectType::Composite ValueMin = 10.0% ValueMax = 10.0% ApplyExtraEffectPrototypeSIDs : struct.begin [0] = SEVA_Svoboda_Armor_AdditionalInventoryWeight [1] = SEVA_Svoboda_Armor_PenaltyLessWeight struct.end struct.end //----ArmUpg_pockets_01_End----// SEVA_Svoboda_Armor_wearing : struct.begin {refkey=[0]} SID = SEVA_Svoboda_Armor_wearing LocalizationSID = armor_wearing Text = Max Durability Type = EEffectType::MaxDurability ValueMin = 25.0% ValueMax = 25.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end SEVA_Svoboda_Armor_reductionWeight : struct.begin {refkey=[0]} SID = SEVA_Svoboda_Armor_reductionWeight LocalizationSID = armor_reductionWeight Text = Item Weight Type = EEffectType::ArmorItemWeight ValueMin = -1 ValueMax = -1 bIsPermanent = true Positive = EBeneficial::Positive struct.end SEVA_Svoboda_Armor_protectionPhysical : struct.begin {refkey=[0]} SID = SEVA_Svoboda_Armor_protectionPhysical LocalizationSID = armor_protectionPhysical Text = Strike Protection Type = EEffectType::ProtectionStrike ValueMin = 40.0% ValueMax = 40.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end SEVA_Svoboda_Armor_protectionThermal : struct.begin {refkey=[0]} SID = SEVA_Svoboda_Armor_protectionThermal LocalizationSID = armor_protectionThermal Text = Thermal protection Type = EEffectType::ProtectionBurn ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end SEVA_Svoboda_Armor_protectionElectrical : struct.begin {refkey=[0]} SID = SEVA_Svoboda_Armor_protectionElectrical LocalizationSID = armor_protectionElectrical Text = Electro Defence Type = EEffectType::ProtectionShock ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end SEVA_Svoboda_Armor_protectionChemical : struct.begin {refkey=[0]} SID = SEVA_Svoboda_Armor_protectionChemical LocalizationSID = armor_protectionChemical Text = Chemical protection Type = EEffectType::ProtectionChemical ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end SEVA_Svoboda_Armor_protectionThermal1 : struct.begin {refkey=[0]} SID = SEVA_Svoboda_Armor_protectionThermal1 LocalizationSID = armor_protectionThermal Text = Thermal protection Type = EEffectType::ProtectionBurn ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end SEVA_Svoboda_Armor_protectionElectrical1 : struct.begin {refkey=[0]} SID = SEVA_Svoboda_Armor_protectionElectrical1 LocalizationSID = armor_protectionElectrical Text = Electro Defence Type = EEffectType::ProtectionShock ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end SEVA_Svoboda_Armor_protectionElectrical2 : struct.begin {refkey=[0]} SID = SEVA_Svoboda_Armor_protectionElectrical2 LocalizationSID = armor_protectionElectrical Text = Electro Defence Type = EEffectType::ProtectionShock ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end SEVA_Svoboda_Armor_protectionChemical1 : struct.begin {refkey=[0]} SID = SEVA_Svoboda_Armor_protectionChemical1 LocalizationSID = armor_protectionChemical Text = Chemical protection Type = EEffectType::ProtectionChemical ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end SEVA_Svoboda_Armor_protectionThermal2 : struct.begin {refkey=[0]} SID = SEVA_Svoboda_Armor_protectionThermal2 LocalizationSID = armor_protectionThermal Text = Thermal protection Type = EEffectType::ProtectionBurn ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end SEVA_Svoboda_Armor_protectionElectrical3 : struct.begin {refkey=[0]} SID = SEVA_Svoboda_Armor_protectionElectrical3 LocalizationSID = armor_protectionElectrical Text = Electro Defence Type = EEffectType::ProtectionShock ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end SEVA_Svoboda_Armor_protectionRadiation : struct.begin {refkey=[0]} SID = SEVA_Svoboda_Armor_protectionRadiation LocalizationSID = armor_protectionRadiation Text = protection Radiation Type = EEffectType::ProtectionRadiation ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end SEVA_Svoboda_Armor_protectionRadiation1 : struct.begin {refkey=[0]} SID = SEVA_Svoboda_Armor_protectionRadiation1 LocalizationSID = armor_protectionRadiation Text = protection Radiation Type = EEffectType::ProtectionRadiation ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end SEVA_Svoboda_Armor_wearing1 : struct.begin {refkey=[0]} SID = SEVA_Svoboda_Armor_wearing1 LocalizationSID = armor_wearing Text = Max Durability Type = EEffectType::MaxDurability ValueMin = 10.0% ValueMax = 10.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end SEVA_Svoboda_Armor_reductionWeight1 : struct.begin {refkey=[0]} SID = SEVA_Svoboda_Armor_reductionWeight1 LocalizationSID = armor_reductionWeight Text = Item Weight Type = EEffectType::ArmorItemWeight ValueMin = -1 ValueMax = -1 bIsPermanent = true Positive = EBeneficial::Positive struct.end SEVA_Svoboda_Armor_ProtectionPSY : struct.begin {refkey=[0]} SID = SEVA_Svoboda_Armor_ProtectionPSY LocalizationSID = armor_protectionPsi Text = Protection PSY Type = EEffectType::ProtectionPSY ValueMin = 10.0% ValueMax = 10.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end SEVA_Svoboda_Armor_container : struct.begin {refkey=[0]} SID = SEVA_Svoboda_Armor_container LocalizationSID = armor_container Text = Increase artifact slots Type = EEffectType::ArtifactSlots ValueMin = 1 ValueMax = 1 bIsPermanent = true Positive = EBeneficial::Positive struct.end SEVA_Svoboda_Armor_radiationAbsorption : struct.begin {refkey=[0]} SID = SEVA_Svoboda_Armor_radiationAbsorption LocalizationSID = armor_container Text = Radiation Type = EEffectType::Radiation ValueMin = 5.0 ValueMax = 5.0 bIsPermanent = true Positive = EBeneficial::Positive struct.end SEVA_Svoboda_Armor_radiationAbsorption1 : struct.begin {refkey=[0]} SID = SEVA_Svoboda_Armor_radiationAbsorption1 LocalizationSID = armor_container Text = Radiation Type = EEffectType::Radiation ValueMin = 5.0 ValueMax = 5.0 bIsPermanent = true Positive = EBeneficial::Positive struct.end //-----------------------------------------------------------------// //-----------------SEVA_Svoboda_Armor_End--------------------------// //-----------------------------------------------------------------// //-----------------------------------------------------------------// //-----------------SEVA_Spark_Armor_Start--------------------------// //-----------------------------------------------------------------// SEVA_Spark_Armor_protectionPhysical : struct.begin {refkey=[0]} SID = SEVA_Spark_Armor_protectionPhysical LocalizationSID = armor_protectionPhysical Text = Strike Protection Type = EEffectType::ProtectionStrike ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end SEVA_Spark_Armor_wearing : struct.begin {refkey=[0]} SID = SEVA_Spark_Armor_wearing LocalizationSID = armor_wearing Text = Max Durability Type = EEffectType::MaxDurability ValueMin = 25.0% ValueMax = 25.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end SEVA_Spark_Armor_reductionWeight : struct.begin {refkey=[0]} SID = SEVA_Spark_Armor_reductionWeight LocalizationSID = armor_reductionWeight Text = Item Weight Type = EEffectType::ArmorItemWeight ValueMin = -1 ValueMax = -1 bIsPermanent = true Positive = EBeneficial::Positive struct.end //----ArmUpg_pockets_01_Start----// SEVA_Spark_Armor_AdditionalInventoryWeight : struct.begin {refkey=[0]} SID = SEVA_Spark_Armor_AdditionalInventoryWeight Text = Additional Inventory Weight Type = EEffectType::AdditionalInventoryWeight LocalizationSID = increase_max_inventory_weight ValueMin = 10.0% ValueMax = 10.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end SEVA_Spark_Armor_PenaltyLessWeight : struct.begin {refkey=[0]} SID = SEVA_Spark_Armor_PenaltyLessWeight Text = Additional Inventory Weight Type = EEffectType::PenaltyLessWeight ValueMin = 10.0% ValueMax = 10.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end SEVA_Spark_Armor_carryingCapacity : struct.begin {refkey=[0]} SID = SEVA_Spark_Armor_carryingCapacity LocalizationSID = Armor_carryingCapacity Type = EEffectType::Composite ValueMin = 10.0% ValueMax = 10.0% ApplyExtraEffectPrototypeSIDs : struct.begin [0] = SEVA_Spark_Armor_AdditionalInventoryWeight [1] = SEVA_Spark_Armor_PenaltyLessWeight struct.end struct.end //----ArmUpg_pockets_01_End----// SEVA_Spark_Armor_protectionThermal : struct.begin {refkey=[0]} SID = SEVA_Spark_Armor_protectionThermal LocalizationSID = armor_protectionThermal Text = Thermal protection Type = EEffectType::ProtectionBurn ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end SEVA_Spark_Armor_protectionElectrical : struct.begin {refkey=[0]} SID = SEVA_Spark_Armor_protectionElectrical LocalizationSID = armor_protectionElectrical Text = Electro Defence Type = EEffectType::ProtectionShock ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end SEVA_Spark_Armor_protectionChemical : struct.begin {refkey=[0]} SID = SEVA_Spark_Armor_protectionChemical LocalizationSID = armor_protectionChemical Text = Chemical protection Type = EEffectType::ProtectionChemical ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end SEVA_Spark_Armor_protectionThermal1 : struct.begin {refkey=[0]} SID = SEVA_Spark_Armor_protectionThermal1 LocalizationSID = armor_protectionThermal Text = Thermal protection Type = EEffectType::ProtectionBurn ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end SEVA_Spark_Armor_protectionElectrical1 : struct.begin {refkey=[0]} SID = SEVA_Spark_Armor_protectionElectrical1 LocalizationSID = armor_protectionElectrical Text = Electro Defence Type = EEffectType::ProtectionShock ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end SEVA_Spark_Armor_protectionElectrical2 : struct.begin {refkey=[0]} SID = SEVA_Spark_Armor_protectionElectrical2 LocalizationSID = armor_protectionElectrical Text = Electro Defence Type = EEffectType::ProtectionShock ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end SEVA_Spark_Armor_protectionChemical1 : struct.begin {refkey=[0]} SID = SEVA_Spark_Armor_protectionChemical1 LocalizationSID = armor_protectionChemical Text = Chemical protection Type = EEffectType::ProtectionChemical ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end SEVA_Spark_Armor_protectionThermal2 : struct.begin {refkey=[0]} SID = SEVA_Spark_Armor_protectionThermal2 LocalizationSID = armor_protectionThermal Text = Thermal protection Type = EEffectType::ProtectionBurn ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end SEVA_Spark_Armor_protectionElectrical3 : struct.begin {refkey=[0]} SID = SEVA_Spark_Armor_protectionElectrical3 LocalizationSID = armor_protectionElectrical Text = Electro Defence Type = EEffectType::ProtectionShock ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end SEVA_Spark_Armor_ProtectionPSY : struct.begin {refkey=[0]} SID = SEVA_Spark_Armor_ProtectionPSY LocalizationSID = armor_protectionPsi Text = Protection PSY Type = EEffectType::ProtectionPSY ValueMin = 10.0% ValueMax = 10.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end SEVA_Spark_Armor_protectionRadiation : struct.begin {refkey=[0]} SID = SEVA_Spark_Armor_protectionRadiation LocalizationSID = armor_protectionRadiation Text = protection Radiation Type = EEffectType::ProtectionRadiation ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end SEVA_Spark_Armor_protectionPhysical1 : struct.begin {refkey=[0]} SID = SEVA_Spark_Armor_protectionPhysical1 LocalizationSID = armor_protectionPhysical Text = Strike Protection Type = EEffectType::ProtectionStrike ValueMin = 30.0% ValueMax = 30.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end SEVA_Spark_Armor_container : struct.begin {refkey=[0]} SID = SEVA_Spark_Armor_container LocalizationSID = armor_container Text = Increase artifact slots Type = EEffectType::ArtifactSlots ValueMin = 1 ValueMax = 1 bIsPermanent = true Positive = EBeneficial::Positive struct.end SEVA_Spark_Armor_ProtectionPSY1 : struct.begin {refkey=[0]} SID = SEVA_Spark_Armor_ProtectionPSY1 LocalizationSID = armor_protectionPsi Text = Protection PSY Type = EEffectType::ProtectionPSY ValueMin = 10.0% ValueMax = 10.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end SEVA_Spark_Armor_container1 : struct.begin {refkey=[0]} SID = SEVA_Spark_Armor_container1 LocalizationSID = armor_container Text = Increase artifact slots Type = EEffectType::ArtifactSlots ValueMin = 1 ValueMax = 1 bIsPermanent = true Positive = EBeneficial::Positive struct.end SEVA_Spark_Armor_radiationAbsorption : struct.begin {refkey=[0]} SID = SEVA_Spark_Armor_radiationAbsorption LocalizationSID = armor_container Text = Radiation Type = EEffectType::Radiation ValueMin = 5.0 ValueMax = 5.0 bIsPermanent = true Positive = EBeneficial::Positive struct.end SEVA_Spark_Armor_protectionRadiation1 : struct.begin {refkey=[0]} SID = SEVA_Spark_Armor_protectionRadiation1 LocalizationSID = armor_protectionRadiation Text = protection Radiation Type = EEffectType::ProtectionRadiation ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end SEVA_Spark_Armor_radiationAbsorption1 : struct.begin {refkey=[0]} SID = SEVA_Spark_Armor_radiationAbsorption1 LocalizationSID = armor_container Text = Radiation Type = EEffectType::Radiation ValueMin = 5.0 ValueMax = 5.0 bIsPermanent = true Positive = EBeneficial::Positive struct.end //-----------------------------------------------------------------// //-----------------SEVA_Spark_Armor_End----------------------------// //-----------------------------------------------------------------// //-----------------------------------------------------------------// //-----------------SEVA_Dolg_Armor_Start---------------------------// //-----------------------------------------------------------------// SEVA_Dolg_Armor_protectionPhysical : struct.begin {refkey=[0]} SID = SEVA_Dolg_Armor_protectionPhysical LocalizationSID = armor_protectionPhysical Text = Strike Protection Type = EEffectType::ProtectionStrike ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end SEVA_Dolg_Armor_wearing : struct.begin {refkey=[0]} SID = SEVA_Dolg_Armor_wearing LocalizationSID = armor_wearing Text = Max Durability Type = EEffectType::MaxDurability ValueMin = 25.0% ValueMax = 25.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end SEVA_Dolg_Armor_reductionWeight : struct.begin {refkey=[0]} SID = SEVA_Dolg_Armor_reductionWeight LocalizationSID = armor_reductionWeight Text = Item Weight Type = EEffectType::ArmorItemWeight ValueMin = -1 ValueMax = -1 bIsPermanent = true Positive = EBeneficial::Positive struct.end SEVA_Dolg_Armor_protectionPhysical2 : struct.begin {refkey=[0]} SID = SEVA_Dolg_Armor_protectionPhysical2 LocalizationSID = armor_protectionPhysical Text = Strike Protection Type = EEffectType::ProtectionStrike ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end SEVA_Dolg_Armor_protectionThermal : struct.begin {refkey=[0]} SID = SEVA_Dolg_Armor_protectionThermal LocalizationSID = armor_protectionThermal Text = Thermal protection Type = EEffectType::ProtectionBurn ValueMin = 30.0% ValueMax = 30.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end SEVA_Dolg_Armor_protectionElectrical : struct.begin {refkey=[0]} SID = SEVA_Dolg_Armor_protectionElectrical LocalizationSID = armor_protectionElectrical Text = Electro Defence Type = EEffectType::ProtectionShock ValueMin = 30.0% ValueMax = 30.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end SEVA_Dolg_Armor_protectionChemical : struct.begin {refkey=[0]} SID = SEVA_Dolg_Armor_protectionChemical LocalizationSID = armor_protectionChemical Text = Chemical protection Type = EEffectType::ProtectionChemical ValueMin = 30.0% ValueMax = 30.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end SEVA_Dolg_Armor_protectionRadiation : struct.begin {refkey=[0]} SID = SEVA_Dolg_Armor_protectionRadiation LocalizationSID = armor_protectionRadiation Text = protection Radiation Type = EEffectType::ProtectionRadiation ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end SEVA_Dolg_Armor_protectionRadiation1 : struct.begin {refkey=[0]} SID = SEVA_Dolg_Armor_protectionRadiation1 LocalizationSID = armor_protectionRadiation Text = protection Radiation Type = EEffectType::ProtectionRadiation ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end SEVA_Dolg_Armor_ProtectionPSY : struct.begin {refkey=[0]} SID = SEVA_Dolg_Armor_ProtectionPSY LocalizationSID = armor_protectionPsi Text = Protection PSY Type = EEffectType::ProtectionPSY ValueMin = 10.0% ValueMax = 10.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end SEVA_Dolg_Armor_wearing1 : struct.begin {refkey=[0]} SID = SEVA_Dolg_Armor_wearing1 LocalizationSID = armor_wearing Text = Max Durability Type = EEffectType::MaxDurability ValueMin = 25.0% ValueMax = 25.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end SEVA_Dolg_Armor_reductionWeight1 : struct.begin {refkey=[0]} SID = SEVA_Dolg_Armor_reductionWeight1 LocalizationSID = armor_reductionWeight Text = Item Weight Type = EEffectType::ArmorItemWeight ValueMin = -1 ValueMax = -1 bIsPermanent = true Positive = EBeneficial::Positive struct.end //----ArmUpg_pockets_01_Start----// SEVA_Dolg_Armor_AdditionalInventoryWeight : struct.begin {refkey=[0]} SID = SEVA_Dolg_Armor_AdditionalInventoryWeight Text = Additional Inventory Weight Type = EEffectType::AdditionalInventoryWeight LocalizationSID = increase_max_inventory_weight ValueMin = 10.0% ValueMax = 10.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end SEVA_Dolg_Armor_PenaltyLessWeight : struct.begin {refkey=[0]} SID = SEVA_Dolg_Armor_PenaltyLessWeight Text = Additional Inventory Weight Type = EEffectType::PenaltyLessWeight ValueMin = 10.0% ValueMax = 10.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end SEVA_Dolg_Armor_carryingCapacity : struct.begin {refkey=[0]} SID = SEVA_Dolg_Armor_carryingCapacity LocalizationSID = Armor_carryingCapacity Type = EEffectType::Composite ValueMin = 10.0% ValueMax = 10.0% ApplyExtraEffectPrototypeSIDs : struct.begin [0] = SEVA_Dolg_Armor_AdditionalInventoryWeight [1] = SEVA_Dolg_Armor_PenaltyLessWeight struct.end struct.end //----ArmUpg_pockets_01_End----// SEVA_Dolg_Armor_regenerationStamina : struct.begin {refkey=[0]} SID = SEVA_Dolg_Armor_regenerationStamina LocalizationSID = Armor_regenerationStamina Text = Regen Stamina Type = EEffectType::RegenStamina ValueMin = 5.0% ValueMax = 5.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end SEVA_Dolg_Armor_container : struct.begin {refkey=[0]} SID = SEVA_Dolg_Armor_container LocalizationSID = armor_container Text = Increase artifact slots Type = EEffectType::ArtifactSlots ValueMin = 1 ValueMax = 1 bIsPermanent = true Positive = EBeneficial::Positive struct.end SEVA_Dolg_Armor_radiationAbsorption : struct.begin {refkey=[0]} SID = SEVA_Dolg_Armor_radiationAbsorption LocalizationSID = armor_container Text = Radiation Type = EEffectType::Radiation ValueMin = 5.0 ValueMax = 5.0 bIsPermanent = true Positive = EBeneficial::Positive struct.end SEVA_Dolg_Armor_container1 : struct.begin {refkey=[0]} SID = SEVA_Dolg_Armor_container1 LocalizationSID = armor_container Text = Increase artifact slots Type = EEffectType::ArtifactSlots ValueMin = 1 ValueMax = 1 bIsPermanent = true Positive = EBeneficial::Positive struct.end //-----------------------------------------------------------------// //-----------------SEVA_Dolg_Armor_End-----------------------------// //-----------------------------------------------------------------// //-----------------------------------------------------------------// //-----------------BattleExoskeleton_Varta_Armor_Start-------------// //-----------------------------------------------------------------// BattleExoskeleton_Varta_Armor_reductionWeight : struct.begin {refkey=[0]} SID = BattleExoskeleton_Varta_Armor_reductionWeight LocalizationSID = armor_reductionWeight Text = Item Weight Type = EEffectType::ArmorItemWeight ValueMin = -1 ValueMax = -1 bIsPermanent = true Positive = EBeneficial::Positive struct.end //----ExoArmUpg_exo_bp_02_Start1----// BattleExoskeleton_Varta_Armor_protectionPhysical : struct.begin {refkey=[0]} SID = BattleExoskeleton_Varta_Armor_protectionPhysical LocalizationSID = armor_protectionPhysical Text = Strike Protection Type = EEffectType::ProtectionStrike ValueMin = 10.0% ValueMax = 10.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end BattleExoskeleton_Varta_Armor_wearing : struct.begin {refkey=[0]} SID = BattleExoskeleton_Varta_Armor_wearing LocalizationSID = armor_wearing Text = Max Durability Type = EEffectType::MaxDurability ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end //----ExoArmUpg_exo_bp_02_End1----// //----ExoArmUpg_exo_bp_02_Start2----// BattleExoskeleton_Varta_Armor_protectionPhysical2 : struct.begin {refkey=[0]} SID = BattleExoskeleton_Varta_Armor_protectionPhysical2 LocalizationSID = armor_protectionPhysical Text = Strike Protection Type = EEffectType::ProtectionStrike ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end BattleExoskeleton_Varta_Armor_wearing2 : struct.begin {refkey=[0]} SID = BattleExoskeleton_Varta_Armor_wearing2 LocalizationSID = armor_wearing Text = Max Durability Type = EEffectType::MaxDurability ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end //----ExoArmUpg_exo_bp_02_End2----// //----ExoArmUpg_pockets_02_Start----// BattleExoskeleton_Varta_Armor_AdditionalInventoryWeight : struct.begin {refkey=[0]} SID = BattleExoskeleton_Varta_Armor_AdditionalInventoryWeight Text = Additional Inventory Weight Type = EEffectType::AdditionalInventoryWeight LocalizationSID = increase_max_inventory_weight ValueMin = 10.0% ValueMax = 10.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end BattleExoskeleton_Varta_Armor_PenaltyLessWeight : struct.begin {refkey=[0]} SID = BattleExoskeleton_Varta_Armor_PenaltyLessWeight Text = Additional Inventory Weight Type = EEffectType::PenaltyLessWeight ValueMin = 10.0% ValueMax = 10.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end BattleExoskeleton_Varta_Armor_carryingCapacity : struct.begin {refkey=[0]} SID = BattleExoskeleton_Varta_Armor_carryingCapacity LocalizationSID = Armor_carryingCapacity Type = EEffectType::Composite ValueMin = 10.0% ValueMax = 10.0% ApplyExtraEffectPrototypeSIDs : struct.begin [0] = BattleExoskeleton_Varta_Armor_AdditionalInventoryWeight [1] = BattleExoskeleton_Varta_Armor_PenaltyLessWeight struct.end struct.end //----ExoArmUpg_pockets_02_End----// //----ExoArmUpg_exo_durable_02_Start----// BattleExoskeleton_Varta_Armor_reductionWeight2 : struct.begin {refkey=[0]} SID = BattleExoskeleton_Varta_Armor_reductionWeight2 LocalizationSID = armor_reductionWeight Text = Item Weight Type = EEffectType::ArmorItemWeight ValueMin = -1 ValueMax = -1 bIsPermanent = true Positive = EBeneficial::Positive struct.end BattleExoskeleton_Varta_Armor_wearing3 : struct.begin {refkey=[0]} SID = BattleExoskeleton_Varta_Armor_wearing3 LocalizationSID = armor_wearing Text = Max Durability Type = EEffectType::MaxDurability ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end //----ExoArmUpg_exo_durable_02_End----// BattleExoskeleton_Varta_Armor_protectionChemical : struct.begin {refkey=[0]} SID = BattleExoskeleton_Varta_Armor_protectionChemical LocalizationSID = armor_protectionChemical Text = Chemical protection Type = EEffectType::ProtectionChemical ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end BattleExoskeleton_Varta_Armor_protectionElectrical : struct.begin {refkey=[0]} SID = BattleExoskeleton_Varta_Armor_protectionElectrical LocalizationSID = armor_protectionElectrical Text = Electro Defence Type = EEffectType::ProtectionShock ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end BattleExoskeleton_Varta_Armor_protectionThermal : struct.begin {refkey=[0]} SID = BattleExoskeleton_Varta_Armor_protectionThermal LocalizationSID = armor_protectionThermal Text = Thermal protection Type = EEffectType::ProtectionBurn ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end BattleExoskeleton_Varta_Armor_protectionThermal2 : struct.begin {refkey=[0]} SID = BattleExoskeleton_Varta_Armor_protectionThermal2 LocalizationSID = armor_protectionThermal Text = Thermal protection Type = EEffectType::ProtectionBurn ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end BattleExoskeleton_Varta_Armor_protectionChemical1 : struct.begin {refkey=[0]} SID = BattleExoskeleton_Varta_Armor_protectionChemical1 LocalizationSID = armor_protectionChemical Text = Chemical protection Type = EEffectType::ProtectionChemical ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end BattleExoskeleton_Varta_Armor_protectionElectrical1 : struct.begin {refkey=[0]} SID = BattleExoskeleton_Varta_Armor_protectionElectrical1 LocalizationSID = armor_protectionElectrical Text = Electro Defence Type = EEffectType::ProtectionShock ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end BattleExoskeleton_Varta_Armor_AddRunEffect : struct.begin {refkey=[0]} SID = BattleExoskeleton_Varta_Armor_AddRunEffect Text = Add Run Type = EEffectType::MovementSpeed bIsPermanent = true Positive = EBeneficial::Positive struct.end //----ExoArmUpg_exo_stamina_01_Start----// BattleExoskeleton_Varta_Armor_reductionWeight3 : struct.begin {refkey=[0]} SID = BattleExoskeleton_Varta_Armor_reductionWeight3 LocalizationSID = armor_reductionWeight Text = Item Weight Type = EEffectType::ArmorItemWeight ValueMin = -1 ValueMax = -1 bIsPermanent = true Positive = EBeneficial::Positive struct.end BattleExoskeleton_Varta_Armor_regenerationStamina : struct.begin {refkey=[0]} SID = BattleExoskeleton_Varta_Armor_regenerationStamina LocalizationSID = Armor_regenerationStamina Text = Regen Stamina Type = EEffectType::RegenStamina ValueMin = 5.0% ValueMax = 5.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end //----ExoArmUpg_exo_stamina_01_End----// //----ExoArmUpg_exo_durable_02_Start2----// BattleExoskeleton_Varta_Armor_reductionWeight4 : struct.begin {refkey=[0]} SID = BattleExoskeleton_Varta_Armor_reductionWeight4 LocalizationSID = armor_reductionWeight Text = Item Weight Type = EEffectType::ArmorItemWeight ValueMin = -1 ValueMax = -1 bIsPermanent = true Positive = EBeneficial::Positive struct.end BattleExoskeleton_Varta_Armor_wearing4 : struct.begin {refkey=[0]} SID = BattleExoskeleton_Varta_Armor_wearing4 LocalizationSID = armor_wearing Text = Max Durability Type = EEffectType::MaxDurability ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end //----ExoArmUpg_exo_durable_02_End2----// BattleExoskeleton_Varta_Armor_accuracy : struct.begin {refkey=[0]} SID = BattleExoskeleton_Varta_Armor_accuracy LocalizationSID = armor_accuracy Text = Accuracy Type = EEffectType::Composite ValueMin = 20% ValueMax = 20% ApplyExtraEffectPrototypeSIDs : struct.begin [0] = IdleSwayXPos20Effect [1] = IdleSwayYPos20Effect [2] = DispersionPos15Effect struct.end struct.end BattleExoskeleton_Varta_Armor_protectionRadiation : struct.begin {refkey=[0]} SID = BattleExoskeleton_Varta_Armor_protectionRadiation LocalizationSID = armor_protectionRadiation Text = protection Radiation Type = EEffectType::ProtectionRadiation ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end BattleExoskeleton_Varta_Armor_protectionRadiation2 : struct.begin {refkey=[0]} SID = BattleExoskeleton_Varta_Armor_protectionRadiation2 LocalizationSID = armor_protectionRadiation Text = protection Radiation Type = EEffectType::ProtectionRadiation ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end //----ExoArmUpg_rad_container_01_Start1----// BattleExoskeleton_Varta_Armor_container : struct.begin {refkey=[0]} SID = BattleExoskeleton_Varta_Armor_container LocalizationSID = armor_container Text = Increase artifact slots Type = EEffectType::ArtifactSlots ValueMin = 1 ValueMax = 1 bIsPermanent = true Positive = EBeneficial::Positive struct.end BattleExoskeleton_Varta_Armor_radiationAbsorption : struct.begin {refkey=[0]} SID = BattleExoskeleton_Varta_Armor_radiationAbsorption LocalizationSID = armor_container Text = Radiation Type = EEffectType::Radiation ValueMin = 5.0 ValueMax = 5.0 bIsPermanent = true Positive = EBeneficial::Positive struct.end //----ExoArmUpg_rad_container_01_End1----// //----ExoArmUpg_rad_container_01_Start2----// BattleExoskeleton_Varta_Armor_container2 : struct.begin {refkey=[0]} SID = BattleExoskeleton_Varta_Armor_container2 LocalizationSID = armor_container Text = Increase artifact slots Type = EEffectType::ArtifactSlots ValueMin = 1 ValueMax = 1 bIsPermanent = true Positive = EBeneficial::Positive struct.end BattleExoskeleton_Varta_Armor_radiationAbsorption2 : struct.begin {refkey=[0]} SID = BattleExoskeleton_Varta_Armor_radiationAbsorption2 LocalizationSID = armor_container Text = Radiation Type = EEffectType::Radiation ValueMin = 5.0 ValueMax = 5.0 bIsPermanent = true Positive = EBeneficial::Positive struct.end //----ExoArmUpg_rad_container_01_End2----// //----ExoArmUpg_rad_container_01_Start3----// BattleExoskeleton_Varta_Armor_container3 : struct.begin {refkey=[0]} SID = BattleExoskeleton_Varta_Armor_container3 LocalizationSID = armor_container Text = Increase artifact slots Type = EEffectType::ArtifactSlots ValueMin = 1 ValueMax = 1 bIsPermanent = true Positive = EBeneficial::Positive struct.end BattleExoskeleton_Varta_Armor_radiationAbsorption3 : struct.begin {refkey=[0]} SID = BattleExoskeleton_Varta_Armor_radiationAbsorption3 LocalizationSID = armor_container Text = Radiation Type = EEffectType::Radiation ValueMin = 5.0 ValueMax = 5.0 bIsPermanent = true Positive = EBeneficial::Positive struct.end //----ExoArmUpg_rad_container_01_End3----// //----ExoArmUpg_rad_container_01_Start4----// BattleExoskeleton_Varta_Armor_container4 : struct.begin {refkey=[0]} SID = BattleExoskeleton_Varta_Armor_container4 LocalizationSID = armor_container Text = Increase artifact slots Type = EEffectType::ArtifactSlots ValueMin = 1 ValueMax = 1 bIsPermanent = true Positive = EBeneficial::Positive struct.end BattleExoskeleton_Varta_Armor_radiationAbsorption4 : struct.begin {refkey=[0]} SID = BattleExoskeleton_Varta_Armor_radiationAbsorption4 LocalizationSID = armor_container Text = Radiation Type = EEffectType::Radiation ValueMin = 5.0 ValueMax = 5.0 bIsPermanent = true Positive = EBeneficial::Positive struct.end //----ExoArmUpg_rad_container_01_End4----// BattleExoskeleton_Varta_Armor_container5 : struct.begin {refkey=[0]} SID = BattleExoskeleton_Varta_Armor_container5 LocalizationSID = armor_container Text = Increase artifact slots Type = EEffectType::ArtifactSlots ValueMin = 1 ValueMax = 1 bIsPermanent = true Positive = EBeneficial::Positive struct.end //-----------------------------------------------------------------// //-----------------BattleExoskeleton_Varta_Armor_End---------------// //-----------------------------------------------------------------// //-----------------------------------------------------------------// //-----------------Exoskeleton_Mercenaries_Armor_Start-------------// //-----------------------------------------------------------------// Exoskeleton_Mercenaries_Armor_reductionWeight : struct.begin {refkey=[0]} SID = Exoskeleton_Mercenaries_Armor_reductionWeight LocalizationSID = armor_reductionWeight Text = Item Weight Type = EEffectType::ArmorItemWeight ValueMin = -1 ValueMax = -1 bIsPermanent = true Positive = EBeneficial::Positive struct.end //----ExoArmUpg_exo_bp_02_Start1----// Exoskeleton_Mercenaries_Armor_protectionPhysical : struct.begin {refkey=[0]} SID = Exoskeleton_Mercenaries_Armor_protectionPhysical LocalizationSID = armor_protectionPhysical Text = Strike Protection Type = EEffectType::ProtectionStrike ValueMin = 10.0% ValueMax = 10.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Exoskeleton_Mercenaries_Armor_wearing : struct.begin {refkey=[0]} SID = Exoskeleton_Mercenaries_Armor_wearing LocalizationSID = armor_wearing Text = Max Durability Type = EEffectType::MaxDurability ValueMin = 25.0% ValueMax = 25.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end //----ExoArmUpg_exo_bp_02_End1----// //----ExoArmUpg_exo_bp_02_Start2----// Exoskeleton_Mercenaries_Armor_protectionPhysical2 : struct.begin {refkey=[0]} SID = Exoskeleton_Mercenaries_Armor_protectionPhysical2 LocalizationSID = armor_protectionPhysical Text = Strike Protection Type = EEffectType::ProtectionStrike ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Exoskeleton_Mercenaries_Armor_wearing2 : struct.begin {refkey=[0]} SID = Exoskeleton_Mercenaries_Armor_wearing2 LocalizationSID = armor_wearing Text = Max Durability Type = EEffectType::MaxDurability ValueMin = 25.0% ValueMax = 25.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end //----ExoArmUpg_exo_bp_02_End2----// //----ExoArmUpg_pockets_02_Start----// Exoskeleton_Mercenaries_Armor_AdditionalInventoryWeight : struct.begin {refkey=[0]} SID = Exoskeleton_Mercenaries_Armor_AdditionalInventoryWeight Text = Additional Inventory Weight Type = EEffectType::AdditionalInventoryWeight LocalizationSID = increase_max_inventory_weight ValueMin = 10.0% ValueMax = 10.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Exoskeleton_Mercenaries_Armor_PenaltyLessWeight : struct.begin {refkey=[0]} SID = Exoskeleton_Mercenaries_Armor_PenaltyLessWeight Text = Additional Inventory Weight Type = EEffectType::PenaltyLessWeight ValueMin = 10.0% ValueMax = 10.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Exoskeleton_Mercenaries_Armor_carryingCapacity : struct.begin {refkey=[0]} SID = Exoskeleton_Mercenaries_Armor_carryingCapacity LocalizationSID = Armor_carryingCapacity Type = EEffectType::Composite ValueMin = 10.0% ValueMax = 10.0% ApplyExtraEffectPrototypeSIDs : struct.begin [0] = Exoskeleton_Mercenaries_Armor_AdditionalInventoryWeight [1] = Exoskeleton_Mercenaries_Armor_PenaltyLessWeight struct.end struct.end //----ExoArmUpg_pockets_02_End----// //----ExoArmUpg_exo_durable_02_Start----// Exoskeleton_Mercenaries_Armor_reductionWeight2 : struct.begin {refkey=[0]} SID = Exoskeleton_Mercenaries_Armor_reductionWeight2 LocalizationSID = armor_reductionWeight Text = Item Weight Type = EEffectType::ArmorItemWeight ValueMin = -1 ValueMax = -1 bIsPermanent = true Positive = EBeneficial::Positive struct.end Exoskeleton_Mercenaries_Armor_wearing3 : struct.begin {refkey=[0]} SID = Exoskeleton_Mercenaries_Armor_wearing3 LocalizationSID = armor_wearing Text = Max Durability Type = EEffectType::MaxDurability ValueMin = 25.0% ValueMax = 25.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end //----ExoArmUpg_exo_durable_02_End----// Exoskeleton_Mercenaries_Armor_protectionThermal : struct.begin {refkey=[0]} SID = Exoskeleton_Mercenaries_Armor_protectionThermal LocalizationSID = armor_protectionThermal Text = Thermal protection Type = EEffectType::ProtectionBurn ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Exoskeleton_Mercenaries_Armor_protectionElectrical : struct.begin {refkey=[0]} SID = Exoskeleton_Mercenaries_Armor_protectionElectrical LocalizationSID = armor_protectionElectrical Text = Electro Defence Type = EEffectType::ProtectionShock ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Exoskeleton_Mercenaries_Armor_protectionChemical : struct.begin {refkey=[0]} SID = Exoskeleton_Mercenaries_Armor_protectionChemical LocalizationSID = armor_protectionChemical Text = Chemical protection Type = EEffectType::ProtectionChemical ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Exoskeleton_Mercenaries_Armor_protectionThermal1 : struct.begin {refkey=[0]} SID = Exoskeleton_Mercenaries_Armor_protectionThermal1 LocalizationSID = armor_protectionThermal Text = Thermal protection Type = EEffectType::ProtectionBurn ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Exoskeleton_Mercenaries_Armor_protectionChemical1 : struct.begin {refkey=[0]} SID = Exoskeleton_Mercenaries_Armor_protectionChemical1 LocalizationSID = armor_protectionChemical Text = Chemical protection Type = EEffectType::ProtectionChemical ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Exoskeleton_Mercenaries_Armor_protectionElectrical1 : struct.begin {refkey=[0]} SID = Exoskeleton_Mercenaries_Armor_protectionElectrical1 LocalizationSID = armor_protectionElectrical Text = Electro Defence Type = EEffectType::ProtectionShock ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Exoskeleton_Mercenaries_Armor_protectionChemical2 : struct.begin {refkey=[0]} SID = Exoskeleton_Mercenaries_Armor_protectionChemical2 LocalizationSID = armor_protectionChemical Text = Chemical protection Type = EEffectType::ProtectionChemical ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Exoskeleton_Mercenaries_Varta_Armor_AddRunEffect : struct.begin {refkey=[0]} SID = Exoskeleton_Mercenaries_Varta_Armor_AddRunEffect Text = Add Run Type = EEffectType::MovementSpeed bIsPermanent = true Positive = EBeneficial::Positive struct.end Exoskeleton_Mercenaries_Armor_protectionRadiation : struct.begin {refkey=[0]} SID = Exoskeleton_Mercenaries_Armor_protectionRadiation LocalizationSID = armor_protectionRadiation Text = protection Radiation Type = EEffectType::ProtectionRadiation ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Exoskeleton_Mercenaries_Armor_protectionRadiation1 : struct.begin {refkey=[0]} SID = Exoskeleton_Mercenaries_Armor_protectionRadiation1 LocalizationSID = armor_protectionRadiation Text = protection Radiation Type = EEffectType::ProtectionRadiation ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Exoskeleton_Mercenaries_Armor_ProtectionPSY : struct.begin {refkey=[0]} SID = Exoskeleton_Mercenaries_Armor_ProtectionPSY LocalizationSID = armor_protectionPsi Text = Protection PSY Type = EEffectType::ProtectionPSY ValueMin = 10.0% ValueMax = 10.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end //----ExoArmUpg_rad_container_01_Start1----// Exoskeleton_Mercenaries_Armor_container : struct.begin {refkey=[0]} SID = Exoskeleton_Mercenaries_Armor_container LocalizationSID = armor_container Text = Increase artifact slots Type = EEffectType::ArtifactSlots ValueMin = 1 ValueMax = 1 bIsPermanent = true Positive = EBeneficial::Positive struct.end Exoskeleton_Mercenaries_Armor_radiationAbsorption : struct.begin {refkey=[0]} SID = Exoskeleton_Mercenaries_Armor_radiationAbsorption LocalizationSID = armor_container Text = Radiation Type = EEffectType::Radiation ValueMin = 5.0 ValueMax = 5.0 bIsPermanent = true Positive = EBeneficial::Positive struct.end //----ExoArmUpg_rad_container_01_End1----// //----ExoArmUpg_rad_container_01_Start2----// Exoskeleton_Mercenaries_Armor_container1 : struct.begin {refkey=[0]} SID = Exoskeleton_Mercenaries_Armor_container1 LocalizationSID = armor_container Text = Increase artifact slots Type = EEffectType::ArtifactSlots ValueMin = 1 ValueMax = 1 bIsPermanent = true Positive = EBeneficial::Positive struct.end Exoskeleton_Mercenaries_Armor_radiationAbsorption1 : struct.begin {refkey=[0]} SID = Exoskeleton_Mercenaries_Armor_radiationAbsorption1 LocalizationSID = armor_container Text = Radiation Type = EEffectType::Radiation ValueMin = 5.0 ValueMax = 5.0 bIsPermanent = true Positive = EBeneficial::Positive struct.end //----ExoArmUpg_rad_container_01_End2----// //----ExoArmUpg_rad_container_01_Start3----// Exoskeleton_Mercenaries_Armor_container2 : struct.begin {refkey=[0]} SID = Exoskeleton_Mercenaries_Armor_container2 LocalizationSID = armor_container Text = Increase artifact slots Type = EEffectType::ArtifactSlots ValueMin = 1 ValueMax = 1 bIsPermanent = true Positive = EBeneficial::Positive struct.end Exoskeleton_Mercenaries_Armor_radiationAbsorption2 : struct.begin {refkey=[0]} SID = Exoskeleton_Mercenaries_Armor_radiationAbsorption2 LocalizationSID = armor_container Text = Radiation Type = EEffectType::Radiation ValueMin = 5.0 ValueMax = 5.0 bIsPermanent = true Positive = EBeneficial::Positive struct.end //----ExoArmUpg_rad_container_01_End3----// //----ExoArmUpg_rad_container_01_Start4----// Exoskeleton_Mercenaries_Armor_container3 : struct.begin {refkey=[0]} SID = Exoskeleton_Mercenaries_Armor_container3 LocalizationSID = armor_container Text = Increase artifact slots Type = EEffectType::ArtifactSlots ValueMin = 1 ValueMax = 1 bIsPermanent = true Positive = EBeneficial::Positive struct.end Exoskeleton_Mercenaries_Armor_radiationAbsorption3 : struct.begin {refkey=[0]} SID = Exoskeleton_Mercenaries_Armor_radiationAbsorption3 LocalizationSID = armor_container Text = Radiation Type = EEffectType::Radiation ValueMin = 5.0 ValueMax = 5.0 bIsPermanent = true Positive = EBeneficial::Positive struct.end //----ExoArmUpg_rad_container_01_End4----// Exoskeleton_Mercenaries_Armor_container4 : struct.begin {refkey=[0]} SID = Exoskeleton_Mercenaries_Armor_container4 LocalizationSID = armor_container Text = Increase artifact slots Type = EEffectType::ArtifactSlots ValueMin = 1 ValueMax = 1 bIsPermanent = true Positive = EBeneficial::Positive struct.end //-----------------------------------------------------------------// //-----------------Exoskeleton_Mercenaries_Armor_End---------------// //-----------------------------------------------------------------// //-----------------------------------------------------------------// //-----------------Exoskeleton_Svoboda_Armor_Start-----------------// //-----------------------------------------------------------------// Exoskeleton_Svoboda_Armor_reductionWeight : struct.begin {refkey=[0]} SID = Exoskeleton_Svoboda_Armor_reductionWeight LocalizationSID = armor_reductionWeight Text = Item Weight Type = EEffectType::ArmorItemWeight ValueMin = -1 ValueMax = -1 bIsPermanent = true Positive = EBeneficial::Positive struct.end //----ExoArmUpg_exo_bp_02_Start1----// Exoskeleton_Svoboda_Armor_protectionPhysical : struct.begin {refkey=[0]} SID = Exoskeleton_Svoboda_Armor_protectionPhysical LocalizationSID = armor_protectionPhysical Text = Strike Protection Type = EEffectType::ProtectionStrike ValueMin = 10.0% ValueMax = 10.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Exoskeleton_Svoboda_Armor_wearing : struct.begin {refkey=[0]} SID = Exoskeleton_Svoboda_Armor_wearing LocalizationSID = armor_wearing Text = Max Durability Type = EEffectType::MaxDurability ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end //----ExoArmUpg_exo_bp_02_End1----// //----ExoArmUpg_exo_bp_02_Start2----// Exoskeleton_Svoboda_Armor_protectionPhysical2 : struct.begin {refkey=[0]} SID = Exoskeleton_Svoboda_Armor_protectionPhysical2 LocalizationSID = armor_protectionPhysical Text = Strike Protection Type = EEffectType::ProtectionStrike ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Exoskeleton_Svoboda_Armor_wearing2 : struct.begin {refkey=[0]} SID = Exoskeleton_Svoboda_Armor_wearing2 LocalizationSID = armor_wearing Text = Max Durability Type = EEffectType::MaxDurability ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end //----ExoArmUpg_exo_bp_02_End2----// //----ExoArmUpg_backpack_02_Start----// Exoskeleton_Svoboda_Armor_AdditionalInventoryWeight : struct.begin {refkey=[0]} SID = Exoskeleton_Svoboda_Armor_AdditionalInventoryWeight Text = Additional Inventory Weight Type = EEffectType::AdditionalInventoryWeight LocalizationSID = increase_max_inventory_weight ValueMin = 10.0% ValueMax = 10.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Exoskeleton_Svoboda_Armor_PenaltyLessWeight : struct.begin {refkey=[0]} SID = Exoskeleton_Svoboda_Armor_PenaltyLessWeight Text = Additional Inventory Weight Type = EEffectType::PenaltyLessWeight ValueMin = 10.0% ValueMax = 10.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Exoskeleton_Svoboda_Armor_carryingCapacity : struct.begin {refkey=[0]} SID = Exoskeleton_Svoboda_Armor_carryingCapacity LocalizationSID = Armor_carryingCapacity Type = EEffectType::Composite ValueMin = 10.0% ValueMax = 10.0% ApplyExtraEffectPrototypeSIDs : struct.begin [0] = Exoskeleton_Svoboda_Armor_AdditionalInventoryWeight [1] = Exoskeleton_Svoboda_Armor_PenaltyLessWeight struct.end struct.end Exoskeleton_Svoboda_Armor_reductionWeight3 : struct.begin {refkey=[0]} SID = Exoskeleton_Svoboda_Armor_reductionWeight3 LocalizationSID = armor_reductionWeight Text = Item Weight Type = EEffectType::ArmorItemWeight ValueMin = -1 ValueMax = -1 bIsPermanent = true Positive = EBeneficial::Positive struct.end //----ExoArmUpg_backpack_02_End----// //----ExoArmUpg_exo_durable_02_Start----// Exoskeleton_Svoboda_Armor_reductionWeight2 : struct.begin {refkey=[0]} SID = Exoskeleton_Svoboda_Armor_reductionWeight2 LocalizationSID = armor_reductionWeight Text = Item Weight Type = EEffectType::ArmorItemWeight ValueMin = -1 ValueMax = -1 bIsPermanent = true Positive = EBeneficial::Positive struct.end Exoskeleton_Svoboda_Armor_wearing3 : struct.begin {refkey=[0]} SID = Exoskeleton_Svoboda_Armor_wearing3 LocalizationSID = armor_wearing Text = Max Durability Type = EEffectType::MaxDurability ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end //----ExoArmUpg_exo_durable_02_End----// Exoskeleton_Svoboda_Armor_protectionThermal : struct.begin {refkey=[0]} SID = Exoskeleton_Svoboda_Armor_protectionThermal LocalizationSID = armor_protectionThermal Text = Thermal protection Type = EEffectType::ProtectionBurn ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Exoskeleton_Svoboda_Armor_protectionElectrical : struct.begin {refkey=[0]} SID = Exoskeleton_Svoboda_Armor_protectionElectrical LocalizationSID = armor_protectionElectrical Text = Electro Defence Type = EEffectType::ProtectionShock ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Exoskeleton_Svoboda_Armor_protectionChemical : struct.begin {refkey=[0]} SID = Exoskeleton_Svoboda_Armor_protectionChemical LocalizationSID = armor_protectionChemical Text = Chemical protection Type = EEffectType::ProtectionChemical ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Exoskeleton_Svoboda_Armor_protectionThermal1 : struct.begin {refkey=[0]} SID = Exoskeleton_Svoboda_Armor_protectionThermal1 LocalizationSID = armor_protectionThermal Text = Thermal protection Type = EEffectType::ProtectionBurn ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Exoskeleton_Svoboda_Armor_protectionChemical1 : struct.begin {refkey=[0]} SID = Exoskeleton_Svoboda_Armor_protectionChemical1 LocalizationSID = armor_protectionChemical Text = Chemical protection Type = EEffectType::ProtectionChemical ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Exoskeleton_Svoboda_Armor_protectionElectrical1 : struct.begin {refkey=[0]} SID = Exoskeleton_Svoboda_Armor_protectionElectrical1 LocalizationSID = armor_protectionElectrical Text = Electro Defence Type = EEffectType::ProtectionShock ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Exoskeleton_Svoboda_Armor_protectionChemical2 : struct.begin {refkey=[0]} SID = Exoskeleton_Svoboda_Armor_protectionChemical2 LocalizationSID = armor_protectionChemical Text = Chemical protection Type = EEffectType::ProtectionChemical ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end //----ExoArmUpg_exo_stamina_01_Start----// Exoskeleton_Svoboda_Armor_reductionWeight4 : struct.begin {refkey=[0]} SID = Exoskeleton_Svoboda_Armor_reductionWeight4 LocalizationSID = armor_reductionWeight Text = Item Weight Type = EEffectType::ArmorItemWeight ValueMin = -1 ValueMax = -1 bIsPermanent = true Positive = EBeneficial::Positive struct.end Exoskeleton_Svoboda_Armor_regenerationStamina : struct.begin {refkey=[0]} SID = Exoskeleton_Svoboda_Armor_regenerationStamina LocalizationSID = Armor_regenerationStamina Text = Regen Stamina Type = EEffectType::RegenStamina ValueMin = 5.0% ValueMax = 5.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end //----ExoArmUpg_exo_stamina_01_End----// Exoskeleton_Svoboda_Armor_AddRunEffect : struct.begin {refkey=[0]} SID = Exoskeleton_Svoboda_Armor_AddRunEffect Text = Add Run Type = EEffectType::MovementSpeed bIsPermanent = true Positive = EBeneficial::Positive struct.end Exoskeleton_Svoboda_Armor_protectionRadiation : struct.begin {refkey=[0]} SID = Exoskeleton_Svoboda_Armor_protectionRadiation LocalizationSID = armor_protectionRadiation Text = protection Radiation Type = EEffectType::ProtectionRadiation ValueMin = 5.0% ValueMax = 5.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Exoskeleton_Svoboda_Armor_protectionRadiation1 : struct.begin {refkey=[0]} SID = Exoskeleton_Svoboda_Armor_protectionRadiation1 LocalizationSID = armor_protectionRadiation Text = protection Radiation Type = EEffectType::ProtectionRadiation ValueMin = 5.0% ValueMax = 5.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Exoskeleton_Svoboda_Armor_ProtectionPSY : struct.begin {refkey=[0]} SID = Exoskeleton_Svoboda_Armor_ProtectionPSY LocalizationSID = armor_protectionPsi Text = Protection PSY Type = EEffectType::ProtectionPSY ValueMin = 10.0% ValueMax = 10.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Exoskeleton_Svoboda_Armor_ProtectionPSY1 : struct.begin {refkey=[0]} SID = Exoskeleton_Svoboda_Armor_ProtectionPSY1 LocalizationSID = armor_protectionPsi Text = Protection PSY Type = EEffectType::ProtectionPSY ValueMin = 10.0% ValueMax = 10.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Exoskeleton_Svoboda_Armor_protectionRadiation2 : struct.begin {refkey=[0]} SID = Exoskeleton_Svoboda_Armor_protectionRadiation2 LocalizationSID = armor_protectionRadiation Text = protection Radiation Type = EEffectType::ProtectionRadiation ValueMin = 5.0% ValueMax = 5.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end //----ExoArmUpg_rad_container_01_Start1----// Exoskeleton_Svoboda_Armor_container : struct.begin {refkey=[0]} SID = Exoskeleton_Svoboda_Armor_container LocalizationSID = armor_container Text = Increase artifact slots Type = EEffectType::ArtifactSlots ValueMin = 1 ValueMax = 1 bIsPermanent = true Positive = EBeneficial::Positive struct.end Exoskeleton_Svoboda_Armor_radiationAbsorption : struct.begin {refkey=[0]} SID = Exoskeleton_Svoboda_Armor_radiationAbsorption LocalizationSID = armor_container Text = Radiation Type = EEffectType::Radiation ValueMin = 5.0 ValueMax = 5.0 bIsPermanent = true Positive = EBeneficial::Positive struct.end //----ExoArmUpg_rad_container_01_End1----// //----ExoArmUpg_rad_container_01_Start2----// Exoskeleton_Svoboda_Armor_container1 : struct.begin {refkey=[0]} SID = Exoskeleton_Svoboda_Armor_container1 LocalizationSID = armor_container Text = Increase artifact slots Type = EEffectType::ArtifactSlots ValueMin = 1 ValueMax = 1 bIsPermanent = true Positive = EBeneficial::Positive struct.end Exoskeleton_Svoboda_Armor_radiationAbsorption1 : struct.begin {refkey=[0]} SID = Exoskeleton_Svoboda_Armor_radiationAbsorption1 LocalizationSID = armor_container Text = Radiation Type = EEffectType::Radiation ValueMin = 5.0 ValueMax = 5.0 bIsPermanent = true Positive = EBeneficial::Positive struct.end //----ExoArmUpg_rad_container_01_End2----// //----ExoArmUpg_rad_container_01_Start3----// Exoskeleton_Svoboda_Armor_container2 : struct.begin {refkey=[0]} SID = Exoskeleton_Svoboda_Armor_container2 LocalizationSID = armor_container Text = Increase artifact slots Type = EEffectType::ArtifactSlots ValueMin = 1 ValueMax = 1 bIsPermanent = true Positive = EBeneficial::Positive struct.end Exoskeleton_Svoboda_Armor_radiationAbsorption2 : struct.begin {refkey=[0]} SID = Exoskeleton_Svoboda_Armor_radiationAbsorption2 LocalizationSID = armor_container Text = Radiation Type = EEffectType::Radiation ValueMin = 5.0 ValueMax = 5.0 bIsPermanent = true Positive = EBeneficial::Positive struct.end //----ExoArmUpg_rad_container_01_End3----// //----ExoArmUpg_rad_container_01_Start4----// Exoskeleton_Svoboda_Armor_container3 : struct.begin {refkey=[0]} SID = Exoskeleton_Svoboda_Armor_container3 LocalizationSID = armor_container Text = Increase artifact slots Type = EEffectType::ArtifactSlots ValueMin = 1 ValueMax = 1 bIsPermanent = true Positive = EBeneficial::Positive struct.end Exoskeleton_Svoboda_Armor_radiationAbsorption3 : struct.begin {refkey=[0]} SID = Exoskeleton_Svoboda_Armor_radiationAbsorption3 LocalizationSID = armor_container Text = Radiation Type = EEffectType::Radiation ValueMin = 5.0 ValueMax = 5.0 bIsPermanent = true Positive = EBeneficial::Positive struct.end //----ExoArmUpg_rad_container_01_End4----// //-----------------------------------------------------------------// //-----------------Exoskeleton_Svoboda_Armor_End-------------------// //-----------------------------------------------------------------// //-----------------------------------------------------------------// //-----------------HeavyExoskeleton_Svoboda_Armor_Start------------// //-----------------------------------------------------------------// HeavyExoskeleton_Svoboda_Armor_reductionWeight : struct.begin {refkey=[0]} SID = HeavyExoskeleton_Svoboda_Armor_reductionWeight LocalizationSID = armor_reductionWeight Text = Item Weight Type = EEffectType::ArmorItemWeight ValueMin = -1 ValueMax = -1 bIsPermanent = true Positive = EBeneficial::Positive struct.end //----ExoArmUpg_exo_bp_02_Start1----// HeavyExoskeleton_Svoboda_Armor_protectionPhysical : struct.begin {refkey=[0]} SID = HeavyExoskeleton_Svoboda_Armor_protectionPhysical LocalizationSID = armor_protectionPhysical Text = Strike Protection Type = EEffectType::ProtectionStrike ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end HeavyExoskeleton_Svoboda_Armor_wearing : struct.begin {refkey=[0]} SID = HeavyExoskeleton_Svoboda_Armor_wearing LocalizationSID = armor_wearing Text = Max Durability Type = EEffectType::MaxDurability ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end //----ExoArmUpg_exo_bp_02_End1----// //----ExoArmUpg_exo_bp_02_Start2----// HeavyExoskeleton_Svoboda_Armor_protectionPhysical2 : struct.begin {refkey=[0]} SID = HeavyExoskeleton_Svoboda_Armor_protectionPhysical2 LocalizationSID = armor_protectionPhysical Text = Strike Protection Type = EEffectType::ProtectionStrike ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end HeavyExoskeleton_Svoboda_Armor_wearing2 : struct.begin {refkey=[0]} SID = HeavyExoskeleton_Svoboda_Armor_wearing2 LocalizationSID = armor_wearing Text = Max Durability Type = EEffectType::MaxDurability ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end //----ExoArmUpg_exo_bp_02_End2----// //----ExoArmUpg_pockets_02_Start----// HeavyExoskeleton_Svoboda_Armor_AdditionalInventoryWeight : struct.begin {refkey=[0]} SID = HeavyExoskeleton_Svoboda_Armor_AdditionalInventoryWeight Text = Additional Inventory Weight Type = EEffectType::AdditionalInventoryWeight LocalizationSID = increase_max_inventory_weight ValueMin = 10.0% ValueMax = 10.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end HeavyExoskeleton_Svoboda_Armor_PenaltyLessWeight : struct.begin {refkey=[0]} SID = HeavyExoskeleton_Svoboda_Armor_PenaltyLessWeight Text = Additional Inventory Weight Type = EEffectType::PenaltyLessWeight ValueMin = 10.0% ValueMax = 10.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end HeavyExoskeleton_Svoboda_Armor_carryingCapacity : struct.begin {refkey=[0]} SID = HeavyExoskeleton_Svoboda_Armor_carryingCapacity LocalizationSID = Armor_carryingCapacity Type = EEffectType::Composite ValueMin = 10.0% ValueMax = 10.0% ApplyExtraEffectPrototypeSIDs : struct.begin [0] = HeavyExoskeleton_Svoboda_Armor_AdditionalInventoryWeight [1] = HeavyExoskeleton_Svoboda_Armor_PenaltyLessWeight struct.end struct.end //----ExoArmUpg_pockets_02_End----// HeavyExoskeleton_Svoboda_Armor_protectionThermal : struct.begin {refkey=[0]} SID = HeavyExoskeleton_Svoboda_Armor_protectionThermal LocalizationSID = armor_protectionThermal Text = Thermal protection Type = EEffectType::ProtectionBurn ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end HeavyExoskeleton_Svoboda_Armor_protectionElectrical : struct.begin {refkey=[0]} SID = HeavyExoskeleton_Svoboda_Armor_protectionElectrical LocalizationSID = armor_protectionElectrical Text = Electro Defence Type = EEffectType::ProtectionShock ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end HeavyExoskeleton_Svoboda_Armor_protectionChemical : struct.begin {refkey=[0]} SID = HeavyExoskeleton_Svoboda_Armor_protectionChemical LocalizationSID = armor_protectionChemical Text = Chemical protection Type = EEffectType::ProtectionChemical ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end HeavyExoskeleton_Svoboda_Armor_protectionThermal1 : struct.begin {refkey=[0]} SID = HeavyExoskeleton_Svoboda_Armor_protectionThermal1 LocalizationSID = armor_protectionThermal Text = Thermal protection Type = EEffectType::ProtectionBurn ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end HeavyExoskeleton_Svoboda_Armor_protectionElectrical1 : struct.begin {refkey=[0]} SID = HeavyExoskeleton_Svoboda_Armor_protectionElectrical1 LocalizationSID = armor_protectionElectrical Text = Electro Defence Type = EEffectType::ProtectionShock ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end HeavyExoskeleton_Svoboda_Armor_protectionChemical1 : struct.begin {refkey=[0]} SID = HeavyExoskeleton_Svoboda_Armor_protectionChemical1 LocalizationSID = armor_protectionChemical Text = Chemical protection Type = EEffectType::ProtectionChemical ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end //----ExoArmUpg_exo_stamina_01_Start----// HeavyExoskeleton_Svoboda_Armor_reductionWeight1 : struct.begin {refkey=[0]} SID = HeavyExoskeleton_Svoboda_Armor_reductionWeight1 LocalizationSID = armor_reductionWeight Text = Item Weight Type = EEffectType::ArmorItemWeight ValueMin = -1 ValueMax = -1 bIsPermanent = true Positive = EBeneficial::Positive struct.end HeavyExoskeleton_Svoboda_Armor_regenerationStamina : struct.begin {refkey=[0]} SID = HeavyExoskeleton_Svoboda_Armor_regenerationStamina LocalizationSID = Armor_regenerationStamina Text = Regen Stamina Type = EEffectType::RegenStamina ValueMin = 5.0% ValueMax = 5.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end //----ExoArmUpg_exo_stamina_01_End----// //----ExoArmUpg_exo_durable_02_Start----// HeavyExoskeleton_Svoboda_Armor_reductionWeight2 : struct.begin {refkey=[0]} SID = HeavyExoskeleton_Svoboda_Armor_reductionWeight2 LocalizationSID = armor_reductionWeight Text = Item Weight Type = EEffectType::ArmorItemWeight ValueMin = -1 ValueMax = -1 bIsPermanent = true Positive = EBeneficial::Positive struct.end HeavyExoskeleton_Svoboda_Armor_wearing3 : struct.begin {refkey=[0]} SID = HeavyExoskeleton_Svoboda_Armor_wearing3 LocalizationSID = armor_wearing Text = Max Durability Type = EEffectType::MaxDurability ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end //----ExoArmUpg_exo_durable_02_End----// HeavyExoskeleton_Svoboda_Armor_protectionRadiation1 : struct.begin {refkey=[0]} SID = HeavyExoskeleton_Svoboda_Armor_protectionRadiation1 LocalizationSID = armor_protectionRadiation Text = protection Radiation Type = EEffectType::ProtectionRadiation ValueMin = 5.0% ValueMax = 5.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end HeavyExoskeleton_Svoboda_Armor_ProtectionPSY : struct.begin {refkey=[0]} SID = HeavyExoskeleton_Svoboda_Armor_ProtectionPSY LocalizationSID = armor_protectionPsi Text = Protection PSY Type = EEffectType::ProtectionPSY ValueMin = 10.0% ValueMax = 10.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end HeavyExoskeleton_Svoboda_Armor_ProtectionPSY1 : struct.begin {refkey=[0]} SID = HeavyExoskeleton_Svoboda_Armor_ProtectionPSY1 LocalizationSID = armor_protectionPsi Text = Protection PSY Type = EEffectType::ProtectionPSY ValueMin = 10.0% ValueMax = 10.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end HeavyExoskeleton_Svoboda_Armor_protectionRadiation2 : struct.begin {refkey=[0]} SID = HeavyExoskeleton_Svoboda_Armor_protectionRadiation2 LocalizationSID = armor_protectionRadiation Text = protection Radiation Type = EEffectType::ProtectionRadiation ValueMin = 5.0% ValueMax = 5.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end HeavyExoskeleton_Svoboda_Armor_container : struct.begin {refkey=[0]} SID = HeavyExoskeleton_Svoboda_Armor_container LocalizationSID = armor_container Text = Increase artifact slots Type = EEffectType::ArtifactSlots ValueMin = 1 ValueMax = 1 bIsPermanent = true Positive = EBeneficial::Positive struct.end HeavyExoskeleton_Svoboda_Armor_container1 : struct.begin {refkey=[0]} SID = HeavyExoskeleton_Svoboda_Armor_container1 LocalizationSID = armor_container Text = Increase artifact slots Type = EEffectType::ArtifactSlots ValueMin = 1 ValueMax = 1 bIsPermanent = true Positive = EBeneficial::Positive struct.end HeavyExoskeleton_Svoboda_Armor_container2 : struct.begin {refkey=[0]} SID = HeavyExoskeleton_Svoboda_Armor_container2 LocalizationSID = armor_container Text = Increase artifact slots Type = EEffectType::ArtifactSlots ValueMin = 1 ValueMax = 1 bIsPermanent = true Positive = EBeneficial::Positive struct.end HeavyExoskeleton_Svoboda_Armor_radiationAbsorption : struct.begin {refkey=[0]} SID = HeavyExoskeleton_Svoboda_Armor_radiationAbsorption LocalizationSID = armor_container Text = Radiation Type = EEffectType::Radiation ValueMin = 5.0 ValueMax = 5.0 bIsPermanent = true Positive = EBeneficial::Positive struct.end HeavyExoskeleton_Svoboda_Armor_container3 : struct.begin {refkey=[0]} SID = HeavyExoskeleton_Svoboda_Armor_container3 LocalizationSID = armor_container Text = Increase artifact slots Type = EEffectType::ArtifactSlots ValueMin = 1 ValueMax = 1 bIsPermanent = true Positive = EBeneficial::Positive struct.end HeavyExoskeleton_Svoboda_Armor_radiationAbsorption1 : struct.begin {refkey=[0]} SID = HeavyExoskeleton_Svoboda_Armor_radiationAbsorption1 LocalizationSID = armor_container Text = Radiation Type = EEffectType::Radiation ValueMin = 5.0 ValueMax = 5.0 bIsPermanent = true Positive = EBeneficial::Positive struct.end //-----------------------------------------------------------------// //-----------------HeavyExoskeleton_Svoboda_Armor_End--------------// //-----------------------------------------------------------------// //-----------------------------------------------------------------// //-----------------HeavyExoskeleton_Monolith_Armor_Start-----------// //-----------------------------------------------------------------// HeavyExoskeleton_Monolith_Armor_reductionWeight : struct.begin {refkey=[0]} SID = HeavyExoskeleton_Monolith_Armor_reductionWeight LocalizationSID = armor_reductionWeight Text = Item Weight Type = EEffectType::ArmorItemWeight ValueMin = -1 ValueMax = -1 bIsPermanent = true Positive = EBeneficial::Positive struct.end //----ExoArmUpg_pockets_02_Start----// HeavyExoskeleton_Monolith_Armor_AdditionalInventoryWeight : struct.begin {refkey=[0]} SID = HeavyExoskeleton_Monolith_Armor_AdditionalInventoryWeight Text = Additional Inventory Weight Type = EEffectType::AdditionalInventoryWeight LocalizationSID = increase_max_inventory_weight ValueMin = 10.0% ValueMax = 10.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end HeavyExoskeleton_Monolith_Armor_PenaltyLessWeight : struct.begin {refkey=[0]} SID = HeavyExoskeleton_Monolith_Armor_PenaltyLessWeight Text = Additional Inventory Weight Type = EEffectType::PenaltyLessWeight ValueMin = 10.0% ValueMax = 10.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end HeavyExoskeleton_Monolith_Armor_carryingCapacity : struct.begin {refkey=[0]} SID = HeavyExoskeleton_Monolith_Armor_carryingCapacity LocalizationSID = Armor_carryingCapacity Type = EEffectType::Composite ValueMin = 10.0% ValueMax = 10.0% ApplyExtraEffectPrototypeSIDs : struct.begin [0] = HeavyExoskeleton_Monolith_Armor_AdditionalInventoryWeight [1] = HeavyExoskeleton_Monolith_Armor_PenaltyLessWeight struct.end struct.end //----ExoArmUpg_pockets_02_End----// //----ExoArmUpg_exo_bp_02_Start1----// HeavyExoskeleton_Monolith_Armor_protectionPhysical : struct.begin {refkey=[0]} SID = HeavyExoskeleton_Monolith_Armor_protectionPhysical LocalizationSID = armor_protectionPhysical Text = Strike Protection Type = EEffectType::ProtectionStrike ValueMin = 10.0% ValueMax = 10.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end HeavyExoskeleton_Monolith_Armor_wearing : struct.begin {refkey=[0]} SID = HeavyExoskeleton_Monolith_Armor_wearing LocalizationSID = armor_wearing Text = Max Durability Type = EEffectType::MaxDurability ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end //----ExoArmUpg_exo_bp_02_End1----// //----ExoArmUpg_exo_bp_02_Start2----// HeavyExoskeleton_Monolith_Armor_protectionPhysical1 : struct.begin {refkey=[0]} SID = HeavyExoskeleton_Monolith_Armor_protectionPhysical1 LocalizationSID = armor_protectionPhysical Text = Strike Protection Type = EEffectType::ProtectionStrike ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end HeavyExoskeleton_Monolith_Armor_wearing1 : struct.begin {refkey=[0]} SID = HeavyExoskeleton_Monolith_Armor_wearing1 LocalizationSID = armor_wearing Text = Max Durability Type = EEffectType::MaxDurability ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end //----ExoArmUpg_exo_bp_02_End2----// //----ExoArmUpg_exo_stamina_01_Start----// HeavyExoskeleton_Monolith_Armor_reductionWeight1 : struct.begin {refkey=[0]} SID = HeavyExoskeleton_Monolith_Armor_reductionWeight1 LocalizationSID = armor_reductionWeight Text = Item Weight Type = EEffectType::ArmorItemWeight ValueMin = -1 ValueMax = -1 bIsPermanent = true Positive = EBeneficial::Positive struct.end HeavyExoskeleton_Monolith_Armor_regenerationStamina : struct.begin {refkey=[0]} SID = HeavyExoskeleton_Monolith_Armor_regenerationStamina LocalizationSID = Armor_regenerationStamina Text = Regen Stamina Type = EEffectType::RegenStamina ValueMin = 5.0% ValueMax = 5.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end //----ExoArmUpg_exo_stamina_01_End----// HeavyExoskeleton_Monolith_Armor_protectionThermal : struct.begin {refkey=[0]} SID = HeavyExoskeleton_Monolith_Armor_protectionThermal LocalizationSID = armor_protectionThermal Text = Thermal protection Type = EEffectType::ProtectionBurn ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end HeavyExoskeleton_Monolith_Armor_protectionElectrical : struct.begin {refkey=[0]} SID = HeavyExoskeleton_Monolith_Armor_protectionElectrical LocalizationSID = armor_protectionElectrical Text = Electro Defence Type = EEffectType::ProtectionShock ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end HeavyExoskeleton_Monolith_Armor_protectionChemical : struct.begin {refkey=[0]} SID = HeavyExoskeleton_Monolith_Armor_protectionChemical LocalizationSID = armor_protectionChemical Text = Chemical protection Type = EEffectType::ProtectionChemical ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end HeavyExoskeleton_Monolith_Armor_protectionThermal1 : struct.begin {refkey=[0]} SID = HeavyExoskeleton_Monolith_Armor_protectionThermal1 LocalizationSID = armor_protectionThermal Text = Thermal protection Type = EEffectType::ProtectionBurn ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end HeavyExoskeleton_Monolith_Armor_protectionChemical1 : struct.begin {refkey=[0]} SID = HeavyExoskeleton_Monolith_Armor_protectionChemical1 LocalizationSID = armor_protectionChemical Text = Chemical protection Type = EEffectType::ProtectionChemical ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end HeavyExoskeleton_Monolith_Armor_protectionElectrical1 : struct.begin {refkey=[0]} SID = HeavyExoskeleton_Monolith_Armor_protectionElectrical1 LocalizationSID = armor_protectionElectrical Text = Electro Defence Type = EEffectType::ProtectionShock ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end HeavyExoskeleton_Monolith_Armor_protectionChemical2 : struct.begin {refkey=[0]} SID = HeavyExoskeleton_Monolith_Armor_protectionChemical2 LocalizationSID = armor_protectionChemical Text = Chemical protection Type = EEffectType::ProtectionChemical ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end //----ExoArmUpg_exo_durable_02_Start----// HeavyExoskeleton_Monolith_Armor_reductionWeight2 : struct.begin {refkey=[0]} SID = HeavyExoskeleton_Monolith_Armor_reductionWeight2 LocalizationSID = armor_reductionWeight Text = Item Weight Type = EEffectType::ArmorItemWeight ValueMin = -1 ValueMax = -1 bIsPermanent = true Positive = EBeneficial::Positive struct.end HeavyExoskeleton_Monolith_Armor_wearing3 : struct.begin {refkey=[0]} SID = HeavyExoskeleton_Monolith_Armor_wearing3 LocalizationSID = armor_wearing Text = Max Durability Type = EEffectType::MaxDurability ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end //----ExoArmUpg_exo_durable_02_End----// HeavyExoskeleton_Monolith_Armor_AddRunEffect : struct.begin {refkey=[0]} SID = HeavyExoskeleton_Monolith_Armor_AddRunEffect Text = Add Run Type = EEffectType::MovementSpeed bIsPermanent = true Positive = EBeneficial::Positive struct.end HeavyExoskeleton_Monolith_Armor_accuracy : struct.begin {refkey=[0]} SID = HeavyExoskeleton_Monolith_Armor_accuracy LocalizationSID = armor_accuracy Text = Accuracy Type = EEffectType::Composite ValueMin = 20% ValueMax = 20% ApplyExtraEffectPrototypeSIDs : struct.begin [0] = IdleSwayXPos15Effect [1] = IdleSwayYPos15Effect [2] = DispersionPos15Effect struct.end struct.end HeavyExoskeleton_Monolith_Armor_protectionRadiation1 : struct.begin {refkey=[0]} SID = HeavyExoskeleton_Monolith_Armor_protectionRadiation1 LocalizationSID = armor_protectionRadiation Text = protection Radiation Type = EEffectType::ProtectionRadiation ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end HeavyExoskeleton_Monolith_Armor_ProtectionPSY : struct.begin {refkey=[0]} SID = HeavyExoskeleton_Monolith_Armor_ProtectionPSY LocalizationSID = armor_protectionPsi Text = Protection PSY Type = EEffectType::ProtectionPSY ValueMin = 10.0% ValueMax = 10.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end HeavyExoskeleton_Monolith_Armor_ProtectionPSY1 : struct.begin {refkey=[0]} SID = HeavyExoskeleton_Monolith_Armor_ProtectionPSY1 LocalizationSID = armor_protectionPsi Text = Protection PSY Type = EEffectType::ProtectionPSY ValueMin = 10.0% ValueMax = 10.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end HeavyExoskeleton_Monolith_Armor_protectionRadiation2 : struct.begin {refkey=[0]} SID = HeavyExoskeleton_Monolith_Armor_protectionRadiation2 LocalizationSID = armor_protectionRadiation Text = protection Radiation Type = EEffectType::ProtectionRadiation ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end HeavyExoskeleton_Monolith_Armor_container : struct.begin {refkey=[0]} SID = HeavyExoskeleton_Monolith_Armor_container LocalizationSID = armor_container Text = Increase artifact slots Type = EEffectType::ArtifactSlots ValueMin = 1 ValueMax = 1 bIsPermanent = true Positive = EBeneficial::Positive struct.end HeavyExoskeleton_Monolith_Armor_radiationAbsorption : struct.begin {refkey=[0]} SID = HeavyExoskeleton_Monolith_Armor_radiationAbsorption LocalizationSID = armor_container Text = Radiation Type = EEffectType::Radiation ValueMin = 5.0 ValueMax = 5.0 bIsPermanent = true Positive = EBeneficial::Positive struct.end HeavyExoskeleton_Monolith_Armor_container1 : struct.begin {refkey=[0]} SID = HeavyExoskeleton_Monolith_Armor_container1 LocalizationSID = armor_container Text = Increase artifact slots Type = EEffectType::ArtifactSlots ValueMin = 1 ValueMax = 1 bIsPermanent = true Positive = EBeneficial::Positive struct.end HeavyExoskeleton_Monolith_Armor_radiationAbsorption1 : struct.begin {refkey=[0]} SID = HeavyExoskeleton_Monolith_Armor_radiationAbsorption1 LocalizationSID = armor_container Text = Radiation Type = EEffectType::Radiation ValueMin = 5.0 ValueMax = 5.0 bIsPermanent = true Positive = EBeneficial::Positive struct.end HeavyExoskeleton_Monolith_Armor_container2 : struct.begin {refkey=[0]} SID = HeavyExoskeleton_Monolith_Armor_container2 LocalizationSID = armor_container Text = Increase artifact slots Type = EEffectType::ArtifactSlots ValueMin = 1 ValueMax = 1 bIsPermanent = true Positive = EBeneficial::Positive struct.end HeavyExoskeleton_Monolith_Armor_radiationAbsorption2 : struct.begin {refkey=[0]} SID = HeavyExoskeleton_Monolith_Armor_radiationAbsorption2 LocalizationSID = armor_container Text = Radiation Type = EEffectType::Radiation ValueMin = 5.0 ValueMax = 5.0 bIsPermanent = true Positive = EBeneficial::Positive struct.end HeavyExoskeleton_Monolith_Armor_container3 : struct.begin {refkey=[0]} SID = HeavyExoskeleton_Monolith_Armor_container3 LocalizationSID = armor_container Text = Increase artifact slots Type = EEffectType::ArtifactSlots ValueMin = 1 ValueMax = 1 bIsPermanent = true Positive = EBeneficial::Positive struct.end HeavyExoskeleton_Monolith_Armor_radiationAbsorption3 : struct.begin {refkey=[0]} SID = HeavyExoskeleton_Monolith_Armor_radiationAbsorption3 LocalizationSID = armor_container Text = Radiation Type = EEffectType::Radiation ValueMin = 5.0 ValueMax = 5.0 bIsPermanent = true Positive = EBeneficial::Positive struct.end //-----------------------------------------------------------------// //-----------------HeavyExoskeleton_Monolith_Armor_End-------------// //-----------------------------------------------------------------// //-----------------------------------------------------------------// //-----------------Exoskeleton_Dolg_Armor_Start--------------------// //-----------------------------------------------------------------// Exoskeleton_Dolg_Armor_reductionWeight : struct.begin {refkey=[0]} SID = Exoskeleton_Dolg_Armor_reductionWeight LocalizationSID = armor_reductionWeight Text = Item Weight Type = EEffectType::ArmorItemWeight ValueMin = -1 ValueMax = -1 bIsPermanent = true Positive = EBeneficial::Positive struct.end //----ExoArmUpg_exo_durable_02_Start----// Exoskeleton_Dolg_Armor_reductionWeight2 : struct.begin {refkey=[0]} SID = Exoskeleton_Dolg_Armor_reductionWeight2 LocalizationSID = armor_reductionWeight Text = Item Weight Type = EEffectType::ArmorItemWeight ValueMin = -1 ValueMax = -1 bIsPermanent = true Positive = EBeneficial::Positive struct.end Exoskeleton_Dolg_Armor_wearing : struct.begin {refkey=[0]} SID = Exoskeleton_Dolg_Armor_wearing LocalizationSID = armor_wearing Text = Max Durability Type = EEffectType::MaxDurability ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end //----ExoArmUpg_exo_durable_02_End----// //----ExoArmUpg_exo_bp_02_Start1----// Exoskeleton_Dolg_Armor_protectionPhysical : struct.begin {refkey=[0]} SID = Exoskeleton_Dolg_Armor_protectionPhysical LocalizationSID = armor_protectionPhysical Text = Strike Protection Type = EEffectType::ProtectionStrike ValueMin = 10.0% ValueMax = 10.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Exoskeleton_Dolg_Armor_wearing1 : struct.begin {refkey=[0]} SID = Exoskeleton_Dolg_Armor_wearing1 LocalizationSID = armor_wearing Text = Max Durability Type = EEffectType::MaxDurability ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end //----ExoArmUpg_exo_bp_02_End1----// //----ExoArmUpg_exo_bp_02_Start2----// Exoskeleton_Dolg_Armor_protectionPhysical2 : struct.begin {refkey=[0]} SID = Exoskeleton_Dolg_Armor_protectionPhysical2 LocalizationSID = armor_protectionPhysical Text = Strike Protection Type = EEffectType::ProtectionStrike ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Exoskeleton_Dolg_Armor_wearing2 : struct.begin {refkey=[0]} SID = Exoskeleton_Dolg_Armor_wearing2 LocalizationSID = armor_wearing Text = Max Durability Type = EEffectType::MaxDurability ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end //----ExoArmUpg_exo_bp_02_End2----// Exoskeleton_Dolg_Armor_protectionThermal : struct.begin {refkey=[0]} SID = Exoskeleton_Dolg_Armor_protectionThermal LocalizationSID = armor_protectionThermal Text = Thermal protection Type = EEffectType::ProtectionBurn ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Exoskeleton_Dolg_Armor_protectionElectrical : struct.begin {refkey=[0]} SID = Exoskeleton_Dolg_Armor_protectionElectrical LocalizationSID = armor_protectionElectrical Text = Electro Defence Type = EEffectType::ProtectionShock ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Exoskeleton_Dolg_Armor_protectionChemical : struct.begin {refkey=[0]} SID = Exoskeleton_Dolg_Armor_protectionChemical LocalizationSID = armor_protectionChemical Text = Chemical protection Type = EEffectType::ProtectionChemical ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end //----ExoArmUpg_exo_durable_02_Start----// Exoskeleton_Dolg_Armor_reductionWeight3 : struct.begin {refkey=[0]} SID = Exoskeleton_Dolg_Armor_reductionWeight3 LocalizationSID = armor_reductionWeight Text = Item Weight Type = EEffectType::ArmorItemWeight ValueMin = -1 ValueMax = -1 bIsPermanent = true Positive = EBeneficial::Positive struct.end Exoskeleton_Dolg_Armor_wearing4 : struct.begin {refkey=[0]} SID = Exoskeleton_Dolg_Armor_wearing4 LocalizationSID = armor_wearing Text = Max Durability Type = EEffectType::MaxDurability ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end //----ExoArmUpg_exo_durable_02_End----// Exoskeleton_Dolg_Armor_protectionThermal1 : struct.begin {refkey=[0]} SID = Exoskeleton_Dolg_Armor_protectionThermal1 LocalizationSID = armor_protectionThermal Text = Thermal protection Type = EEffectType::ProtectionBurn ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Exoskeleton_Dolg_Armor_protectionChemical1 : struct.begin {refkey=[0]} SID = Exoskeleton_Dolg_Armor_protectionChemical1 LocalizationSID = armor_protectionChemical Text = Chemical protection Type = EEffectType::ProtectionChemical ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Exoskeleton_Dolg_Armor_protectionElectrical1 : struct.begin {refkey=[0]} SID = Exoskeleton_Dolg_Armor_protectionElectrical1 LocalizationSID = armor_protectionElectrical Text = Electro Defence Type = EEffectType::ProtectionShock ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end //----ExoArmUpg_exo_stamina_01_Start----// Exoskeleton_Dolg_Armor_reductionWeight4 : struct.begin {refkey=[0]} SID = Exoskeleton_Dolg_Armor_reductionWeight4 LocalizationSID = armor_reductionWeight Text = Item Weight Type = EEffectType::ArmorItemWeight ValueMin = -1 ValueMax = -1 bIsPermanent = true Positive = EBeneficial::Positive struct.end Exoskeleton_Dolg_Armor_regenerationStamina : struct.begin {refkey=[0]} SID = Exoskeleton_Dolg_Armor_regenerationStamina LocalizationSID = Armor_regenerationStamina Text = Regen Stamina Type = EEffectType::RegenStamina ValueMin = 5.0% ValueMax = 5.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end //----ExoArmUpg_exo_stamina_01_End----// //----ExoArmUpg_Backpack_02_Start----// Exoskeleton_Dolg_Armor_AdditionalInventoryWeight : struct.begin {refkey=[0]} SID = Exoskeleton_Dolg_Armor_AdditionalInventoryWeight Text = Additional Inventory Weight Type = EEffectType::AdditionalInventoryWeight LocalizationSID = increase_max_inventory_weight ValueMin = 10.0% ValueMax = 10.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Exoskeleton_Dolg_Armor_PenaltyLessWeight : struct.begin {refkey=[0]} SID = Exoskeleton_Dolg_Armor_PenaltyLessWeight Text = Additional Inventory Weight Type = EEffectType::PenaltyLessWeight ValueMin = 10.0% ValueMax = 10.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Exoskeleton_Dolg_Armor_carryingCapacity : struct.begin {refkey=[0]} SID = Exoskeleton_Dolg_Armor_carryingCapacity LocalizationSID = Armor_carryingCapacity Type = EEffectType::Composite ValueMin = 10.0% ValueMax = 10.0% ApplyExtraEffectPrototypeSIDs : struct.begin [0] = Exoskeleton_Dolg_Armor_AdditionalInventoryWeight [1] = Exoskeleton_Dolg_Armor_PenaltyLessWeight struct.end struct.end Exoskeleton_Dolg_Armor_reductionWeight5 : struct.begin {refkey=[0]} SID = Exoskeleton_Dolg_Armor_reductionWeight5 LocalizationSID = armor_reductionWeight Text = Item Weight Type = EEffectType::ArmorItemWeight ValueMin = -1 ValueMax = -1 bIsPermanent = true Positive = EBeneficial::Positive struct.end //----ExoArmUpg_backpack_02_End----// Exoskeleton_Dolg_Armor_protectionRadiation : struct.begin {refkey=[0]} SID = Exoskeleton_Dolg_Armor_protectionRadiation LocalizationSID = armor_protectionRadiation Text = protection Radiation Type = EEffectType::ProtectionRadiation ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Exoskeleton_Dolg_Armor_protectionRadiation1 : struct.begin {refkey=[0]} SID = Exoskeleton_Dolg_Armor_protectionRadiation1 LocalizationSID = armor_protectionRadiation Text = protection Radiation Type = EEffectType::ProtectionRadiation ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Exoskeleton_Dolg_Armor_ProtectionPSY : struct.begin {refkey=[0]} SID = Exoskeleton_Dolg_Armor_ProtectionPSY LocalizationSID = armor_protectionPsi Text = Protection PSY Type = EEffectType::ProtectionPSY ValueMin = 10.0% ValueMax = 10.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Exoskeleton_Dolg_Armor_container : struct.begin {refkey=[0]} SID = Exoskeleton_Dolg_Armor_container LocalizationSID = armor_container Text = Increase artifact slots Type = EEffectType::ArtifactSlots ValueMin = 1 ValueMax = 1 bIsPermanent = true Positive = EBeneficial::Positive struct.end Exoskeleton_Dolg_Armor_container1 : struct.begin {refkey=[0]} SID = Exoskeleton_Dolg_Armor_container1 LocalizationSID = armor_container Text = Increase artifact slots Type = EEffectType::ArtifactSlots ValueMin = 1 ValueMax = 1 bIsPermanent = true Positive = EBeneficial::Positive struct.end Exoskeleton_Dolg_Armor_container2 : struct.begin {refkey=[0]} SID = Exoskeleton_Dolg_Armor_container2 LocalizationSID = armor_container Text = Increase artifact slots Type = EEffectType::ArtifactSlots ValueMin = 1 ValueMax = 1 bIsPermanent = true Positive = EBeneficial::Positive struct.end Exoskeleton_Dolg_Armor_radiationAbsorption : struct.begin {refkey=[0]} SID = Exoskeleton_Dolg_Armor_radiationAbsorption LocalizationSID = armor_container Text = Radiation Type = EEffectType::Radiation ValueMin = 5.0 ValueMax = 5.0 bIsPermanent = true Positive = EBeneficial::Positive struct.end Exoskeleton_Dolg_Armor_container4 : struct.begin {refkey=[0]} SID = Exoskeleton_Dolg_Armor_container4 LocalizationSID = armor_container Text = Increase artifact slots Type = EEffectType::ArtifactSlots ValueMin = 1 ValueMax = 1 bIsPermanent = true Positive = EBeneficial::Positive struct.end Exoskeleton_Dolg_Armor_radiationAbsorption1 : struct.begin {refkey=[0]} SID = Exoskeleton_Dolg_Armor_radiationAbsorption1 LocalizationSID = armor_container Text = Radiation Type = EEffectType::Radiation ValueMin = 5.0 ValueMax = 5.0 bIsPermanent = true Positive = EBeneficial::Positive struct.end //-----------------------------------------------------------------// //-----------------Exoskeleton_Dolg_Armor_End----------------------// //-----------------------------------------------------------------// //-----------------------------------------------------------------// //-----------------HeavyExoskeleton_Dolg_Armor_Start---------------// //-----------------------------------------------------------------// HeavyExoskeleton_Dolg_Armor_reductionWeight : struct.begin {refkey=[0]} SID = HeavyExoskeleton_Dolg_Armor_reductionWeight LocalizationSID = armor_reductionWeight Text = Item Weight Type = EEffectType::ArmorItemWeight ValueMin = -1 ValueMax = -1 bIsPermanent = true Positive = EBeneficial::Positive struct.end //----ExoArmUpg_exo_durable_02_Start----// HeavyExoskeleton_Dolg_Armor_reductionWeight1 : struct.begin {refkey=[0]} SID = HeavyExoskeleton_Dolg_Armor_reductionWeight1 LocalizationSID = armor_reductionWeight Text = Item Weight Type = EEffectType::ArmorItemWeight ValueMin = -1 ValueMax = -1 bIsPermanent = true Positive = EBeneficial::Positive struct.end HeavyExoskeleton_Dolg_Armor_wearing : struct.begin {refkey=[0]} SID = HeavyExoskeleton_Dolg_Armor_wearing LocalizationSID = armor_wearing Text = Max Durability Type = EEffectType::MaxDurability ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end //----ExoArmUpg_exo_durable_02_End----// //----ExoArmUpg_exo_bp_02_Start1----// HeavyExoskeleton_Dolg_Armor_protectionPhysical : struct.begin {refkey=[0]} SID = HeavyExoskeleton_Dolg_Armor_protectionPhysical LocalizationSID = armor_protectionPhysical Text = Strike Protection Type = EEffectType::ProtectionStrike ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end HeavyExoskeleton_Dolg_Armor_wearing1 : struct.begin {refkey=[0]} SID = HeavyExoskeleton_Dolg_Armor_wearing1 LocalizationSID = armor_wearing Text = Max Durability Type = EEffectType::MaxDurability ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end //----ExoArmUpg_exo_bp_02_End1----// //----ExoArmUpg_Backpack_02_Start----// HeavyExoskeleton_Dolg_Armor_AdditionalInventoryWeight : struct.begin {refkey=[0]} SID = HeavyExoskeleton_Dolg_Armor_AdditionalInventoryWeight Text = Additional Inventory Weight Type = EEffectType::AdditionalInventoryWeight LocalizationSID = increase_max_inventory_weight ValueMin = 10.0% ValueMax = 10.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end HeavyExoskeleton_Dolg_Armor_PenaltyLessWeight : struct.begin {refkey=[0]} SID = HeavyExoskeleton_Dolg_Armor_PenaltyLessWeight Text = Additional Inventory Weight Type = EEffectType::PenaltyLessWeight ValueMin = 10.0% ValueMax = 10.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end HeavyExoskeleton_Dolg_Armor_carryingCapacity : struct.begin {refkey=[0]} SID = HeavyExoskeleton_Dolg_Armor_carryingCapacity LocalizationSID = Armor_carryingCapacity Type = EEffectType::Composite ValueMin = 10.0% ValueMax = 10.0% ApplyExtraEffectPrototypeSIDs : struct.begin [0] = HeavyExoskeleton_Dolg_Armor_AdditionalInventoryWeight [1] = HeavyExoskeleton_Dolg_Armor_PenaltyLessWeight struct.end struct.end HeavyExoskeleton_Dolg_Armor_reductionWeight2 : struct.begin {refkey=[0]} SID = HeavyExoskeleton_Dolg_Armor_reductionWeight2 LocalizationSID = armor_reductionWeight Text = Item Weight Type = EEffectType::ArmorItemWeight ValueMin = -1 ValueMax = -1 bIsPermanent = true Positive = EBeneficial::Positive struct.end //----ExoArmUpg_backpack_02_End----// HeavyExoskeleton_Dolg_Armor_protectionThermal : struct.begin {refkey=[0]} SID = HeavyExoskeleton_Dolg_Armor_protectionThermal LocalizationSID = armor_protectionThermal Text = Thermal protection Type = EEffectType::ProtectionBurn ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end HeavyExoskeleton_Dolg_Armor_protectionElectrical : struct.begin {refkey=[0]} SID = HeavyExoskeleton_Dolg_Armor_protectionElectrical LocalizationSID = armor_protectionElectrical Text = Electro Defence Type = EEffectType::ProtectionShock ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end HeavyExoskeleton_Dolg_Armor_protectionChemical : struct.begin {refkey=[0]} SID = HeavyExoskeleton_Dolg_Armor_protectionChemical LocalizationSID = armor_protectionChemical Text = Chemical protection Type = EEffectType::ProtectionChemical ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end HeavyExoskeleton_Dolg_Armor_protectionElectrical1 : struct.begin {refkey=[0]} SID = HeavyExoskeleton_Dolg_Armor_protectionElectrical1 LocalizationSID = armor_protectionElectrical Text = Electro Defence Type = EEffectType::ProtectionShock ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end HeavyExoskeleton_Dolg_Armor_protectionChemical1 : struct.begin {refkey=[0]} SID = HeavyExoskeleton_Dolg_Armor_protectionChemical1 LocalizationSID = armor_protectionChemical Text = Chemical protection Type = EEffectType::ProtectionChemical ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end HeavyExoskeleton_Dolg_Armor_protectionThermal2 : struct.begin {refkey=[0]} SID = HeavyExoskeleton_Dolg_Armor_protectionThermal2 LocalizationSID = armor_protectionThermal Text = Thermal protection Type = EEffectType::ProtectionBurn ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end HeavyExoskeleton_Dolg_Armor_protectionChemical2 : struct.begin {refkey=[0]} SID = HeavyExoskeleton_Dolg_Armor_protectionChemical2 LocalizationSID = armor_protectionChemical Text = Chemical protection Type = EEffectType::ProtectionChemical ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end //----ExoArmUpg_exo_stamina_01_Start----// HeavyExoskeleton_Dolg_Armor_reductionWeight3 : struct.begin {refkey=[0]} SID = HeavyExoskeleton_Dolg_Armor_reductionWeight3 LocalizationSID = armor_reductionWeight Text = Item Weight Type = EEffectType::ArmorItemWeight ValueMin = -1 ValueMax = -1 bIsPermanent = true Positive = EBeneficial::Positive struct.end HeavyExoskeleton_Dolg_Armor_regenerationStamina : struct.begin {refkey=[0]} SID = HeavyExoskeleton_Dolg_Armor_regenerationStamina LocalizationSID = Armor_regenerationStamina Text = Regen Stamina Type = EEffectType::RegenStamina ValueMin = 5.0% ValueMax = 5.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end //----ExoArmUpg_exo_stamina_01_End----// //----ExoArmUpg_exo_durable_02_Start----// HeavyExoskeleton_Dolg_Armor_reductionWeight4 : struct.begin {refkey=[0]} SID = HeavyExoskeleton_Dolg_Armor_reductionWeight4 LocalizationSID = armor_reductionWeight Text = Item Weight Type = EEffectType::ArmorItemWeight ValueMin = -1 ValueMax = -1 bIsPermanent = true Positive = EBeneficial::Positive struct.end HeavyExoskeleton_Dolg_Armor_wearing2 : struct.begin {refkey=[0]} SID = HeavyExoskeleton_Dolg_Armor_wearing2 LocalizationSID = armor_wearing Text = Max Durability Type = EEffectType::MaxDurability ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end //----ExoArmUpg_exo_durable_02_End----// HeavyExoskeleton_Dolg_Armor_protectionRadiation : struct.begin {refkey=[0]} SID = HeavyExoskeleton_Dolg_Armor_protectionRadiation LocalizationSID = armor_protectionRadiation Text = protection Radiation Type = EEffectType::ProtectionRadiation ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end HeavyExoskeleton_Dolg_Armor_protectionRadiation1 : struct.begin {refkey=[0]} SID = HeavyExoskeleton_Dolg_Armor_protectionRadiation1 LocalizationSID = armor_protectionRadiation Text = protection Radiation Type = EEffectType::ProtectionRadiation ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end HeavyExoskeleton_Dolg_Armor_ProtectionPSY : struct.begin {refkey=[0]} SID = HeavyExoskeleton_Dolg_Armor_ProtectionPSY LocalizationSID = armor_protectionPsi Text = Protection PSY Type = EEffectType::ProtectionPSY ValueMin = 10.0% ValueMax = 10.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end HeavyExoskeleton_Dolg_Armor_container : struct.begin {refkey=[0]} SID = HeavyExoskeleton_Dolg_Armor_container LocalizationSID = armor_container Text = Increase artifact slots Type = EEffectType::ArtifactSlots ValueMin = 1 ValueMax = 1 bIsPermanent = true Positive = EBeneficial::Positive struct.end HeavyExoskeleton_Dolg_Armor_container1 : struct.begin {refkey=[0]} SID = HeavyExoskeleton_Dolg_Armor_container1 LocalizationSID = armor_container Text = Increase artifact slots Type = EEffectType::ArtifactSlots ValueMin = 1 ValueMax = 1 bIsPermanent = true Positive = EBeneficial::Positive struct.end HeavyExoskeleton_Dolg_Armor_container2 : struct.begin {refkey=[0]} SID = HeavyExoskeleton_Dolg_Armor_container2 LocalizationSID = armor_container Text = Increase artifact slots Type = EEffectType::ArtifactSlots ValueMin = 1 ValueMax = 1 bIsPermanent = true Positive = EBeneficial::Positive struct.end HeavyExoskeleton_Dolg_Armor_radiationAbsorption : struct.begin {refkey=[0]} SID = HeavyExoskeleton_Dolg_Armor_radiationAbsorption LocalizationSID = armor_container Text = Radiation Type = EEffectType::Radiation ValueMin = 5.0 ValueMax = 5.0 bIsPermanent = true Positive = EBeneficial::Positive struct.end HeavyExoskeleton_Dolg_Armor_container3 : struct.begin {refkey=[0]} SID = HeavyExoskeleton_Dolg_Armor_container3 LocalizationSID = armor_container Text = Increase artifact slots Type = EEffectType::ArtifactSlots ValueMin = 1 ValueMax = 1 bIsPermanent = true Positive = EBeneficial::Positive struct.end HeavyExoskeleton_Dolg_Armor_radiationAbsorption1 : struct.begin {refkey=[0]} SID = HeavyExoskeleton_Dolg_Armor_radiationAbsorption1 LocalizationSID = armor_container Text = Radiation Type = EEffectType::Radiation ValueMin = 5.0 ValueMax = 5.0 bIsPermanent = true Positive = EBeneficial::Positive struct.end //-----------------------------------------------------------------// //-----------------HeavyExoskeleton_Dolg_Armor_End-----------------// //-----------------------------------------------------------------// //-----------------------------------------------------------------// //-----------------Exoskeleton_Monolith_Armor_Start----------------// //-----------------------------------------------------------------// //----ExoArmUpg_exo_durable_02_Start----// Exoskeleton_Monolith_Armor_reductionWeight : struct.begin {refkey=[0]} SID = Exoskeleton_Monolith_Armor_reductionWeight LocalizationSID = armor_reductionWeight Text = Item Weight Type = EEffectType::ArmorItemWeight ValueMin = -1 ValueMax = -1 bIsPermanent = true Positive = EBeneficial::Positive struct.end Exoskeleton_Monolith_Armor_wearing : struct.begin {refkey=[0]} SID = Exoskeleton_Monolith_Armor_wearing LocalizationSID = armor_wearing Text = Max Durability Type = EEffectType::MaxDurability ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end //----ExoArmUpg_exo_durable_02_End----// Exoskeleton_Monolith_Armor_reductionWeight1 : struct.begin {refkey=[0]} SID = Exoskeleton_Monolith_Armor_reductionWeight1 LocalizationSID = armor_reductionWeight Text = Item Weight Type = EEffectType::ArmorItemWeight ValueMin = -1 ValueMax = -1 bIsPermanent = true Positive = EBeneficial::Positive struct.end //----ExoArmUpg_exo_bp_02_Start1----// Exoskeleton_Monolith_Armor_protectionPhysical : struct.begin {refkey=[0]} SID = Exoskeleton_Monolith_Armor_protectionPhysical LocalizationSID = armor_protectionPhysical Text = Strike Protection Type = EEffectType::ProtectionStrike ValueMin = 10.0% ValueMax = 10.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Exoskeleton_Monolith_Armor_wearing1 : struct.begin {refkey=[0]} SID = Exoskeleton_Monolith_Armor_wearing1 LocalizationSID = armor_wearing Text = Max Durability Type = EEffectType::MaxDurability ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end //----ExoArmUpg_exo_bp_02_End1----// //----ExoArmUpg_exo_bp_02_Start2----// Exoskeleton_Monolith_Armor_protectionPhysical2 : struct.begin {refkey=[0]} SID = Exoskeleton_Monolith_Armor_protectionPhysical2 LocalizationSID = armor_protectionPhysical Text = Strike Protection Type = EEffectType::ProtectionStrike ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Exoskeleton_Monolith_Armor_wearing2 : struct.begin {refkey=[0]} SID = Exoskeleton_Monolith_Armor_wearing2 LocalizationSID = armor_wearing Text = Max Durability Type = EEffectType::MaxDurability ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end //----ExoArmUpg_exo_bp_02_End2----// //----ExoArmUpg_exo_stamina_01_Start----// Exoskeleton_Monolith_Armor_reductionWeight2 : struct.begin {refkey=[0]} SID = Exoskeleton_Monolith_Armor_reductionWeight2 LocalizationSID = armor_reductionWeight Text = Item Weight Type = EEffectType::ArmorItemWeight ValueMin = -1 ValueMax = -1 bIsPermanent = true Positive = EBeneficial::Positive struct.end Exoskeleton_Monolith_Armor_regenerationStamina : struct.begin {refkey=[0]} SID = Exoskeleton_Monolith_Armor_regenerationStamina LocalizationSID = Armor_regenerationStamina Text = Regen Stamina Type = EEffectType::RegenStamina ValueMin = 5.0% ValueMax = 5.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end //----ExoArmUpg_exo_stamina_01_End----// Exoskeleton_Monolith_Armor_protectionThermal : struct.begin {refkey=[0]} SID = Exoskeleton_Monolith_Armor_protectionThermal LocalizationSID = armor_protectionThermal Text = Thermal protection Type = EEffectType::ProtectionBurn ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Exoskeleton_Monolith_Armor_protectionElectrical : struct.begin {refkey=[0]} SID = Exoskeleton_Monolith_Armor_protectionElectrical LocalizationSID = armor_protectionElectrical Text = Electro Defence Type = EEffectType::ProtectionShock ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Exoskeleton_Monolith_Armor_protectionChemical : struct.begin {refkey=[0]} SID = Exoskeleton_Monolith_Armor_protectionChemical LocalizationSID = armor_protectionChemical Text = Chemical protection Type = EEffectType::ProtectionChemical ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Exoskeleton_Monolith_Armor_protectionThermal1 : struct.begin {refkey=[0]} SID = Exoskeleton_Monolith_Armor_protectionThermal1 LocalizationSID = armor_protectionThermal Text = Thermal protection Type = EEffectType::ProtectionBurn ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Exoskeleton_Monolith_Armor_protectionChemical1 : struct.begin {refkey=[0]} SID = Exoskeleton_Monolith_Armor_protectionChemical1 LocalizationSID = armor_protectionChemical Text = Chemical protection Type = EEffectType::ProtectionChemical ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Exoskeleton_Monolith_Armor_protectionElectrical1 : struct.begin {refkey=[0]} SID = Exoskeleton_Monolith_Armor_protectionElectrical1 LocalizationSID = armor_protectionElectrical Text = Electro Defence Type = EEffectType::ProtectionShock ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Exoskeleton_Monolith_Armor_protectionChemical2 : struct.begin {refkey=[0]} SID = Exoskeleton_Monolith_Armor_protectionChemical2 LocalizationSID = armor_protectionChemical Text = Chemical protection Type = EEffectType::ProtectionChemical ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end //----ExoArmUpg_pockets_02_Start----// Exoskeleton_Monolith_Armor_AdditionalInventoryWeight : struct.begin {refkey=[0]} SID = Exoskeleton_Monolith_Armor_AdditionalInventoryWeight Text = Additional Inventory Weight Type = EEffectType::AdditionalInventoryWeight LocalizationSID = increase_max_inventory_weight ValueMin = 10.0% ValueMax = 10.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Exoskeleton_Monolith_Armor_PenaltyLessWeight : struct.begin {refkey=[0]} SID = Exoskeleton_Monolith_Armor_PenaltyLessWeight Text = Additional Inventory Weight Type = EEffectType::PenaltyLessWeight ValueMin = 10.0% ValueMax = 10.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Exoskeleton_Monolith_Armor_carryingCapacity : struct.begin {refkey=[0]} SID = Exoskeleton_Monolith_Armor_carryingCapacity LocalizationSID = Armor_carryingCapacity Type = EEffectType::Composite ValueMin = 10.0% ValueMax = 10.0% ApplyExtraEffectPrototypeSIDs : struct.begin [0] = Exoskeleton_Monolith_Armor_AdditionalInventoryWeight [1] = Exoskeleton_Monolith_Armor_PenaltyLessWeight struct.end struct.end //----ExoArmUpg_pockets_02_End----// Exoskeleton_Monolith_Armor_AddRunEffect : struct.begin {refkey=[0]} SID = Exoskeleton_Monolith_Armor_AddRunEffect Text = Add Run Type = EEffectType::MovementSpeed bIsPermanent = true Positive = EBeneficial::Positive struct.end Exoskeleton_Monolith_Armor_protectionRadiation : struct.begin {refkey=[0]} SID = Exoskeleton_Monolith_Armor_protectionRadiation LocalizationSID = armor_protectionRadiation Text = protection Radiation Type = EEffectType::ProtectionRadiation ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Exoskeleton_Monolith_Armor_protectionRadiation1 : struct.begin {refkey=[0]} SID = Exoskeleton_Monolith_Armor_protectionRadiation1 LocalizationSID = armor_protectionRadiation Text = protection Radiation Type = EEffectType::ProtectionRadiation ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Exoskeleton_Monolith_Armor_ProtectionPSY : struct.begin {refkey=[0]} SID = Exoskeleton_Monolith_Armor_ProtectionPSY LocalizationSID = armor_protectionPsi Text = Protection PSY Type = EEffectType::ProtectionPSY ValueMin = 10.0% ValueMax = 10.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Exoskeleton_Monolith_Armor_ProtectionPSY1 : struct.begin {refkey=[0]} SID = Exoskeleton_Monolith_Armor_ProtectionPSY1 LocalizationSID = armor_protectionPsi Text = Protection PSY Type = EEffectType::ProtectionPSY ValueMin = 10.0% ValueMax = 10.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Exoskeleton_Monolith_Armor_container : struct.begin {refkey=[0]} SID = Exoskeleton_Monolith_Armor_container LocalizationSID = armor_container Text = Increase artifact slots Type = EEffectType::ArtifactSlots ValueMin = 1 ValueMax = 1 bIsPermanent = true Positive = EBeneficial::Positive struct.end Exoskeleton_Monolith_Armor_radiationAbsorption : struct.begin {refkey=[0]} SID = Exoskeleton_Monolith_Armor_radiationAbsorption LocalizationSID = armor_container Text = Radiation Type = EEffectType::Radiation ValueMin = 5.0 ValueMax = 5.0 bIsPermanent = true Positive = EBeneficial::Positive struct.end Exoskeleton_Monolith_Armor_container1 : struct.begin {refkey=[0]} SID = Exoskeleton_Monolith_Armor_container1 LocalizationSID = armor_container Text = Increase artifact slots Type = EEffectType::ArtifactSlots ValueMin = 1 ValueMax = 1 bIsPermanent = true Positive = EBeneficial::Positive struct.end Exoskeleton_Monolith_Armor_radiationAbsorption1 : struct.begin {refkey=[0]} SID = Exoskeleton_Monolith_Armor_radiationAbsorption1 LocalizationSID = armor_container Text = Radiation Type = EEffectType::Radiation ValueMin = 5.0 ValueMax = 5.0 bIsPermanent = true Positive = EBeneficial::Positive struct.end Exoskeleton_Monolith_Armor_container2 : struct.begin {refkey=[0]} SID = Exoskeleton_Monolith_Armor_container2 LocalizationSID = armor_container Text = Increase artifact slots Type = EEffectType::ArtifactSlots ValueMin = 1 ValueMax = 1 bIsPermanent = true Positive = EBeneficial::Positive struct.end Exoskeleton_Monolith_Armor_radiationAbsorption2 : struct.begin {refkey=[0]} SID = Exoskeleton_Monolith_Armor_radiationAbsorption2 LocalizationSID = armor_container Text = Radiation Type = EEffectType::Radiation ValueMin = 5.0 ValueMax = 5.0 bIsPermanent = true Positive = EBeneficial::Positive struct.end Exoskeleton_Monolith_Armor_container3 : struct.begin {refkey=[0]} SID = Exoskeleton_Monolith_Armor_container3 LocalizationSID = armor_container Text = Increase artifact slots Type = EEffectType::ArtifactSlots ValueMin = 1 ValueMax = 1 bIsPermanent = true Positive = EBeneficial::Positive struct.end Exoskeleton_Monolith_Armor_radiationAbsorption3 : struct.begin {refkey=[0]} SID = Exoskeleton_Monolith_Armor_radiationAbsorption3 LocalizationSID = armor_container Text = Radiation Type = EEffectType::Radiation ValueMin = 5.0 ValueMax = 5.0 bIsPermanent = true Positive = EBeneficial::Positive struct.end //-----------------------------------------------------------------// //-----------------Exoskeleton_Monolith_Armor_End------------------// //-----------------------------------------------------------------// //-----------------------------------------------------------------// //-----------------Heavy_Varta_Helmet_Start------------------------// //-----------------------------------------------------------------// Heavy_Varta_Helmet_wearing : struct.begin {refkey=[0]} SID = Heavy_Varta_Helme_wearing LocalizationSID = armor_wearing Text = Max Durability Type = EEffectType::MaxDurability ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Heavy_Varta_Helmet_reductionWeight : struct.begin {refkey=[0]} SID = Heavy_Varta_Helmet_reductionWeight LocalizationSID = armor_reductionWeight Text = Item Weight Type = EEffectType::ArmorItemWeight ValueMin = -1 ValueMax = -1 bIsPermanent = true Positive = EBeneficial::Positive struct.end Heavy_Varta_Helmet_protectionPhysical : struct.begin {refkey=[0]} SID = Heavy_Varta_Helmet_protectionPhysical LocalizationSID = armor_protectionPhysical Text = Strike Protection Type = EEffectType::ProtectionStrike ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Heavy_Varta_Helmet_protectionThermal : struct.begin {refkey=[0]} SID = Heavy_Varta_Helmet_protectionThermal LocalizationSID = armor_protectionThermal Text = Thermal protection Type = EEffectType::ProtectionBurn ValueMin = 30.0% ValueMax = 30.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Heavy_Varta_Helmet_protectionElectrical : struct.begin {refkey=[0]} SID = Heavy_Varta_Helmet_protectionElectrical LocalizationSID = armor_protectionElectrical Text = Electro Defence Type = EEffectType::ProtectionShock ValueMin = 30.0% ValueMax = 30.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Heavy_Varta_Helmet_protectionChemical : struct.begin {refkey=[0]} SID = Heavy_Varta_Helmet_protectionChemical LocalizationSID = armor_protectionChemical Text = Chemical protection Type = EEffectType::ProtectionChemical ValueMin = 30.0% ValueMax = 30.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Heavy_Varta_Helmet_protectionRadiation : struct.begin {refkey=[0]} SID = Heavy_Varta_Helmet_protectionRadiation LocalizationSID = armor_protectionRadiation Text = protection Radiation Type = EEffectType::ProtectionRadiation ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Heavy_Varta_Helmet_ProtectionPSY : struct.begin {refkey=[0]} SID = Heavy_Varta_Helmet_ProtectionPSY LocalizationSID = armor_protectionPsi Text = Protection PSY Type = EEffectType::ProtectionPSY ValueMin = 10.0% ValueMax = 10.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Heavy_Varta_Helmet_protectionRadiation1 : struct.begin {refkey=[0]} SID = Heavy_Varta_Helmet_protectionRadiation1 LocalizationSID = armor_protectionRadiation Text = protection Radiation Type = EEffectType::ProtectionRadiation ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Heavy_Varta_Helmet_ProtectionPSY1 : struct.begin {refkey=[0]} SID = Heavy_Varta_Helmet_ProtectionPSY1 LocalizationSID = armor_protectionPsi Text = Protection PSY Type = EEffectType::ProtectionPSY ValueMin = 10.0% ValueMax = 10.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end //-----------------------------------------------------------------// //-----------------Heavy_Varta_Helmet_End------------------------// //-----------------------------------------------------------------// //-----------------------------------------------------------------// //-----------------Heavy_Duty_Helmet_Start------------------------// //-----------------------------------------------------------------// Heavy_Duty_Helmet_protectionPhysical : struct.begin {refkey=[0]} SID = Heavy_Duty_Helmet_protectionPhysical LocalizationSID = armor_protectionPhysical Text = Strike Protection Type = EEffectType::ProtectionStrike ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Heavy_Duty_Helmet_reductionWeight : struct.begin {refkey=[0]} SID = Heavy_Duty_Helmet_reductionWeight LocalizationSID = armor_reductionWeight Text = Item Weight Type = EEffectType::ArmorItemWeight ValueMin = -1 ValueMax = -1 bIsPermanent = true Positive = EBeneficial::Positive struct.end Heavy_Duty_Helmet_wearing : struct.begin {refkey=[0]} SID = Heavy_Duty_Helmet_wearing LocalizationSID = armor_wearing Text = Max Durability Type = EEffectType::MaxDurability ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Heavy_Duty_Helmet_protectionPhysical1 : struct.begin {refkey=[0]} SID = Heavy_Duty_Helmet_protectionPhysical1 LocalizationSID = armor_protectionPhysical Text = Strike Protection Type = EEffectType::ProtectionStrike ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Heavy_Duty_Helmet_protectionPhysical2 : struct.begin {refkey=[0]} SID = Heavy_Duty_Helmet_protectionPhysical2 LocalizationSID = armor_protectionPhysical Text = Strike Protection Type = EEffectType::ProtectionStrike ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Heavy_Duty_Helmet_protectionThermal : struct.begin {refkey=[0]} SID = Heavy_Duty_Helmet_protectionThermal LocalizationSID = armor_protectionThermal Text = Thermal protection Type = EEffectType::ProtectionBurn ValueMin = 30.0% ValueMax = 30.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Heavy_Duty_Helmet_protectionElectrical : struct.begin {refkey=[0]} SID = Heavy_Duty_Helmet_protectionElectrical LocalizationSID = armor_protectionElectrical Text = Electro Defence Type = EEffectType::ProtectionShock ValueMin = 30.0% ValueMax = 30.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Heavy_Duty_Helmet_protectionChemical : struct.begin {refkey=[0]} SID = Heavy_Duty_Helmet_protectionChemical LocalizationSID = armor_protectionChemical Text = Chemical protection Type = EEffectType::ProtectionChemical ValueMin = 30.0% ValueMax = 30.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Heavy_Duty_Helmet_wearing1 : struct.begin {refkey=[0]} SID = Heavy_Duty_Helmet_wearing1 LocalizationSID = armor_wearing Text = Max Durability Type = EEffectType::MaxDurability ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Heavy_Duty_Helmet_protectionRadiation : struct.begin {refkey=[0]} SID = Heavy_Duty_Helmet_protectionRadiation LocalizationSID = armor_protectionRadiation Text = protection Radiation Type = EEffectType::ProtectionRadiation ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Heavy_Duty_Helmet_protectionRadiation1 : struct.begin {refkey=[0]} SID = Heavy_Duty_Helmet_protectionRadiation1 LocalizationSID = armor_protectionRadiation Text = protection Radiation Type = EEffectType::ProtectionRadiation ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end //-----------------------------------------------------------------// //-----------------Heavy_Duty_Helmet_End------------------------// //-----------------------------------------------------------------// //-----------------------------------------------------------------// //-----------------Heavy_Military_Helmet_Start------------------------// //-----------------------------------------------------------------// Heavy_Military_Helmet_protectionPhysical : struct.begin {refkey=[0]} SID = Heavy_Military_Helmet_protectionPhysical LocalizationSID = armor_protectionPhysical Text = Strike Protection Type = EEffectType::ProtectionStrike ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Heavy_Military_Helmet_reductionWeight : struct.begin {refkey=[0]} SID = Heavy_Military_Helmet_reductionWeight LocalizationSID = armor_reductionWeight Text = Item Weight Type = EEffectType::ArmorItemWeight ValueMin = -1 ValueMax = -1 bIsPermanent = true Positive = EBeneficial::Positive struct.end Heavy_Military_Helmet_wearing : struct.begin {refkey=[0]} SID = Heavy_Military_Helmet_wearing LocalizationSID = armor_wearing Text = Max Durability Type = EEffectType::MaxDurability ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Heavy_Military_Helmet_protectionPhysical1 : struct.begin {refkey=[0]} SID = Heavy_Military_Helmet_protectionPhysical1 LocalizationSID = armor_protectionPhysical Text = Strike Protection Type = EEffectType::ProtectionStrike ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Heavy_Military_Helmet_wearing1 : struct.begin {refkey=[0]} SID = Heavy_Military_Helmet_wearing1 LocalizationSID = armor_wearing Text = Max Durability Type = EEffectType::MaxDurability ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Heavy_Military_Helmet_protectionThermal : struct.begin {refkey=[0]} SID = Heavy_Military_Helmet_protectionThermal LocalizationSID = armor_protectionThermal Text = Thermal protection Type = EEffectType::ProtectionBurn ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Heavy_Military_Helmet_protectionChemical : struct.begin {refkey=[0]} SID = Heavy_Military_Helmet_protectionChemical LocalizationSID = armor_protectionChemical Text = Chemical protection Type = EEffectType::ProtectionChemical ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Heavy_Military_Helmet_protectionThermal1 : struct.begin {refkey=[0]} SID = Heavy_Military_Helmet_protectionThermal1 LocalizationSID = armor_protectionThermal Text = Thermal protection Type = EEffectType::ProtectionBurn ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Heavy_Military_Helmet_protectionChemical1 : struct.begin {refkey=[0]} SID = Heavy_Military_Helmet_protectionChemical1 LocalizationSID = armor_protectionChemical Text = Chemical protection Type = EEffectType::ProtectionChemical ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Heavy_Military_Helmet_protectionElectrical : struct.begin {refkey=[0]} SID = Heavy_Military_Helmet_protectionElectrical LocalizationSID = armor_protectionElectrical Text = Electro Defence Type = EEffectType::ProtectionShock ValueMin = 30.0% ValueMax = 30.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Heavy_Military_Helmet_protectionRadiation : struct.begin {refkey=[0]} SID = Heavy_Military_Helmet_protectionRadiation LocalizationSID = armor_protectionRadiation Text = protection Radiation Type = EEffectType::ProtectionRadiation ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Heavy_Military_Helmet_ProtectionPSY : struct.begin {refkey=[0]} SID = Heavy_Military_Helmet_ProtectionPSY LocalizationSID = armor_protectionPsi Text = Protection PSY Type = EEffectType::ProtectionPSY ValueMin = 10.0% ValueMax = 10.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Heavy_Military_Helmet_protectionRadiation1 : struct.begin {refkey=[0]} SID = Heavy_Military_Helmet_protectionRadiation1 LocalizationSID = armor_protectionRadiation Text = protection Radiation Type = EEffectType::ProtectionRadiation ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Heavy_Military_Helmet_ProtectionPSY1 : struct.begin {refkey=[0]} SID = Heavy_Military_Helmet_ProtectionPSY1 LocalizationSID = armor_protectionPsi Text = Protection PSY Type = EEffectType::ProtectionPSY ValueMin = 10.0% ValueMax = 10.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Heavy_Military_Helmet_protectionRadiation2 : struct.begin {refkey=[0]} SID = Heavy_Military_Helmet_protectionRadiation2 LocalizationSID = armor_protectionRadiation Text = protection Radiation Type = EEffectType::ProtectionRadiation ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Heavy_Military_Helmet_ProtectionPSY2 : struct.begin {refkey=[0]} SID = Heavy_Military_Helmet_ProtectionPSY2 LocalizationSID = armor_protectionPsi Text = Protection PSY Type = EEffectType::ProtectionPSY ValueMin = 10.0% ValueMax = 10.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end //-----------------------------------------------------------------// //-----------------Heavy_Military_Helmet_End------------------------// //-----------------------------------------------------------------// //-----------------------------------------------------------------// //-----------------Battle_Military_Helmet_Start--------------------// //-----------------------------------------------------------------// Battle_Military_Helmet_protectionPhysical : struct.begin {refkey=[0]} SID = Battle_Military_Helmet_protectionPhysical LocalizationSID = armor_protectionPhysical Text = Strike Protection Type = EEffectType::ProtectionStrike ValueMin = 10.0% ValueMax = 10.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Battle_Military_Helmet_reductionWeight : struct.begin {refkey=[0]} SID = Battle_Military_Helmet_reductionWeight LocalizationSID = armor_reductionWeight Text = Item Weight Type = EEffectType::ArmorItemWeight ValueMin = -1 ValueMax = -1 bIsPermanent = true Positive = EBeneficial::Positive struct.end Battle_Military_Helmet_wearing : struct.begin {refkey=[0]} SID = Battle_Military_Helmet_wearing LocalizationSID = armor_wearing Text = Max Durability Type = EEffectType::MaxDurability ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Battle_Military_Helmet_protectionPhysical1 : struct.begin {refkey=[0]} SID = Battle_Military_Helmet_protectionPhysical1 LocalizationSID = armor_protectionPhysical Text = Strike Protection Type = EEffectType::ProtectionStrike ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Battle_Military_Helmet_protectionPhysical2 : struct.begin {refkey=[0]} SID = Battle_Military_Helmet_protectionPhysical2 LocalizationSID = armor_protectionPhysical Text = Strike Protection Type = EEffectType::ProtectionStrike ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Battle_Military_Helmet_protectionChemical : struct.begin {refkey=[0]} SID = Battle_Military_Helmet_protectionChemical LocalizationSID = armor_protectionChemical Text = Chemical protection Type = EEffectType::ProtectionChemical ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Battle_Military_Helmet_protectionElectrical : struct.begin {refkey=[0]} SID = Battle_Military_Helmet_protectionElectrical LocalizationSID = armor_protectionElectrical Text = Electro Defence Type = EEffectType::ProtectionShock ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Battle_Military_Helmet_protectionChemical1 : struct.begin {refkey=[0]} SID = Battle_Military_Helmet_protectionChemical1 LocalizationSID = armor_protectionChemical Text = Chemical protection Type = EEffectType::ProtectionChemical ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Battle_Military_Helmet_protectionThermal : struct.begin {refkey=[0]} SID = Battle_Military_Helmet_protectionThermal LocalizationSID = armor_protectionThermal Text = Thermal protection Type = EEffectType::ProtectionBurn ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Battle_Military_Helmet_protectionElectrical1 : struct.begin {refkey=[0]} SID = Battle_Military_Helmet_protectionElectrical1 LocalizationSID = armor_protectionElectrical Text = Electro Defence Type = EEffectType::ProtectionShock ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Battle_Military_Helmet_protectionChemical2 : struct.begin {refkey=[0]} SID = Battle_Military_Helmet_protectionChemical2 LocalizationSID = armor_protectionChemical Text = Chemical protection Type = EEffectType::ProtectionChemical ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Battle_Military_Helmet_protectionThermal1 : struct.begin {refkey=[0]} SID = Battle_Military_Helmet_protectionThermal1 LocalizationSID = armor_protectionThermal Text = Thermal protection Type = EEffectType::ProtectionBurn ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end //-----------------------------------------------------------------// //-----------------Battle_Military_Helmet_End--------------------// //-----------------------------------------------------------------// //-----------------------------------------------------------------// //-----------------Heavy_Svoboda_Helmet_Start--------------------// //-----------------------------------------------------------------// Heavy_Svoboda_Helmet_protectionPhysical : struct.begin {refkey=[0]} SID = Heavy_Svoboda_Helmet_protectionPhysical LocalizationSID = armor_protectionPhysical Text = Strike Protection Type = EEffectType::ProtectionStrike ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Heavy_Svoboda_Helmet_reductionWeight : struct.begin {refkey=[0]} SID = Heavy_Svoboda_Helmet_reductionWeight LocalizationSID = armor_reductionWeight Text = Item Weight Type = EEffectType::ArmorItemWeight ValueMin = -1 ValueMax = -1 bIsPermanent = true Positive = EBeneficial::Positive struct.end Heavy_Svoboda_Helmet_wearing : struct.begin {refkey=[0]} SID = Heavy_Svoboda_Helmet_wearing LocalizationSID = armor_wearing Text = Max Durability Type = EEffectType::MaxDurability ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Heavy_Svoboda_Helmet_protectionPhysical1 : struct.begin {refkey=[0]} SID = Heavy_Svoboda_Helmet_protectionPhysical1 LocalizationSID = armor_protectionPhysical Text = Strike Protection Type = EEffectType::ProtectionStrike ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Heavy_Svoboda_Helmet_protectionPhysical2 : struct.begin {refkey=[0]} SID = Heavy_Svoboda_Helmet_protectionPhysical2 LocalizationSID = armor_protectionPhysical Text = Strike Protection Type = EEffectType::ProtectionStrike ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Heavy_Svoboda_Helmet_protectionChemical : struct.begin {refkey=[0]} SID = Heavy_Svoboda_Helmet_protectionChemical LocalizationSID = armor_protectionChemical Text = Chemical protection Type = EEffectType::ProtectionChemical ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Heavy_Svoboda_Helmet_protectionThermal : struct.begin {refkey=[0]} SID = Heavy_Svoboda_Helmet_protectionThermal LocalizationSID = armor_protectionThermal Text = Thermal protection Type = EEffectType::ProtectionBurn ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Heavy_Svoboda_Helmet_protectionElectrical : struct.begin {refkey=[0]} SID = Heavy_Svoboda_Helmet_protectionElectrical LocalizationSID = armor_protectionElectrical Text = Electro Defence Type = EEffectType::ProtectionShock ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Heavy_Svoboda_Helmet_protectionChemical1 : struct.begin {refkey=[0]} SID = Heavy_Svoboda_Helmet_protectionChemical1 LocalizationSID = armor_protectionChemical Text = Chemical protection Type = EEffectType::ProtectionChemical ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Heavy_Svoboda_Helmet_protectionThermal1 : struct.begin {refkey=[0]} SID = Heavy_Svoboda_Helmet_protectionThermal1 LocalizationSID = armor_protectionThermal Text = Thermal protection Type = EEffectType::ProtectionBurn ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Heavy_Svoboda_Helmet_protectionRadiation : struct.begin {refkey=[0]} SID = Heavy_Svoboda_Helmet_protectionRadiation LocalizationSID = armor_protectionRadiation Text = protection Radiation Type = EEffectType::ProtectionRadiation ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Heavy_Svoboda_Helmet_protectionRadiation1 : struct.begin {refkey=[0]} SID = Heavy_Svoboda_Helmet_protectionRadiation1 LocalizationSID = armor_protectionRadiation Text = protection Radiation Type = EEffectType::ProtectionRadiation ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Heavy_Svoboda_Helmet_ProtectionPSY : struct.begin {refkey=[0]} SID = Heavy_Svoboda_Helmet_ProtectionPSY LocalizationSID = armor_protectionPsi Text = Protection PSY Type = EEffectType::ProtectionPSY ValueMin = 10.0% ValueMax = 10.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Heavy_Svoboda_Helmet_protectionElectrical1 : struct.begin {refkey=[0]} SID = Heavy_Svoboda_Helmet_protectionElectrical1 LocalizationSID = armor_protectionElectrical Text = Electro Defence Type = EEffectType::ProtectionShock ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Heavy_Svoboda_Helmet_protectionChemical2 : struct.begin {refkey=[0]} SID = Heavy_Svoboda_Helmet_protectionChemical2 LocalizationSID = armor_protectionChemical Text = Chemical protection Type = EEffectType::ProtectionChemical ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end //-----------------------------------------------------------------// //-----------------Heavy_Svoboda_Helmet_End--------------------// //-----------------------------------------------------------------// AimingDoFPPEffect : struct.begin {refkey=[0]} SID = AimingDoFPPEffect Text = AimingDoFPPEffect Type = EEffectType::PostProcessing ProcessorSID = AimingDoFProcessor bStartEffect = true bIsPermanent = true Positive = EBeneficial::Negative DialogBlendInDuration = 3.0 DialogBlendOutDuration = 3.0 DialogIntensityMultiplier = 0.2 struct.end PistolAimingDoFPPEffect : struct.begin {refkey=[0]} SID = PistolAimingDoFPPEffect Text = PistolAimingDoFPPEffect Type = EEffectType::PostProcessing ProcessorSID = PistolAimingDoFProcessor bStartEffect = true bIsPermanent = true Positive = EBeneficial::Negative DialogBlendInDuration = 3.0 DialogBlendOutDuration = 3.0 DialogIntensityMultiplier = 0.2 struct.end ColimAimingDoFPPEffect : struct.begin {refkey=[0]} SID = ColimAimingDoFPPEffect Text = AimingDoFPPEffect Type = EEffectType::PostProcessing ProcessorSID = ColimAimingDoFProcessor bStartEffect = true bIsPermanent = true Positive = EBeneficial::Negative DialogBlendInDuration = 3.0 DialogBlendOutDuration = 3.0 DialogIntensityMultiplier = 0.2 struct.end X2AimingBlurPPEffect : struct.begin {refkey=[0]} SID = X2AimingBlurPPEffect Text = X2AimingBlurPPEffect Type = EEffectType::PostProcessing ProcessorSID = X2AimingBlurProcessor bStartEffect = true bIsPermanent = true Positive = EBeneficial::Negative DialogBlendInDuration = 3.0 DialogBlendOutDuration = 3.0 DialogIntensityMultiplier = 0.2 struct.end X4AimingBlurPPEffect : struct.begin {refkey=[0]} SID = X4AimingBlurPPEffect Text = X4AimingBlurPPEffect Type = EEffectType::PostProcessing ProcessorSID = X4AimingBlurProcessor bStartEffect = true bIsPermanent = true Positive = EBeneficial::Negative DialogBlendInDuration = 3.0 DialogBlendOutDuration = 3.0 DialogIntensityMultiplier = 0.2 struct.end X8AimingBlurPPEffect : struct.begin {refkey=[0]} SID = X8AimingBlurPPEffect Text = X8AimingBlurPPEffect Type = EEffectType::PostProcessing ProcessorSID = X8AimingBlurProcessor bStartEffect = true bIsPermanent = true Positive = EBeneficial::Negative DialogBlendInDuration = 3.0 DialogBlendOutDuration = 3.0 DialogIntensityMultiplier = 0.2 struct.end FallHeightMechanics : struct.begin {refkey=[0]} SID = FallHeightMechanics Type = EEffectType::MechanicsEffect MechanicsEffect : struct.begin StartMechanicsValue = -1.f StopMechanicsValue = -1.f VitalBarType = EVitalType::FallHeight ConditionComparance = EConditionComparance::GreaterOrEqual ConditionEffects : struct.begin HighFallHeight : struct.begin ConditionValue = 150 ApplicableEffects : struct.begin [0] : struct.begin EffectSID = FallPostProcess RemoveOnTransition = false struct.end [1] : struct.begin EffectSID = FallSoundPlay RemoveOnTransition = false struct.end struct.end struct.end LowFallHeight : struct.begin ConditionValue = -1 ApplicableEffects : struct.begin [0] : struct.begin EffectSID = FallSoundStop RemoveOnTransition = false struct.end struct.end struct.end struct.end struct.end bIsPermanent = true Positive = EBeneficial::Negative ShouldPauseByDialog = false struct.end FallPostProcess : struct.begin {refkey=[0]} SID = FallPostProcess Text = FallPostProcess Type = EEffectType::PostProcessing ProcessorSID = FallEffectProcessor bStartEffect = true bIsPermanent = true Positive = EBeneficial::Negative ShouldPauseByDialog = false DialogBlendInDuration = 3.0 DialogBlendOutDuration = 3.0 DialogIntensityMultiplier = 0.3 struct.end FallSoundPlay : struct.begin {refkey=[0]} SID = FallSoundPlay Text = FallSoundPlay Type = EEffectType::SoundEffect AssetPath = /Script/AkAudio.AkAudioEvent'/Game/_STALKER2/Audio/WwiseAudio/Events/Human/FallProtection/SFX_Human_FallProtection_Falling_Start.SFX_Human_FallProtection_Falling_Start' SoundEffectSubtype = ESoundEffectSubtype::PlaySoundAttached InterpolationTime = 0 ShouldPauseByDialog = false MechanicsSourceEffectSID = FallHeightMechanics struct.end FallSoundStop : struct.begin {refkey=[0]} SID = FallSoundStop Text = FallSoundStop Type = EEffectType::SoundEffect AssetPath = /Script/AkAudio.AkAudioEvent'/Game/_STALKER2/Audio/WwiseAudio/Events/Human/FallProtection/SFX_Human_FallProtection_Falling_Stop.SFX_Human_FallProtection_Falling_Stop' SoundEffectSubtype = ESoundEffectSubtype::StopInfiniteSound StopEffectSID = FallSoundPlay InterpolationTime = 0 ShouldPauseByDialog = false MechanicsSourceEffectSID = FallHeightMechanics struct.end RadBlockFieldDamage : struct.begin {refkey=[0]} SID = RadBlockFieldDamage Text = Damage Type = EEffectType::Damage ValueMin = 9000.0 ValueMax = 9000.0 Charges = 1 TimePerChargeMin = 2.7 TimePerChargeMax = 2.7 bIsSmooth = false bIsPermanent = true Positive = EBeneficial::Negative DamageType = EDamageType::Radiation ShouldIgnoreArmor = true ArmorPiercing = 5.f DuplicationType = EDuplicateResolveType::KeepOld InstantFirstCharge = false struct.end //-----------------------------------------------------------------// //-----------------Seva_Neutral_Armor_start--------------------// //-----------------------------------------------------------------// Seva_Neutral_Armor_wearing : struct.begin {refkey=[0]} SID = Seva_Neutral_Armor_wearing LocalizationSID = armor_wearing Text = Max Durability Type = EEffectType::MaxDurability ValueMin = 25.0% ValueMax = 25.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Seva_Neutral_Armor_protectionPhysical : struct.begin {refkey=[0]} SID = Seva_Neutral_Armor_protectionPhysical LocalizationSID = armor_protectionPhysical Text = Strike Protection Type = EEffectType::ProtectionStrike ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Seva_Neutral_Armor_reductionWeight : struct.begin {refkey=[0]} SID = Seva_Neutral_Armor_reductionWeight LocalizationSID = armor_reductionWeight Text = Item Weight Type = EEffectType::ArmorItemWeight ValueMin = -1 ValueMax = -1 bIsPermanent = true Positive = EBeneficial::Positive struct.end Seva_Neutral_Armor_protectionPhysical1 : struct.begin {refkey=[0]} SID = Seva_Neutral_Armor_protectionPhysical1 LocalizationSID = armor_protectionPhysical Text = Strike Protection Type = EEffectType::ProtectionStrike ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end //----ArmUpg_pockets_01_Start----// Seva_Neutral_Armor_AdditionalInventoryWeight : struct.begin {refkey=[0]} SID = Seva_Neutral_Armor_AdditionalInventoryWeight Text = Additional Inventory Weight Type = EEffectType::AdditionalInventoryWeight LocalizationSID = increase_max_inventory_weight ValueMin = 10.0% ValueMax = 10.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Seva_Neutral_Armor_PenaltyLessWeight : struct.begin {refkey=[0]} SID = Seva_Neutral_Armor_PenaltyLessWeight Text = Additional Inventory Weight Type = EEffectType::PenaltyLessWeight ValueMin = 10.0% ValueMax = 10.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Seva_Neutral_Armor_carryingCapacity : struct.begin {refkey=[0]} SID = Seva_Neutral_Armor_carryingCapacity LocalizationSID = Armor_carryingCapacity Type = EEffectType::Composite ValueMin = 10.0% ValueMax = 10.0% ApplyExtraEffectPrototypeSIDs : struct.begin [0] = Seva_Neutral_Armor_AdditionalInventoryWeight [1] = Seva_Neutral_Armor_PenaltyLessWeight struct.end struct.end //----ArmUpg_pockets_01_End----// Seva_Neutral_Armor_protectionThermal : struct.begin {refkey=[0]} SID = Seva_Neutral_Armor_protectionThermal LocalizationSID = armor_protectionThermal Text = Thermal protection Type = EEffectType::ProtectionBurn ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Seva_Neutral_Armor_protectionElectrical : struct.begin {refkey=[0]} SID = Seva_Neutral_Armor_protectionElectrical LocalizationSID = armor_protectionElectrical Text = Electro Defence Type = EEffectType::ProtectionShock ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Seva_Neutral_Armor_protectionChemical : struct.begin {refkey=[0]} SID = Seva_Neutral_Armor_protectionChemical LocalizationSID = armor_protectionChemical Text = Chemical protection Type = EEffectType::ProtectionChemical ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Seva_Neutral_Armor_protectionThermal1 : struct.begin {refkey=[0]} SID = Seva_Neutral_Armor_protectionThermal1 LocalizationSID = armor_protectionThermal Text = Thermal protection Type = EEffectType::ProtectionBurn ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Seva_Neutral_Armor_protectionElectrical1 : struct.begin {refkey=[0]} SID = Seva_Neutral_Armor_protectionElectrical1 LocalizationSID = armor_protectionElectrical Text = Electro Defence Type = EEffectType::ProtectionShock ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Seva_Neutral_Armor_protectionElectrical2 : struct.begin {refkey=[0]} SID = Seva_Neutral_Armor_protectionElectrical2 LocalizationSID = armor_protectionElectrical Text = Electro Defence Type = EEffectType::ProtectionShock ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Seva_Neutral_Armor_protectionChemical2 : struct.begin {refkey=[0]} SID = Seva_Neutral_Armor_protectionChemical2 LocalizationSID = armor_protectionChemical Text = Chemical protection Type = EEffectType::ProtectionChemical ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Seva_Neutral_Armor_protectionThermal2 : struct.begin {refkey=[0]} SID = Seva_Neutral_Armor_protectionThermal2 LocalizationSID = armor_protectionThermal Text = Thermal protection Type = EEffectType::ProtectionBurn ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Seva_Neutral_Armor_protectionElectrical3 : struct.begin {refkey=[0]} SID = Seva_Neutral_Armor_protectionElectrical3 LocalizationSID = armor_protectionElectrical Text = Electro Defence Type = EEffectType::ProtectionShock ValueMin = 20.0% ValueMax = 20.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Seva_Neutral_Armor_protectionRadiation : struct.begin {refkey=[0]} SID = Seva_Neutral_Armor_protectionRadiation LocalizationSID = armor_protectionRadiation Text = protection Radiation Type = EEffectType::ProtectionRadiation ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Seva_Neutral_Armor_protectionRadiation1 : struct.begin {refkey=[0]} SID = Seva_Neutral_Armor_protectionRadiation1 LocalizationSID = armor_protectionRadiation Text = protection Radiation Type = EEffectType::ProtectionRadiation ValueMin = 15.0% ValueMax = 15.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Seva_Neutral_Armor_ProtectionPSY : struct.begin {refkey=[0]} SID = Seva_Neutral_Armor_ProtectionPSY LocalizationSID = armor_protectionPsi Text = Protection PSY Type = EEffectType::ProtectionPSY ValueMin = 10.0% ValueMax = 10.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Seva_Neutral_Armor_wearing1 : struct.begin {refkey=[0]} SID = Seva_Neutral_Armor_wearing1 LocalizationSID = armor_wearing Text = Max Durability Type = EEffectType::MaxDurability ValueMin = 10.0% ValueMax = 10.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Seva_Neutral_Armor_regenerationStamina : struct.begin {refkey=[0]} SID = Seva_Neutral_Armor_regenerationStamina LocalizationSID = Armor_regenerationStamina Text = Regen Stamina Type = EEffectType::RegenStamina ValueMin = 5.0% ValueMax = 5.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Seva_Neutral_Armor_ProtectionPSY1 : struct.begin {refkey=[0]} SID = Seva_Neutral_Armor_ProtectionPSY1 LocalizationSID = armor_protectionPsi Text = Protection PSY Type = EEffectType::ProtectionPSY ValueMin = 10.0% ValueMax = 10.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Seva_Neutral_Armor_container : struct.begin {refkey=[0]} SID = Seva_Neutral_Armor_container LocalizationSID = armor_container Text = Increase artifact slots Type = EEffectType::ArtifactSlots ValueMin = 1 ValueMax = 1 bIsPermanent = true Positive = EBeneficial::Positive struct.end Seva_Neutral_Armor_container1 : struct.begin {refkey=[0]} SID = Seva_Neutral_Armor_container1 LocalizationSID = armor_container Text = Increase artifact slots Type = EEffectType::ArtifactSlots ValueMin = 1 ValueMax = 1 bIsPermanent = true Positive = EBeneficial::Positive struct.end Seva_Neutral_Armor_radiationAbsorption : struct.begin {refkey=[0]} SID = Seva_Neutral_Armor_radiationAbsorption LocalizationSID = armor_container Text = Radiation Type = EEffectType::Radiation ValueMin = 5.0 ValueMax = 5.0 bIsPermanent = true Positive = EBeneficial::Positive struct.end Seva_Neutral_Armor_radiationAbsorption1 : struct.begin {refkey=[0]} SID = Seva_Neutral_Armor_radiationAbsorption1 LocalizationSID = armor_container Text = Radiation Type = EEffectType::Radiation ValueMin = 5.0 ValueMax = 5.0 bIsPermanent = true Positive = EBeneficial::Positive struct.end //-----------------------------------------------------------------// //-----------------Seva_Neutral_Armor_End--------------------// //-----------------------------------------------------------------// ArtifactSlotBlockEffect1 : struct.begin {refkey=[0]} SID = ArtifactSlotBlockEffect1 Type = EEffectType::ArtifactSlotBlock bIsPermanent = true EffectsToBlockIDs : struct.begin [0] = ArtifactAddRadiation1 struct.end ArtifactEquipmentSlots : struct.begin [0] = EInventoryEquipmentSlot::Artifact1 struct.end Positive = EBeneficial::Positive struct.end ArtifactSlotBlockEffect2 : struct.begin {refkey=[0]} SID = ArtifactSlotBlockEffect2 Type = EEffectType::ArtifactSlotBlock bIsPermanent = true EffectsToBlockIDs : struct.begin [0] = ArtifactAddRadiation2 struct.end ArtifactEquipmentSlots : struct.begin [0] = EInventoryEquipmentSlot::Artifact1 [1] = EInventoryEquipmentSlot::Artifact2 struct.end Positive = EBeneficial::Positive struct.end ArtifactSlotBlockEffect3 : struct.begin {refkey=[0]} SID = ArtifactSlotBlockEffect3 Type = EEffectType::ArtifactSlotBlock bIsPermanent = true EffectsToBlockIDs : struct.begin [0] = ArtifactAddRadiation1 [1] = ArtifactAddRadiation2 [2] = ArtifactAddRadiation3 [3] = ArtifactAddRadiation4 struct.end ArtifactEquipmentSlots : struct.begin [0] = EInventoryEquipmentSlot::Artifact1 struct.end Positive = EBeneficial::Positive struct.end ArtifactIncreaseRegenStamina05 : struct.begin {refkey=[0]} SID = ArtifactIncreaseRegenStamina05 Text = ArtifactIncreaseRegenStamina05 LocalizationSID = general_regenerationStamina Icon = Texture2D'/Game/GameLite/FPS_Game/UIRemaster/UITextures/Inventory/Effects/Texture_Icon_EnergyRegen.Texture_Icon_EnergyRegen' Type = EEffectType::RegenStamina ValueMin = 1.5 ValueMax = 1.5 Positive = EBeneficial::Positive bIsPermanent = true struct.end ArtifactDegenBleeding05 : struct.begin {refkey=[0]} SID = ArtifactDegenBleeding05 Text = ArtifactDegenBleeding05 LocalizationSID = general_protectionBleed Icon = Texture2D'/Game/GameLite/FPS_Game/UIRemaster/UITextures/Inventory/Effects/Texture_Icon_Bleeding.Texture_Icon_Bleeding' Type = EEffectType::DegenBleeding ValueMin = 0.3 ValueMax = 0.3 Positive = EBeneficial::Positive bIsPermanent = true struct.end ArtifactAdditionalInventoryWeight05 : struct.begin {refkey=[0]} SID = ArtifactAdditionalInventoryWeight05 Text = ArtifactAdditionalInventoryWeight05 LocalizationSID = general_weight Icon = Texture2D'/Game/GameLite/FPS_Game/UIRemaster/UITextures/Inventory/Effects/Texture_Icon_Weight.Texture_Icon_Weight' Type = EEffectType::AdditionalInventoryWeight ValueMin = 2 ValueMax = 2 Positive = EBeneficial::Positive bIsPermanent = true struct.end ArtifactProtectionShock05 : struct.begin {refkey=[0]} SID = ArtifactProtectionShock05 Text = ArtifactProtectionShock2 LocalizationSID = ArtifactProtectionShock2 Icon = Texture2D'/Game/GameLite/FPS_Game/UIRemaster/UITextures/Inventory/Effects/Texture_Icon_ElectricalProtection.Texture_Icon_ElectricalProtection' Type = EEffectType::ProtectionShock ValueMin = 7 ValueMax = 7 bIsPermanent = true Positive = EBeneficial::Positive struct.end ArtifactProtectionStrike05 : struct.begin {refkey=[0]} SID = ArtifactProtectionStrike05 Text = ArtifactProtectionStrike05 LocalizationSID = general_protectionBullet Icon = Texture2D'/Game/GameLite/FPS_Game/UIRemaster/UITextures/Inventory/Effects/Texture_Icon_PhysicalProtection.Texture_Icon_PhysicalProtection' Type = EEffectType::ProtectionStrike ValueMin = 0.07 ValueMax = 0.07 bIsPermanent = true Positive = EBeneficial::Positive struct.end CarNearKnyhyShopPsyPointsAddPermanent : struct.begin {refkey=[0]} SID = CarNearKnyhyShopPsyPointsAddPermanent Duration = 1.f Charges = 1 Type = EEffectType::PsyPoints ValueMin = 5 ValueMax = 5 bIsPermanent = true bIsSmooth = true DuplicationType = EDuplicateResolveType::KeepAll struct.end ConcussionComposite_Buttstock : struct.begin {refkey=[0]} SID = ConcussionComposite_Buttstock Type = EEffectType::Composite Duration = 0 Charges = 0 ApplyExtraEffectPrototypeSIDs : struct.begin [*] = ConcussionBlurPostProcess_Buttstock [*] = ButtStroke_CameraShake [*] = ConcussionVelocityChange_Buttstock [*] = ConcussionModifyRotate2DAxis_Buttstock [*] = ConcussionBlockJump_Buttstock [*] = ConcussionInputInertia2DAxis_Buttstock [*] = ConcussionBlockAim_Buttstock [*] = ConcussionBlockSprint_Buttstock struct.end Positive = EBeneficial::Negative DuplicationType = EDuplicateResolveType::KeepNew ShouldPauseByDialog = false struct.end ConcussionBlurPostProcess_Buttstock : struct.begin {refkey=[0]} SID = ConcussionBlurPostProcess_Buttstock Text = Concussion Blur Type = EEffectType::PostProcessing ProcessorSID = ConcussionBlurEffectProcessor Charges = 1 Duration = 1.5 bStartEffect = true bIsPermanent = false DuplicationType = EDuplicateResolveType::KeepNew Positive = EBeneficial::Negative ShouldPauseByDialog = false struct.end ConcussionVelocityChange_Buttstock : struct.begin {refkey=[0]} SID = ConcussionVelocityChange_Buttstock Text = Applies slowness effect during concussion Type = EEffectType::VelocityChangeNoCap Charges = 1 Duration = 1.5 ValueMin = -60% ValueMax = -60% bIsPermanent = false DuplicationType = EDuplicateResolveType::KeepNew Positive = EBeneficial::Negative struct.end ConcussionModifyRotate2DAxis_Buttstock : struct.begin {refkey=[0]} SID = ConcussionModifyRotate2DAxis_Buttstock Text = Applies random counterinput to input axis Type = EEffectType::InputAxisMultiplier AxisType = EInputAxisType::Rotate2D Charges = 1 Duration = 1.5 XAxisMinValue = 0.5 XAxisMaxValue = 0.6 YAxisMinValue = 0.5 YAxisMaxValue = 0.6 bIsPermanent = false DuplicationType = EDuplicateResolveType::KeepNew Positive = EBeneficial::Negative ShouldPauseByDialog = false struct.end ConcussionBlockJump_Buttstock : struct.begin {refkey=[0]} SID = ConcussionBlockJump_Buttstock Type = EEffectType::BlockAnimationActionType Positive = EBeneficial::Negative Charges = 1 Duration = 1.5 bIsPermanent = false DuplicationType = EDuplicateResolveType::KeepNew BlockAnimationTypes : struct.begin [0] = EActionType::Fall struct.end ShouldPauseByDialog = false struct.end ConcussionInputInertia2DAxis_Buttstock : struct.begin {refkey=[0]} SID = ConcussionInputInertia2DAxis_Buttstock Text = Make input with inertia effect. Type = EEffectType::InputInertia2DAxis AxisType = EInputAxisType::XY Charges = 1 Duration = 2 XAxisMinValue = 0.9 XAxisMaxValue = 0.9 YAxisMinValue = 0.9 YAxisMaxValue = 0.9 bIsPermanent = false DuplicationType = EDuplicateResolveType::KeepNew Positive = EBeneficial::Negative ShouldPauseByDialog = false struct.end ConcussionBlockAim_Buttstock : struct.begin {refkey=[0]} SID = ConcussionBlockAim_Buttstock Type = EEffectType::BlockAnimationActionType Positive = EBeneficial::Negative Charges = 1 Duration = 1.5 bIsPermanent = false DuplicationType = EDuplicateResolveType::KeepNew BlockAnimationTypes : struct.begin [0] = EActionType::HandleAimInput struct.end ShouldPauseByDialog = false struct.end FadePostProcess_Quest : struct.begin {refkey=FadePostProcess} SID = FadePostProcess_Quest ProcessorSID = FadeEffectProcessorQuest bIsPermanent = false Duration = 2 Charges = 1 ShouldPauseByDialog = false TimePerChargeMin = 2 TimePerChargeMax = 2 struct.end ArtifactPenaltyLessWeightEffect1 : struct.begin {refkey=[0]} SID = ArtifactPenaltyLessWeightEffect1 Type = EEffectType::PenaltyLessWeight ValueMin = 3 ValueMax = 3 bIsPermanent = true Positive = EBeneficial::Positive struct.end ArtifactPenaltyLessWeightEffect2 : struct.begin {refkey=[0]} SID = ArtifactPenaltyLessWeightEffect2 Type = EEffectType::PenaltyLessWeight ValueMin = 6 ValueMax = 6 bIsPermanent = true Positive = EBeneficial::Positive struct.end ArtifactPenaltyLessWeightEffect3 : struct.begin {refkey=[0]} SID = ArtifactPenaltyLessWeightEffect3 Type = EEffectType::PenaltyLessWeight ValueMin = 12 ValueMax = 12 bIsPermanent = true Positive = EBeneficial::Positive struct.end ArtifactPenaltyLessWeightEffect05 : struct.begin {refkey=[0]} SID = ArtifactPenaltyLessWeightEffect05 Type = EEffectType::PenaltyLessWeight ValueMin = 2 ValueMax = 2 bIsPermanent = true Positive = EBeneficial::Positive struct.end ArmorConditionalEffect : struct.begin {refkey=[0]} SID = ArmorConditionalEffect Text = ArmorConditionalEffect Type = EEffectType::Conditional ConditionSID = TargetHasAddSprintEffect TrueEffectSID = FalseEffectSID = BlockSprintEffect bIsPermanent = true Positive = EBeneficial::Positive struct.end BlockSprintEffect : struct.begin {refkey=[0]} SID = BlockSprintEffect Type = EEffectType::BlockAnimationActionType Positive = EBeneficial::Negative bIsPermanent = true DuplicationType = EDuplicateResolveType::KeepOld BlockAnimationTypes : struct.begin [0] = EActionType::Sprint struct.end struct.end AddSprintEffect : struct.begin {refkey=[0]} SID = AddSprintEffect LocalizationSID = armor_sprint Text = Add Sprint Type = EEffectType::FlagEffect ShowUpgradeEffectValue = false bIsPermanent = true Positive = EBeneficial::Positive struct.end ArtifactSlotBlockEffect3_Slot1 : struct.begin {refkey=[0]} SID = ArtifactSlotBlockEffect3_Slot1 LocalizationSID = ArtifactProtectionRadiation4 Text = Blocking radiation from artefact Type = EEffectType::ArtifactSlotBlock ShowUpgradeEffectValue = false bIsPermanent = true EffectsToBlockIDs : struct.begin [0] = ArtifactAddRadiation1 [1] = ArtifactAddRadiation2 [2] = ArtifactAddRadiation3 [3] = ArtifactAddRadiation4 struct.end ArtifactEquipmentSlots : struct.begin [0] = EInventoryEquipmentSlot::Artifact1 struct.end struct.end ArtifactSlotBlockEffect3_Slot2 : struct.begin {refkey=[0]} SID = ArtifactSlotBlockEffect3_Slot2 LocalizationSID = ArtifactProtectionRadiation4 Text = Blocking radiation from artefact Type = EEffectType::ArtifactSlotBlock ShowUpgradeEffectValue = false bIsPermanent = true EffectsToBlockIDs : struct.begin [0] = ArtifactAddRadiation1 [1] = ArtifactAddRadiation2 [2] = ArtifactAddRadiation3 [3] = ArtifactAddRadiation4 struct.end ArtifactEquipmentSlots : struct.begin [0] = EInventoryEquipmentSlot::Artifact2 struct.end struct.end ArtifactSlotBlockEffect3_Slot3 : struct.begin {refkey=[0]} SID = ArtifactSlotBlockEffect3_Slot3 LocalizationSID = ArtifactProtectionRadiation4 Text = Blocking radiation from artefact Type = EEffectType::ArtifactSlotBlock ShowUpgradeEffectValue = false bIsPermanent = true EffectsToBlockIDs : struct.begin [0] = ArtifactAddRadiation1 [1] = ArtifactAddRadiation2 [2] = ArtifactAddRadiation3 [3] = ArtifactAddRadiation4 struct.end ArtifactEquipmentSlots : struct.begin [0] = EInventoryEquipmentSlot::Artifact3 struct.end struct.end ArtifactSlotBlockEffect3_Slot4 : struct.begin {refkey=[0]} SID = ArtifactSlotBlockEffect3_Slot4 LocalizationSID = ArtifactProtectionRadiation4 Text = Blocking radiation from artefact Type = EEffectType::ArtifactSlotBlock ShowUpgradeEffectValue = false bIsPermanent = true EffectsToBlockIDs : struct.begin [0] = ArtifactAddRadiation1 [1] = ArtifactAddRadiation2 [2] = ArtifactAddRadiation3 [3] = ArtifactAddRadiation4 struct.end ArtifactEquipmentSlots : struct.begin [0] = EInventoryEquipmentSlot::Artifact4 struct.end struct.end ArtifactSlotBlockEffect3_Slot5 : struct.begin {refkey=[0]} SID = ArtifactSlotBlockEffect3_Slot5 LocalizationSID = ArtifactProtectionRadiation4 Text = Blocking radiation from artefact Type = EEffectType::ArtifactSlotBlock ShowUpgradeEffectValue = false bIsPermanent = true EffectsToBlockIDs : struct.begin [0] = ArtifactAddRadiation1 [1] = ArtifactAddRadiation2 [2] = ArtifactAddRadiation3 [3] = ArtifactAddRadiation4 struct.end ArtifactEquipmentSlots : struct.begin [0] = EInventoryEquipmentSlot::Artifact5 struct.end struct.end EmissionCameraShake : struct.begin {refkey=[0]} SID = EmissionCameraShake Type = EEffectType::CameraShake Positive = EBeneficial::Negative CameraShakeEffectSubtype = ECameraShakeEffectSubtype::AddEffect CameraShakePrototypeSID = EmissionCameraShake bIsPermanent = true DuplicationType = EDuplicateResolveType::KeepNew ShouldPauseByDialog = false struct.end QuestDugaFall_CameraShake : struct.begin {refkey=[0]} SID = QuestDugaFall_CameraShake Type = EEffectType::CameraShake Duration = 30 Charges = 1 Positive = EBeneficial::Negative CameraShakeEffectSubtype = ECameraShakeEffectSubtype::AddEffect CameraShakePrototypeSID = EmissionCameraShake struct.end QuestDugaActive_CameraShake : struct.begin {refkey=[0]} SID = QuestDugaActive_CameraShake Type = EEffectType::CameraShake Duration = 5 Charges = 4 Positive = EBeneficial::Negative CameraShakeEffectSubtype = ECameraShakeEffectSubtype::AddEffect CameraShakePrototypeSID = EmissionCameraShake struct.end VolumePsyPointsAddPermanentHigh : struct.begin {refkey=[0]} SID = VolumePsyPointsAddPermanentHigh Type = EEffectType::Composite ApplyExtraEffectPrototypeSIDs : struct.begin [0] = VolumePsyPointsAddPermanentHigh_Player [1] = PsyVolumeZombification_VFE_AddPermanent_High struct.end struct.end VolumePsyPointsAddPermanentHigh_Player : struct.begin {refkey=[0]} SID = VolumePsyPointsAddPermanentHigh_Player Duration = 1.f Charges = 1 Type = EEffectType::PsyPoints ValueMin = 4.33 ValueMax = 4.33 bIsPermanent = true bIsSmooth = true DuplicationType = EDuplicateResolveType::KeepAll struct.end VolumePsyPointsAddPermanentE05_MQ03 : struct.begin {refkey=[0]} SID = VolumePsyPointsAddPermanentE05_MQ03 Type = EEffectType::Composite ApplyExtraEffectPrototypeSIDs : struct.begin [0] = VolumePsyPointsAddPermanentE05_MQ03_Player [1] = PsyVolumeZombification_VFE_AddPermanent struct.end struct.end VolumePsyPointsAddPermanentE05_MQ03_Player : struct.begin {refkey=[0]} SID = VolumePsyPointsAddPermanentE05_MQ03_Player Duration = 1.f Charges = 1 Type = EEffectType::PsyPoints ValueMin = 2.22 ValueMax = 2.22 bIsPermanent = true bIsSmooth = true DuplicationType = EDuplicateResolveType::KeepAll struct.end FlashBang_Strelok_PostProcess : struct.begin {refkey=[0]} SID = FlashBang_Strelok_PostProcess Text = FlashBangPostProcess Type = EEffectType::PostProcessing ProcessorSID = FlashBangEffectProcessor bStartEffect = true Duration = 4.0 ShouldPauseByDialog = false struct.end FlashBang_Strelok_Composite : struct.begin {refkey=[0]} SID = FlashBang_Strelok_Composite Type = EEffectType::Composite ApplyExtraEffectPrototypeSIDs : struct.begin [*] = SFXConcussionLoopStart [*] = ConcussionBlurPostProcess struct.end Positive = EBeneficial::Negative DuplicationType = EDuplicateResolveType::KeepNew struct.end Supressor_protectionPsiPerc : struct.begin {refkey=[0]} SID = Supressor_protectionPsiPerc LocalizationSID = armor_protectionPsi Text = Psy defence Type = EEffectType::ProtectionPSY ValueMin = 5.0% ValueMax = 5.0% bIsPermanent = true Positive = EBeneficial::Positive struct.end Supressor_protectionPsiVal : struct.begin {refkey=[0]} SID = Supressor_protectionPsiVal LocalizationSID = armor_protectionPsi Text = Psy defence Type = EEffectType::ProtectionPSY ValueMin = 5.0 ValueMax = 5.0 bIsPermanent = true Positive = EBeneficial::Positive ShowUpgradeEffect = false struct.end PsyVolumeZombification_VFE : struct.begin {refkey=[0]} SID = PsyVolumeZombification_VFE Text = Zombification Type = EEffectType::PsyZombification ValueMin = 50 ValueMax = 50 Charges = 1 TimePerChargeMin = 1 TimePerChargeMax = 5 bIsPermanent = true bIsSmooth = false Positive = EBeneficial::Negative AssetPath = AkAudioEvent'/Empty.Empty' struct.end PsyVolumeZombification_VFE_AddOnce : struct.begin {refkey=[0]} SID = PsyVolumeZombification_VFE_AddOnce Duration = 1.f Charges = 1 Type = EEffectType::PsyZombification ValueMin = 35 ValueMax = 35 bIsPermanent = false bIsSmooth = true DuplicationType = EDuplicateResolveType::KeepAll AssetPath = AkAudioEvent'/Empty.Empty' struct.end PsyVolumeZombification_VFE_AddPermanent_Low : struct.begin {refkey=[0]} SID = PsyVolumeZombification_VFE_AddPermanent_Low Text = Zombification Type = EEffectType::PsyZombification ValueMin = 6 ValueMax = 8 Charges = 1 TimePerChargeMin = 1 TimePerChargeMax = 1 bIsPermanent = true bIsSmooth = false Positive = EBeneficial::Negative AssetPath = AkAudioEvent'/Empty.Empty' struct.end PsyVolumeZombification_VFE_AddPermanent : struct.begin {refkey=[0]} SID = PsyVolumeZombification_VFE_AddPermanent Text = Zombification Type = EEffectType::PsyZombification ValueMin = 10 ValueMax = 12 Charges = 1 TimePerChargeMin = 1 TimePerChargeMax = 1 bIsPermanent = true bIsSmooth = false Positive = EBeneficial::Negative AssetPath = AkAudioEvent'/Empty.Empty' struct.end PsyVolumeZombification_VFE_AddPermanent_High : struct.begin {refkey=[0]} SID = PsyVolumeZombification_VFE_AddPermanent_High Text = Zombification Type = EEffectType::PsyZombification ValueMin = 16 ValueMax = 18 Charges = 1 TimePerChargeMin = 1 TimePerChargeMax = 1 bIsPermanent = true bIsSmooth = false Positive = EBeneficial::Negative AssetPath = AkAudioEvent'/Empty.Empty' struct.end ConcussionBlockSprint : struct.begin {refkey=[0]} SID = ConcussionBlockSprint Type = EEffectType::BlockAnimationActionType Positive = EBeneficial::Negative Charges = 1 Duration = 3 bIsPermanent = false DuplicationType = EDuplicateResolveType::KeepNew BlockAnimationTypes : struct.begin [0] = EActionType::Sprint struct.end ShouldPauseByDialog = false struct.end ConcussionBlockSprint_Buttstock : struct.begin {refkey=[0]} SID = ConcussionBlockSprint_Buttstock Type = EEffectType::BlockAnimationActionType Positive = EBeneficial::Negative Charges = 1 Duration = 1.5 bIsPermanent = false DuplicationType = EDuplicateResolveType::KeepNew BlockAnimationTypes : struct.begin [0] = EActionType::Sprint struct.end ShouldPauseByDialog = false struct.end EnergeticStaminaPerAction1 : struct.begin {refkey=[0]} SID = EnergeticStaminaPerAction1 Text = Decreased Stamina Per action LocalizationSID = general_costStamina Icon = Texture2D'/Game/GameLite/FPS_Game/UIRemaster/UITextures/Inventory/Effects/Texture_Icon_EnergyRegen.Texture_Icon_EnergyRegen' Duration = 30.0 Type = EEffectType::SPDrain DuplicationType = EDuplicateResolveType::KeepAll ValueMin = -10% ValueMax = -10% Positive = EBeneficial::Positive AffectedStaminaActionTypes : struct.begin [0] = EStaminaAction::Walk [1] = EStaminaAction::Run [2] = EStaminaAction::Sprint [3] = EStaminaAction::Jump [4] = EStaminaAction::Vault [5] = EStaminaAction::MeleeNormal [6] = EStaminaAction::MeleeStrong [7] = EStaminaAction::MeleeButstock struct.end ShouldPauseByDialog = false struct.end WaterStaminaPerAction1 : struct.begin {refkey=[0]} SID = WaterStaminaPerAction1 Text = Decreased Stamina Per action LocalizationSID = general_costStamina Icon = Texture2D'/Game/GameLite/FPS_Game/UIRemaster/UITextures/Inventory/Effects/Texture_Icon_EnergyRegen.Texture_Icon_EnergyRegen' Duration = 30.0 Type = EEffectType::SPDrain DuplicationType = EDuplicateResolveType::KeepAll ValueMin = -10% ValueMax = -10% Positive = EBeneficial::Positive AffectedStaminaActionTypes : struct.begin [0] = EStaminaAction::Walk [1] = EStaminaAction::Run [2] = EStaminaAction::Sprint [3] = EStaminaAction::Jump [4] = EStaminaAction::Vault [5] = EStaminaAction::MeleeNormal [6] = EStaminaAction::MeleeStrong [7] = EStaminaAction::MeleeButstock struct.end ShouldPauseByDialog = false struct.end HerculesWeight_Penalty : struct.begin {refkey=[0]} SID = HerculesWeight_Penalty Text = Additional Inventory Weight LocalizationSID = increase_max_inventory_weight Icon = Texture2D'/Game/GameLite/FPS_Game/UIRemaster/UITextures/Inventory/Effects/Texture_Icon_Weight.Texture_Icon_Weight' Type = EEffectType::PenaltyLessWeight Duration = 300.f ValueMin = 20 ValueMax = 20 Positive = EBeneficial::Positive DuplicationType = EDuplicateResolveType::KeepNew struct.end FountainPostProcess : struct.begin {refkey=[0]} SID = FountainPostProcess Text = FountainPostProcess Type = EEffectType::PostProcessing ProcessorSID = FountainEffectProcessor bStartEffect = true bIsPermanent = true DuplicationType = EDuplicateResolveType::KeepNew Positive = EBeneficial::Negative ShouldPauseByDialog = false struct.end