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;; Artefacts - ABC Mod v1.1
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;Артефакты, которые при активизации создают аномальные зоны
;формат: {секция_артефакта} = {секция_зоны},Radius,Power
[artefact_spawn_zones]
af_medusa = zone_mosquito_bald_weak, 2.0, 30.0
af_cristall_flower = zone_mosquito_bald_weak, 3.0, 50.0
af_night_star = zone_mosquito_bald_weak, 5.0, 100.0
af_vyvert = zone_gravi_zone_weak, 2.0, 30.0
af_gravi = zone_gravi_zone_weak, 3.0, 50.0
af_gold_fish = zone_gravi_zone_weak, 5.0, 100.0
af_cristall = torrid_zone, 3.0, 50.0
af_blood = zone_mincer_weak, 2, 30.0
af_mincer_meat = zone_mincer_weak, 3, 50.0
af_soul = zone_mincer_weak, 5, 100.0
af_electra_sparkler = zone_witches_galantine, 2, 30.0
af_electra_flash = zone_witches_galantine, 3, 50.0
af_electra_moonlight = zone_witches_galantine, 5, 100.0
af_ameba_slime = zone_buzz, 3, 45
af_ameba_slug = zone_buzz, 4, 50
af_ameba_mica = zone_buzz, 5, 100
af_fuzz_kolobok = zone_no_gravity, 5, 150
af_rusty_thorn = zone_radioactive_weak, 2.0, 30
af_rusty_sea-urchin = zone_radioactive_weak, 2.0, 50
af_rusty_kristall = zone_radioactive_weak, 5.0, 100
af_drops = zone_zharka_static_weak, 3, 50
af_fireball = zone_zharka_static_weak, 3, 70
af_cristall = zone_zharka_static_weak, 5, 100
mp_af_electra_flash = zone_witches_galantine, 3, 50.0
af_dummy_dummy = zone_buzz, 4, 50
af_dummy_glassbeads = zone_buzz, 4, 50
af_dummy_pellicle = zone_death, 3.0, 75.0
af_dummy_spring = zone_buzz, 4, 50
;af_electra_teleport = abc_zone_portal, 4, 50

[af_activation_gravi]
;----------------------------------------------------------------------------------------------------------------------------------------
;format:						time(sec),	sound_name,	         	light_R,G,B,  	light_range,    	particle_name,						af_animation_name
;----------------------------------------------------------------------------------------------------------------------------------------
starting					=	5.0,		anomaly\gravi_idle00,	0.5, 1.0, 1.5,  	5.0,			"anomaly2\artefact_gravi_blast_start",	"idle"
flying						=	2.0,		anomaly\gravi_idle01,	0.8, 1.0, 1.2,  	3.0,			"anomaly2\artefact\artefact_gravi",				"idle"
idle_before_spawning		=	5.0,		anomaly\gravi_blowout5,	1.0, 1.0, 1,    	0.0,			"anomaly2\artefact_gravi_blast_finished",	"idle"				
spawning					=	1,  		anomaly\gravity_entrance,	0.9, 1.1, 1.01,  	0.0,		"",		"idle"

[af_activation_bold]
;----------------------------------------------------------------------------------------------------------------------------------------
;format:						time(sec),	sound_name,	         	light_R,G,B,  	light_range,    	particle_name,						af_animation_name
;----------------------------------------------------------------------------------------------------------------------------------------
starting					=	5.0,		anomaly\gravi_idle00,	0.8, 1.5, 0.9,  	5.0,			"anomaly2\artefact_bold_blast_start",	"idle"
flying						=	2.0,		anomaly\gravi_idle01,	0.8, 0.9, 0.8,  	2.0,			"anomaly2\artefact\artefact_zharka",				"idle"
idle_before_spawning		=	5.0,		anomaly\gravity_entrance,1.0, 1.1, 1.0,  	0.0,			"anomaly2\artefact_bold_blast_finished",	"idle"				
spawning					=	0.5,		anomaly\pux_blast,  	1.0, 1.0, 0.5,  	5.0,			"anomaly2\gravi_anomaly_00",		"idle"

[af_activation_mincer]
;----------------------------------------------------------------------------------------------------------------------------------------
;format:						time(sec),	sound_name,	         	light_R,G,B,  	light_range,    	particle_name,						af_animation_name
;----------------------------------------------------------------------------------------------------------------------------------------
starting					=	5.0,		anomaly\gravi_idle00,	0.5, 1.0, 1.5,  	5.0,			"anomaly2\artefact_gravi_blast_start",	"idle"
flying						=	2.0,		anomaly\gravi_idle01,	0.8, 1.0, 1.2,  	3.0,			"anomaly2\artefact\artefact_mincer",				"idle"
idle_before_spawning		=	5.0,		anomaly\gravi_blowout2,	1.0, 1.0, 1.0,  	0.0,			"anomaly2\artefact_gravi_blast_finished",	"idle"				
spawning					=	0.0,		"",						1.0, 1.0, 0.5,  	0.0,			"",		"idle"

[af_activation_electra]
;----------------------------------------------------------------------------------------------------------------------------------------
;format:						time(sec),	sound_name,	         	light_R,G,B,  	light_range,    	particle_name,						af_animation_name
;----------------------------------------------------------------------------------------------------------------------------------------
starting					=	5.0,		anomaly\bfuzz_blowout,	0.8, 1.0, 1.5,  	5.0,			"anomaly2\artefact_electra_blast_start",	"idle"
flying						=	2.0,		anomaly\electra_idle1,	1.0, 1.0, 1.0,  	5.0,			"anomaly2\artefact\artefact_electra",				"idle"
idle_before_spawning		=	5.0,		"",	                	1.0, 1.0, 2.5,  	0,		    	"",	"idle"				
spawning					=	2,		    "anomaly\pux_blast",	1.0, 1.0, 1.5,  	5.0,			"anomaly2\artefact_electra_blast_finished",		"idle"


[af_base]:identity_immunities
hud							= artefact_hud
animation_slot				= 11
allow_inertion				= true
;slot						= 10
slot						= 1
attach_angle_offset			= 0,0,0
attach_position_offset		= -0.1,-0.1,0
;attach_bone_name			= bip01_root
attach_bone_name			= bip01_r_hand
inv_grid_width				= 1
inv_grid_height				= 1
belt						= true
af_actor_properties			= on
actor_properties			= on
;single_handed				= 0 ;added


[artefact_hud]
orientation             	= 0, 0, 0		
position                	= 0, 0, 0
visual                  	= weapons\artefact\wpn_artefact_hud.ogf
anim_idle					= idle
anim_idle_sprint			= idle_sprint
anim_hide					= holster
anim_show					= draw
anim_activate				= activate

; Артефакты для аномалии "Комариная плешь"

[medusa_hud]
orientation             	= 0, 0, 0		
position                	= 0, 0, 0
visual                  	= weapons\artefact\wpn_artefactm_hud.ogf
anim_idle					= idle
anim_idle_sprint			= idle_sprint
anim_hide					= holster
anim_show					= draw
anim_activate				= activate

[af_medusa]:identity_immunities
GroupControlSection			= spawn_group
$spawn						= "artifacts\moscito medusa"
hud							= medusa_hud
animation_slot				= 11
allow_inertion				= true
slot						= 1
attach_angle_offset			= 0,0,0
attach_position_offset		= -0.1,-0.1,0
attach_bone_name			= bip01_r_hand
inv_grid_width				= 1
inv_grid_height				= 1
belt						= true
af_actor_properties			= on
actor_properties			= on

$prefetch 			= 64
cform				= skeleton
class				= ARTEFACT
visual				= physics\anomaly\artefact_blackdrip.ogf  
description			= enc_zone_artifact_af-medusa
inv_name			= af-medusa
inv_name_short		= 
inv_weight			= 0.3
inv_grid_x			= 9
inv_grid_y			= 4
cost				= 1000
jump_height			= .5
particles			= anomaly2\artefact\artefact_gravi
lights_enabled 		= false


;скорости увеличения (уменьшения) 
health_restore_speed		= 0.0			
radiation_restore_speed		= 0.0005
satiety_restore_speed		= 0.0
power_restore_speed			= 0.0
bleeding_restore_speed		= 0.0
hit_absorbation_sect		= af_medusa_absorbation

artefact_activation_seq		= af_activation_bold

[af_medusa_absorbation]
burn_immunity = 1.0				;коэффициенты иммунитета 
strike_immunity = 1.0
shock_immunity = 1.0
wound_immunity = 1.0		
radiation_immunity = 1.0
telepatic_immunity = 1.0
chemical_burn_immunity = 1.0
explosion_immunity = 1.0
fire_wound_immunity  = 0.98


[flower_hud]
orientation             	= 0, 0, 0		
position                	= 0, 0, 0
visual                  	= weapons\artefact\wpn_artefactcristalf_hud.ogf
anim_idle					= idle
anim_idle_sprint			= idle_sprint
anim_hide					= holster
anim_show					= draw
anim_activate				= activate

[af_cristall_flower]:identity_immunities
GroupControlSection	= spawn_group
$spawn				= "artifacts\moscito flower"
hud							= flower_hud
animation_slot				= 11
allow_inertion				= true
slot						= 1
attach_angle_offset			= 0,0,0
attach_position_offset		= -0.1,-0.1,0
attach_bone_name			= bip01_r_hand
inv_grid_width				= 1
inv_grid_height				= 1
belt						= true
af_actor_properties			= on
actor_properties			= on
$prefetch 			= 64
cform				= skeleton
class				= ARTEFACT

visual				= physics\anomaly\artefact_blackdrip_2.ogf  
description			= enc_zone_artifact_af-cristall-flower
inv_name			= af-cristall-flower
inv_name_short		= 
inv_weight			= 0.5

inv_grid_x			= 11
inv_grid_y			= 4

cost				= 2500

jump_height			= .4

particles			= anomaly2\artefact\artefact_gravi

lights_enabled = true	;true			;???? ?????? 
trail_light_color = 0.6,0.7,0.5
trail_light_range = 0.5

artefact_activation_seq		= af_activation_bold

;скорости увеличения (уменьшения) 
health_restore_speed = 0.0			
radiation_restore_speed = 0.0005
satiety_restore_speed = 0.0
power_restore_speed = 0.0
bleeding_restore_speed = 0.0
hit_absorbation_sect = af_cristall_flower_absorbation

[af_cristall_flower_absorbation]
burn_immunity = 1.0				;коэффициенты иммунитета 
strike_immunity = 1.0
shock_immunity = 1.0
wound_immunity = 1.0		
radiation_immunity = 1.0
telepatic_immunity = 1.0
chemical_burn_immunity = 1.0
explosion_immunity = 1.0
fire_wound_immunity  = 0.97


[night_hud]
orientation             	= 0, 0, 0		
position                	= 0, 0, 0
visual                  	= weapons\artefact\wpn_artefactnights_hud.ogf
anim_idle					= idle
anim_idle_sprint			= idle_sprint
anim_hide					= holster
anim_show					= draw
anim_activate				= activate

[af_night_star]:identity_immunities
GroupControlSection	= spawn_group
$spawn				= "artifacts\moscito star"
hud							= night_hud
animation_slot				= 11
allow_inertion				= true
slot						= 1
attach_angle_offset			= 0,0,0
attach_position_offset		= -0.1,-0.1,0
attach_bone_name			= bip01_r_hand
inv_grid_width				= 1
inv_grid_height				= 1
belt						= true
af_actor_properties			= on
actor_properties			= on


$prefetch 			= 64
cform				= skeleton
class				= ARTEFACT

visual				= physics\anomaly\artefact_blackdrip_1.ogf  
description			= enc_zone_artifact_af-night-star
inv_name			= af-night-star
inv_name_short		= 
inv_weight			= 0.5

inv_grid_x			= 10
inv_grid_y			= 4

cost				= 5000

jump_height			= .2

particles			= anomaly2\artefact\artefact_gravi

lights_enabled = true	;true			;???? ?????? 
trail_light_color = 0.6,0.7,0.5
trail_light_range = 3.0


artefact_activation_seq		= af_activation_bold

;скорости увеличения (уменьшения) 
health_restore_speed = 0.0			
radiation_restore_speed = 0.0005
satiety_restore_speed = 0.0
power_restore_speed = 0.0
bleeding_restore_speed = 0.0
hit_absorbation_sect = af_night_star_absorbation

[af_night_star_absorbation]
burn_immunity = 1.0				;коэффициенты иммунитета 
strike_immunity = 1.0
shock_immunity = 1.0
wound_immunity = 1.0		
radiation_immunity = 1.0
telepatic_immunity = 1.0
chemical_burn_immunity = 1.0
explosion_immunity = 1.0
fire_wound_immunity  = 0.95





; Артефакты для аномалии "Грави"

[vert_hud]
orientation             	= 0, 0, 0		
position                	= 0, 0, 0
visual                  	= weapons\artefact\wpn_artefactvert_hud.ogf
anim_idle					= idle
anim_idle_sprint			= idle_sprint
anim_hide					= holster
anim_show					= draw
anim_activate				= activate

[af_vyvert]:identity_immunities
GroupControlSection	= spawn_group
$spawn				= "artifacts\gravy vyvert"
hud							= vert_hud
animation_slot				= 11
allow_inertion				= true
slot						= 1
attach_angle_offset			= 0,0,0
attach_position_offset		= -0.1,-0.1,0
attach_bone_name			= bip01_r_hand
inv_grid_width				= 1
inv_grid_height				= 1
belt						= true
af_actor_properties			= on
actor_properties			= on


$prefetch 			= 64
cform				= skeleton
class				= ARTEFACT

visual				= physics\anomaly\artefact_gravy1.ogf  
description			= enc_zone_artifact_af-vyvert
inv_name			= af-vyvert
inv_name_short		= 
inv_weight			= 0.5

inv_grid_x			= 14
inv_grid_y			= 0

cost				= 1000

jump_height			= .3

particles			= anomaly2\artefact\artefact_gravi

lights_enabled = false	;true			;???? ?????? 

artefact_activation_seq		= af_activation_gravi

;скорости увеличения (уменьшения) 
health_restore_speed = 0.0			
radiation_restore_speed = 0.0005
satiety_restore_speed = 0.0
power_restore_speed = 0.0
bleeding_restore_speed = 0.0
hit_absorbation_sect = af_vyvert_absorbation

[af_vyvert_absorbation]
burn_immunity = 1.0				;коэффициенты иммунитета 
strike_immunity = 1.0
shock_immunity = 1.0
wound_immunity = 0.98
radiation_immunity = 1.0
telepatic_immunity = 1.0
chemical_burn_immunity = 1.0
explosion_immunity = 1.0
fire_wound_immunity  = 1.0


[gravi_hud]
orientation             	= 0, 0, 0		
position                	= 0, 0, 0
visual                  	= weapons\artefact\wpn_artefactm_hud.ogf
anim_idle					= idle
anim_idle_sprint			= idle_sprint
anim_hide					= holster
anim_show					= draw
anim_activate				= activate

[af_gravi]:identity_immunities
GroupControlSection	= spawn_group
$spawn				= "artifacts\gravy gravi"
hud							= gravi_hud
animation_slot				= 11
allow_inertion				= true
slot						= 1
attach_angle_offset			= 0,0,0
attach_position_offset		= -0.1,-0.1,0
attach_bone_name			= bip01_r_hand
inv_grid_width				= 1
inv_grid_height				= 1
belt						= true
af_actor_properties			= on
actor_properties			= on


$prefetch 			= 64
cform				= skeleton
class				= ARTEFACT

visual				= physics\anomaly\artefact_gravy2.ogf  
description			= enc_zone_artifact_af-gravi
inv_name			= af-gravi
inv_name_short		= 
inv_weight			= 0.5

inv_grid_x			= 15
inv_grid_y			= 0

cost				= 2500

jump_height			= .3

particles			= anomaly2\artefact\artefact_gravi

lights_enabled = true	;true			;???? ?????? 
trail_light_color = 0.6,0.7,0.5
trail_light_range = 0.5

artefact_activation_seq		= af_activation_gravi
;скорости увеличения (уменьшения) 
health_restore_speed = 0.0			
radiation_restore_speed = 0.0005
satiety_restore_speed = 0.0
power_restore_speed = 0.0
bleeding_restore_speed = 0.0
hit_absorbation_sect = af_gravi_absorbation

[af_gravi_absorbation]
burn_immunity = 1.0				;коэффициенты иммунитета 
strike_immunity = 1.0
shock_immunity = 1.0
wound_immunity = 0.97
radiation_immunity = 1.0
telepatic_immunity = 1.0
chemical_burn_immunity = 1.0
explosion_immunity = 1.0
fire_wound_immunity  = 1.0



[gold_hud]
orientation             	= 0, 0, 0		
position                	= 0, 0, 0
visual                  	= weapons\artefact\wpn_artefactcristal_hud.ogf
anim_idle					= idle
anim_idle_sprint			= idle_sprint
anim_hide					= holster
anim_show					= draw
anim_activate				= activate

[af_gold_fish]:identity_immunities
GroupControlSection	= spawn_group
$spawn				= "artifacts\gravy fish"
hud							= gold_hud
animation_slot				= 11
allow_inertion				= true
slot						= 1
attach_angle_offset			= 0,0,0
attach_position_offset		= -0.1,-0.1,0
attach_bone_name			= bip01_r_hand
inv_grid_width				= 1
inv_grid_height				= 1
belt						= true
af_actor_properties			= on
actor_properties			= on


$prefetch 			= 64
cform				= skeleton
class				= ARTEFACT

visual				= physics\anomaly\artefact_gravy3.ogf  
description			= enc_zone_artifact_af-gold-fish
inv_name			= af-gold-fish
inv_name_short		= 
inv_weight			= 0.5

inv_grid_x			= 16
inv_grid_y			= 0

cost				= 5000

jump_height			= .2

particles			= anomaly2\artefact\artefact_gravi

lights_enabled = true	;true			;???? ?????? 
trail_light_color = 0.6,0.7,0.5
trail_light_range = 2.0

artefact_activation_seq		= af_activation_gravi

;скорости увеличения (уменьшения) 
health_restore_speed = 0.0			
radiation_restore_speed = 0.0005
satiety_restore_speed = 0.0
power_restore_speed = 0.0
bleeding_restore_speed = 0.0
hit_absorbation_sect = af_gold_fish_absorbation

[af_gold_fish_absorbation]
burn_immunity = 1.0				;коэффициенты иммунитета 
strike_immunity = 1.0
shock_immunity = 1.0
wound_immunity = 0.95		
radiation_immunity = 1.0
telepatic_immunity = 1.0
chemical_burn_immunity = 1.0
explosion_immunity = 1.0
fire_wound_immunity  = 1.0




; Артефакты для аномалии "Жарка"
[drops_hud]
orientation             	= 0, 0, 0		
position                	= 0, 0, 0
visual                  	= weapons\artefact\wpn_artefactdrops_hud.ogf
anim_idle					= idle
anim_idle_sprint			= idle_sprint
anim_hide					= holster
anim_show					= draw
anim_activate				= activate

[af_drops]:identity_immunities

GroupControlSection	= spawn_group
$spawn 			= "artifacts\zharka drops"
hud							= drops_hud
animation_slot				= 11
allow_inertion				= true
slot						= 1
attach_angle_offset			= 0,0,0
attach_position_offset		= -0.1,-0.1,0
attach_bone_name			= bip01_r_hand
inv_grid_width				= 1
inv_grid_height				= 1
belt						= true
af_actor_properties			= on
actor_properties			= on

$npc			= on				; option for Level Editor
;$prefetch 		= 3
cform           = skeleton
class   		= ARTEFACT

visual				= physics\anomaly\artefact_kaply.ogf
description			= enc_zone_artifact_af-drops
inv_name			= af-drops
inv_name_short		= 
inv_weight			= 0.5

inv_grid_x			= 12
inv_grid_y			= 4

cost				= 1000
jump_height			= .1

particles			= anomaly2\artefact\artefact_zharka
lights_enabled = true	;true			;???? ?????? 
trail_light_color = 0.6,0.7,0.5
trail_light_range = 0.5
artefact_activation_seq		= af_activation_bold

;скорости увеличения (уменьшения) 
health_restore_speed = 0.0
radiation_restore_speed = -0.001
satiety_restore_speed = 0.0
power_restore_speed = -0.001
bleeding_restore_speed = 0.0
hit_absorbation_sect = af_drops_absorbation

[af_drops_absorbation]
burn_immunity = 1.0				;коэффициенты иммунитета 
strike_immunity = 1.0
shock_immunity = 1.0
wound_immunity = 1.0		
radiation_immunity = 1.0
telepatic_immunity = 1.0
chemical_burn_immunity = 1.0
explosion_immunity = 1.0
fire_wound_immunity  = 1.0


[fireball_hud]
orientation             	= 0, 0, 0		
position                	= 0, 0, 0
visual                  	= weapons\artefact\wpn_artefactfireball_hud.ogf
anim_idle					= idle
anim_idle_sprint			= idle_sprint
anim_hide					= holster
anim_show					= draw
anim_activate				= activate

[af_fireball]:identity_immunities
GroupControlSection	= spawn_group
$spawn 			= "artifacts\zharka fireball"
hud							= fireball_hud
animation_slot				= 11
allow_inertion				= true
slot						= 1
attach_angle_offset			= 0,0,0
attach_position_offset		= -0.1,-0.1,0
attach_bone_name			= bip01_r_hand
inv_grid_width				= 1
inv_grid_height				= 1
belt						= true
af_actor_properties			= on
actor_properties			= on

$npc			= on				; option for Level Editor
;$prefetch 		= 3
cform           = skeleton
class   		= ARTEFACT

visual				= physics\anomaly\artefact_fire.ogf
description			= enc_zone_artifact_af-fireball
inv_name			= af-fireball
inv_name_short		= 
inv_weight			= 0.5

inv_grid_x			= 13
inv_grid_y			= 4

cost				= 2500

impulse_threshold		= 10
radius					= 10
strike_impulse			= 20


particles			= anomaly2\artefact\artefact_zharka

lights_enabled = true	;true			;???? ?????? 
trail_light_color = 0.9,0.5,0.5
trail_light_range = 3.0
artefact_activation_seq		= af_activation_bold

;скорости увеличения (уменьшения) 
health_restore_speed = 0.0			
radiation_restore_speed = -0.002
satiety_restore_speed = 0.0
power_restore_speed = -0.001
bleeding_restore_speed = 0.0
hit_absorbation_sect = af_fireball_absorbation

[af_fireball_absorbation]
burn_immunity = 1.0				;коэффициенты иммунитета 
strike_immunity = 1.0
shock_immunity = 1.0
wound_immunity = 1.0		
radiation_immunity = 1.0
telepatic_immunity = 1.0
chemical_burn_immunity = 1.0
explosion_immunity = 1.0
fire_wound_immunity  = 1.0

[cristal_hud]
orientation             	= 0, 0, 0		
position                	= 0, 0, 0
visual                  	= weapons\artefact\wpn_artefactcristal_hud.ogf
anim_idle					= idle
anim_idle_sprint			= idle_sprint
anim_hide					= holster
anim_show					= draw
anim_activate				= activate

[af_cristall]:identity_immunities
GroupControlSection	= spawn_group
$spawn 			= "artifacts\zharka cristall"
hud							= cristal_hud
animation_slot				= 11
allow_inertion				= true
slot						= 1
attach_angle_offset			= 0,0,0
attach_position_offset		= -0.1,-0.1,0
attach_bone_name			= bip01_r_hand
inv_grid_width				= 1
inv_grid_height				= 1
belt						= true
af_actor_properties			= on
actor_properties			= on

$npc			= on				; option for Level Editor
;$prefetch 		= 3
cform           = skeleton
class   		= ARTEFACT

visual				= physics\anomaly\artefact_cristall.ogf
description			= enc_zone_artifact_af-cristall
inv_name			= af-cristall
inv_name_short		= 
inv_weight			= 0.5

inv_grid_x			= 14
inv_grid_y			= 4
cost				= 5000
jump_height			= .1

particles			= anomaly2\artefact\artefact_zharka

lights_enabled = true	;true			;???? ?????? 
trail_light_color = 0.9,0.5,0.5
trail_light_range = 3.0


artefact_activation_seq		= af_activation_bold

;скорости увеличения (уменьшения) 
health_restore_speed = 0.0			
radiation_restore_speed = -0.003
satiety_restore_speed = 0.0
power_restore_speed = -0.001
bleeding_restore_speed = 0.0
hit_absorbation_sect = af_cristall_absorbation

[af_cristall_absorbation]
burn_immunity = 1.0				;коэффициенты иммунитета 
strike_immunity = 1.0
shock_immunity = 1.0
wound_immunity = 1.0		
radiation_immunity = 1.0
telepatic_immunity = 1.0
chemical_burn_immunity = 1.0
explosion_immunity = 1.0
fire_wound_immunity  = 1.0



; Артефакты для аномалии "мясорубка"

[blood_hud]
orientation             	= 0, 0, 0		
position                	= 0, 0, 0
visual                  	= weapons\artefact\wpn_artefactblood_hud.ogf
anim_idle					= idle
anim_idle_sprint			= idle_sprint
anim_hide					= holster
anim_show					= draw
anim_activate				= activate

[af_blood]:identity_immunities
GroupControlSection	= spawn_group
$spawn				= "artifacts\mincer blood"
hud							= blood_hud
animation_slot				= 11
allow_inertion				= true
slot						= 1
attach_angle_offset			= 0,0,0
attach_position_offset		= -0.1,-0.1,0
attach_bone_name			= bip01_r_hand
inv_grid_width				= 1
inv_grid_height				= 1
belt						= true
af_actor_properties			= on
actor_properties			= on


$prefetch 			= 64
cform				= skeleton
class				= ARTEFACT

visual				= physics\anomaly\artefact_myasorubka1.ogf
description			= enc_zone_artifact_af-blood
inv_name			= af-blood
inv_name_short		= 
inv_weight			= 0.5

inv_grid_x			= 17
inv_grid_y			= 0

cost				= 1000

jump_height			= .01

particles			= anomaly2\artefact\artefact_mincer

lights_enabled = false	;true			;???? ?????? 

artefact_activation_seq		= af_activation_mincer
;скорости увеличения (уменьшения) 
health_restore_speed = 0.0002
radiation_restore_speed = 0.0
satiety_restore_speed = 0.0
power_restore_speed = 0.0
bleeding_restore_speed = 0.0
hit_absorbation_sect = af_blood_absorbation

[af_blood_absorbation]
burn_immunity = 1.0				;коэффициенты иммунитета 
strike_immunity = 1.1
shock_immunity = 1.0
wound_immunity = 1.1		
radiation_immunity = 1.0
telepatic_immunity = 1.0
chemical_burn_immunity = 1.0
explosion_immunity = 1.0
fire_wound_immunity  = 1.1


[mincerm_hud]
orientation             	= 0, 0, 0		
position                	= 0, 0, 0
visual                  	= weapons\artefact\wpn_artefactmincerm_hud.ogf
anim_idle					= idle
anim_idle_sprint			= idle_sprint
anim_hide					= holster
anim_show					= draw
anim_activate				= activate

[af_mincer_meat]:identity_immunities
GroupControlSection	= spawn_group
$spawn				= "artifacts\mincer meatloaf"
hud							= mincerm_hud
animation_slot				= 11
allow_inertion				= true
slot						= 1
attach_angle_offset			= 0,0,0
attach_position_offset		= -0.1,-0.1,0
attach_bone_name			= bip01_r_hand
inv_grid_width				= 1
inv_grid_height				= 1
belt						= true
af_actor_properties			= on
actor_properties			= on


$prefetch 			= 64
cform				= skeleton
class				= ARTEFACT

visual				= physics\anomaly\artefact_myasorubka2.ogf
description			= enc_zone_artifact_af-mincer-meat
inv_name			= af-mincer-meat
inv_name_short		= 
inv_weight			= 0.5

inv_grid_x			= 18
inv_grid_y			= 16

cost				= 2500

jump_height			= .1

particles			= anomaly2\artefact\artefact_mincer

lights_enabled = false	;true			;???? ?????? 

artefact_activation_seq		= af_activation_mincer
;скорости увеличения (уменьшения) 
health_restore_speed = 0.0004
radiation_restore_speed = 0.0
satiety_restore_speed = 0.0
power_restore_speed = 0.0
bleeding_restore_speed = 0.0
hit_absorbation_sect = af_mincer_meat_absorbation

[af_mincer_meat_absorbation]
burn_immunity = 1.0				;коэффициенты иммунитета 
strike_immunity = 1.1
shock_immunity = 1.0
wound_immunity = 1.1		
radiation_immunity = 1.0
telepatic_immunity = 1.0
chemical_burn_immunity = 1.0
explosion_immunity = 1.0
fire_wound_immunity  = 1.1


[soul_hud]
orientation             	= 0, 0, 0		
position                	= 0, 0, 0
visual                  	= weapons\artefact\wpn_artefactsoul_hud.ogf
anim_idle					= idle
anim_idle_sprint			= idle_sprint
anim_hide					= holster
anim_show					= draw
anim_activate				= activate

[af_soul]:identity_immunities
GroupControlSection	= spawn_group
$spawn				= "artifacts\mincer soul"
hud							= soul_hud
animation_slot				= 11
allow_inertion				= true
slot						= 1
attach_angle_offset			= 0,0,0
attach_position_offset		= -0.1,-0.1,0
attach_bone_name			= bip01_r_hand
inv_grid_width				= 1
inv_grid_height				= 1
belt						= true
af_actor_properties			= on
actor_properties			= on


$prefetch 			= 64
cform				= skeleton
class				= ARTEFACT

visual				= physics\anomaly\artefact_myasorubka3.ogf 
description			= enc_zone_artifact_af-soul
inv_name			= af-soul
inv_name_short		= 
inv_weight			= 0.5

inv_grid_x			= 19
inv_grid_y			= 16

cost				= 5000

jump_height			= .1

particles			= anomaly2\artefact\artefact_mincer

lights_enabled = false


artefact_activation_seq		= af_activation_mincer

;скорости увеличения (уменьшения) 
health_restore_speed = 0.0006
radiation_restore_speed = 0.0
satiety_restore_speed = 0.0
power_restore_speed = 0.0
bleeding_restore_speed = 0.0
hit_absorbation_sect = af_soul_absorbation

[af_soul_absorbation]
burn_immunity = 1.0				;коэффициенты иммунитета 
strike_immunity = 1.1
shock_immunity = 1.0
wound_immunity = 1.1		
radiation_immunity = 1.0
telepatic_immunity = 1.0
chemical_burn_immunity = 1.0
explosion_immunity = 1.0
fire_wound_immunity  = 1.1
	


; Артефакты для аномалии "Электра"

[af_electra_sparkler]:af_base
GroupControlSection	= spawn_group
$spawn				= "artifacts\electra sparkler"

$prefetch 			= 64
cform				= skeleton
class				= SCRPTART

visual				= physics\anomaly\artefact_electra4.ogf
description			= enc_zone_artifact_af-electra-sparkler 
inv_name			= af-electra-sparkler
inv_name_short		= 
inv_weight			= 0.5

inv_grid_x			= 8
inv_grid_y			= 11

cost				= 1000

jump_height			= .5

particles			= anomaly2\artefact\artefact_electra

lights_enabled = true	;true			;???? ?????? 
trail_light_color = 0.5,0.5,0.9
trail_light_range = 0.50

artefact_activation_seq		= af_activation_electra
;скорости увеличения (уменьшения) 
health_restore_speed = 0.0			
radiation_restore_speed = 0.0
satiety_restore_speed = 0.0
power_restore_speed = 0.002
bleeding_restore_speed = 0.0
hit_absorbation_sect = af_electra_sparkler_absorbation

[af_electra_sparkler_absorbation]
burn_immunity = 1.0				;коэффициенты иммунитета 
strike_immunity = 1.0
shock_immunity = 1.1
wound_immunity = 1.0		
radiation_immunity = 1.0
telepatic_immunity = 1.0
chemical_burn_immunity = 1.0
explosion_immunity = 1.0
fire_wound_immunity  = 1.0


[af_electra_flash]:af_base
GroupControlSection	= spawn_group
$spawn				= "artifacts\electra flash"

$prefetch 			= 64
cform				= skeleton
class				= SCRPTART

visual				= physics\anomaly\artefact_electra3.ogf
description			= enc_zone_artifact_af-electra-flash

inv_name			= af-electra-flash
inv_name_short		= 
inv_weight			= 0.5

inv_grid_x			= 4
inv_grid_y			= 8

cost				= 2500

jump_height			= .1

particles			= anomaly2\artefact\artefact_electra

lights_enabled = true	;true			;???? ?????? 
trail_light_color = 0.6,0.7,0.9
trail_light_range = 2.5

artefact_activation_seq		= af_activation_electra
;скорости увеличения (уменьшения) 
health_restore_speed = 0.0			
radiation_restore_speed = 0.0
satiety_restore_speed = 0.0
power_restore_speed = 0.004
bleeding_restore_speed = 0.0
hit_absorbation_sect = af_electra_flash_absorbation

[af_electra_flash_absorbation]
burn_immunity = 1.0				;коэффициенты иммунитета 
strike_immunity = 1.0
shock_immunity = 1.1
wound_immunity = 1.0		
radiation_immunity = 1.0
telepatic_immunity = 1.0
chemical_burn_immunity = 1.0
explosion_immunity = 1.0
fire_wound_immunity  = 1.0



[af_electra_moonlight]:af_base
GroupControlSection	= spawn_group
$spawn				= "artifacts\electra moonlight"

$prefetch 			= 64
cform				= skeleton
class				= SCRPTART

visual				= physics\anomaly\artefact_electra1.ogf 
description			= enc_zone_artifact_af-electra-moonlight
inv_name			= af-electra-moonlight
inv_name_short		= 
inv_weight			= 0.5

inv_grid_x			= 10
inv_grid_y			= 10

cost				= 5000

jump_height			= .1

particles			= anomaly2\artefact\artefact_electra

lights_enabled = true	;true			;???? ?????? 
trail_light_color = 0.6,0.7,0.9
trail_light_range = 1.0


artefact_activation_seq		= af_activation_electra

;скорости увеличения (уменьшения) 
health_restore_speed = 0.0			
radiation_restore_speed = 0.0
satiety_restore_speed = 0.0
power_restore_speed = 0.006
bleeding_restore_speed = 0.0
hit_absorbation_sect = af_electra_moonlight_absorbation

[af_electra_moonlight_absorbation]
burn_immunity = 1.0				;коэффициенты иммунитета 
strike_immunity = 1.0
shock_immunity = 1.1
wound_immunity = 1.0		
radiation_immunity = 1.0
telepatic_immunity = 1.0
chemical_burn_immunity = 1.0
explosion_immunity = 1.0
fire_wound_immunity  = 1.0


; Артефакты для аномалии "Амебы"

[amebas_hud]
orientation             	= 0, 0, 0		
position                	= 0, 0, 0
visual                  	= weapons\artefact\wpn_artefactdummyd_hud.ogf
anim_idle					= idle
anim_idle_sprint			= idle_sprint
anim_hide					= holster
anim_show					= draw
anim_activate				= activate

[af_ameba_slime]:identity_immunities
GroupControlSection	= spawn_group
$spawn				= "artifacts\ameba slime"
hud							= amebas_hud
animation_slot				= 11
allow_inertion				= true
slot						= 1
attach_angle_offset			= 0,0,0
attach_position_offset		= -0.1,-0.1,0
attach_bone_name			= bip01_r_hand
inv_grid_width				= 1
inv_grid_height				= 1
belt						= true
af_actor_properties			= on
actor_properties			= on


$prefetch 			= 64
cform				= skeleton
class				= ARTEFACT

visual				= physics\anomaly\artefact_ameba3.ogf
description			= enc_zone_artifact_af-ameba-slime
inv_name			= af-ameba-slime
inv_name_short		= 
inv_weight			= 0.5

inv_grid_x			= 7
inv_grid_y			= 4

cost				= 1000

jump_height			= .0

particles			= anomaly2\artefact\artefact_ameba

lights_enabled = false
artefact_activation_seq		= af_activation_bold

;скорости увеличения (уменьшения) 
health_restore_speed = 0.0			
radiation_restore_speed = 0.0
satiety_restore_speed = 0.0
power_restore_speed = 0.0
bleeding_restore_speed = 0.004
hit_absorbation_sect = af_ameba_slime_absorbation

[af_ameba_slime_absorbation]
burn_immunity = 1.1				;коэффициенты иммунитета 
strike_immunity = 1.0
shock_immunity = 1.0
wound_immunity = 1.0		
radiation_immunity = 1.0
telepatic_immunity = 1.0
chemical_burn_immunity = 1.1
explosion_immunity = 1.0
fire_wound_immunity  = 1.0


[amebag_hud]
orientation             	= 0, 0, 0		
position                	= 0, 0, 0
visual                  	= weapons\artefact\wpn_artefactdrops_hud.ogf
anim_idle					= idle
anim_idle_sprint			= idle_sprint
anim_hide					= holster
anim_show					= draw
anim_activate				= activate

[af_ameba_slug]:identity_immunities
GroupControlSection	= spawn_group
$spawn				= "artifacts\ameba slug"
hud							= amebag_hud
animation_slot				= 11
allow_inertion				= true
slot						= 1
attach_angle_offset			= 0,0,0
attach_position_offset		= -0.1,-0.1,0
attach_bone_name			= bip01_r_hand
inv_grid_width				= 1
inv_grid_height				= 1
belt						= true
af_actor_properties			= on
actor_properties			= on


$prefetch 			= 64
cform				= skeleton
class				= ARTEFACT

visual				= physics\anomaly\artefact_ameba2.ogf
description			= enc_zone_artifact_af-ameba-slug
inv_name			= af-ameba-slug
inv_name_short		= 
inv_weight			= 0.5

inv_grid_x			= 6
inv_grid_y			= 4

cost				= 2500

jump_height			= .1

particles			= anomaly2\artefact\artefact_ameba

lights_enabled = true	;true			;???? ?????? 
trail_light_color = 0.6,0.6,0.5
trail_light_range = 1.0
artefact_activation_seq		= af_activation_bold

;скорости увеличения (уменьшения) 
health_restore_speed = 0.0			
radiation_restore_speed = 0.0
satiety_restore_speed = 0.0
power_restore_speed = 0.0
bleeding_restore_speed = 0.008
hit_absorbation_sect = af_ameba_absorbation

[af_ameba_absorbation]
burn_immunity = 1.1				;коэффициенты иммунитета 
strike_immunity = 1.0
shock_immunity = 1.0
wound_immunity = 1.0		
radiation_immunity = 1.0
telepatic_immunity = 1.0
chemical_burn_immunity = 1.1
explosion_immunity = 1.0
fire_wound_immunity  = 1.0


[amebam_hud]
orientation             	= 0, 0, 0		
position                	= 0, 0, 0
visual                  	= weapons\artefact\wpn_artefactdrops_hud.ogf
anim_idle					= idle
anim_idle_sprint			= idle_sprint
anim_hide					= holster
anim_show					= draw
anim_activate				= activate

[af_ameba_mica]:identity_immunities
GroupControlSection	= spawn_group
$spawn				= "artifacts\ameba mica"
hud							= amebam_hud
animation_slot				= 11
allow_inertion				= true
slot						= 1
attach_angle_offset			= 0,0,0
attach_position_offset		= -0.1,-0.1,0
attach_bone_name			= bip01_r_hand
inv_grid_width				= 1
inv_grid_height				= 1
belt						= true
af_actor_properties			= on
actor_properties			= on


$prefetch 			= 64
cform				= skeleton
class				= ARTEFACT

visual				= physics\anomaly\artefact_ameba1.ogf
description			= enc_zone_artifact_af-ameba-mica
inv_name			= af-ameba-mica
inv_name_short		= 
inv_weight			= 0.5

inv_grid_x			= 5
inv_grid_y			= 4

cost				= 5000

jump_height			= .1

particles			= anomaly2\artefact\artefact_ameba

lights_enabled = true	;true			;???? ?????? 
trail_light_color = 0.6,0.7,0.6
trail_light_range = 1
artefact_activation_seq		= af_activation_bold

;скорости увеличения (уменьшения) 
health_restore_speed = 0.0			
radiation_restore_speed = 0.0
satiety_restore_speed = 0.0
power_restore_speed = 0.0
bleeding_restore_speed = 0.012
hit_absorbation_sect = af_ameba_mica_absorbation

[af_ameba_mica_absorbation]
burn_immunity = 1.1				;коэффициенты иммунитета 
strike_immunity = 1.0
shock_immunity = 1.0
wound_immunity = 1.0		
radiation_immunity = 1.0
telepatic_immunity = 1.0
chemical_burn_immunity = 1.1
explosion_immunity = 1.0
fire_wound_immunity  = 1.0



; "  Пустышки"

[dummys_hud]
orientation             	= 0, 0, 0		
position                	= 0, 0, 0
visual                  	= weapons\artefact\wpn_artefactvert_hud.ogf
anim_idle					= idle
anim_idle_sprint			= idle_sprint
anim_hide					= holster
anim_show					= draw
anim_activate				= activate

[af_dummy_spring]:identity_immunities
GroupControlSection	= spawn_group
$spawn 			= "artifacts\dummy spring"
hud							= dummys_hud
animation_slot				= 11
allow_inertion				= true
slot						= 1
attach_angle_offset			= 0,0,0
attach_position_offset		= -0.1,-0.1,0
attach_bone_name			= bip01_r_hand
inv_grid_width				= 1
inv_grid_height				= 1
belt						= true
af_actor_properties			= on
actor_properties			= on

$npc			= on				; option for Level Editor
;$prefetch 		= 3
cform           = skeleton
class   		= ARTEFACT

visual				= physics\anomaly\artefact_pustishka.ogf
description			= enc_zone_artifact_af-dummy-spring
inv_name			= af-dummy-spring
inv_name_short		= 
inv_weight			= 0.5

inv_grid_x			= 14
inv_grid_y			= 1
cost				= 5000
jump_height			= .2

lights_enabled = false			;???? ?????? ??????, ?? ????? ??????
artefact_activation_seq		= af_activation_electra

;скорости увеличения (уменьшения) 
health_restore_speed = 0.0			
radiation_restore_speed = 0.0
satiety_restore_speed = 0.0
power_restore_speed = 0.0
bleeding_restore_speed = 0.0
hit_absorbation_sect = af_dummy_spring_absorbation

[af_dummy_spring_absorbation]
burn_immunity = 1.0				;коэффициенты иммунитета 
strike_immunity = 0.7
shock_immunity = 1.0
wound_immunity = 1.0		
radiation_immunity = 1.0
telepatic_immunity = 1.0
chemical_burn_immunity = 1.0
explosion_immunity = 1.0
fire_wound_immunity  = 1.0


[dummyd_hud]
orientation             	= 0, 0, 0		
position                	= 0, 0, 0
visual                  	= weapons\artefact\wpn_artefactdummyd_hud.ogf
anim_idle					= idle
anim_idle_sprint			= idle_sprint
anim_hide					= holster
anim_show					= draw
anim_activate				= activate

[af_dummy_dummy]:identity_immunities
GroupControlSection	= spawn_group
$spawn 			= "artifacts\dummy dummy"
hud							= dummyd_hud
animation_slot				= 11
allow_inertion				= true
slot						= 1
attach_angle_offset			= 0,0,0
attach_position_offset		= -0.1,-0.1,0
attach_bone_name			= bip01_r_hand
inv_grid_width				= 1
inv_grid_height				= 1
belt						= true
af_actor_properties			= on
actor_properties			= on

$npc			= on				; option for Level Editor
;$prefetch 		= 3
cform           = skeleton
class   		= ARTEFACT

visual				= physics\anomaly\artefact_pustishka1.ogf
description			= enc_zone_artifact_af-dummy-dummy
inv_name			= af-dummy-battery
inv_name_short		= 
inv_weight			= 0.5

inv_grid_x			= 19
inv_grid_y			= 6
cost				= 5000
jump_height			= .0

lights_enabled = false			;???? ?????? ??????, ?? ????? ??????
artefact_activation_seq		= af_activation_electra


;скорости увеличения (уменьшения) 
health_restore_speed = 0.0			
radiation_restore_speed = 0.0
satiety_restore_speed = 0.0
power_restore_speed = 0.0
bleeding_restore_speed = 0.0
hit_absorbation_sect = af_dummy_dummy_absorbation

[af_dummy_dummy_absorbation]
burn_immunity = 0.7				;коэффициенты иммунитета 
strike_immunity = 1.0
shock_immunity = 1.0
wound_immunity = 1.0		
radiation_immunity = 1.0
telepatic_immunity = 1.0
chemical_burn_immunity = 1.0
explosion_immunity = 1.0
fire_wound_immunity  = 1.0



[dummyb_hud]
orientation             	= 0, 0, 0		
position                	= 0, 0, 0
visual                  	= weapons\artefact\wpn_artefactdummyd_hud.ogf
anim_idle					= idle
anim_idle_sprint			= idle_sprint
anim_hide					= holster
anim_show					= draw
anim_activate				= activate

[af_dummy_battery]:identity_immunities
GroupControlSection	= spawn_group
$spawn 			= "artifacts\dummy battery"
hud							= dummyb_hud
animation_slot				= 11
allow_inertion				= true
slot						= 1
attach_angle_offset			= 0,0,0
attach_position_offset		= -0.1,-0.1,0
attach_bone_name			= bip01_r_hand
inv_grid_width				= 1
inv_grid_height				= 1
belt						= true
af_actor_properties			= on
actor_properties			= on

$npc			= on				; option for Level Editor
;$prefetch 		= 3
cform           = skeleton
class   		= ARTEFACT

visual				= physics\anomaly\artefact_battery.ogf
description			= enc_zone_artifact_af-dummy-battery
inv_name			= af-dummy-battery
inv_name_short		= 
inv_weight			= 0.5

inv_grid_x			= 8
inv_grid_y			= 4
jump_height			= .2

cost				= 8000	;200
particles			= anomaly2\artefact\artefact_gravi

lights_enabled = false			;???? ?????? ??????, ?? ????? ??????
artefact_activation_seq		= af_activation_electra

;скорости увеличения (уменьшения) 
health_restore_speed = 0.0		
radiation_restore_speed = 0.0
satiety_restore_speed = 0.0
power_restore_speed = 0.0
bleeding_restore_speed = 0.0
hit_absorbation_sect = af_dummy_battery_absorbation

[af_dummy_battery_absorbation]
burn_immunity = 1.0				;коэффициенты иммунитета 
strike_immunity = 1.0
shock_immunity = 0.7
wound_immunity = 1.0		
radiation_immunity = 1.0
telepatic_immunity = 1.0
chemical_burn_immunity = 1.0
explosion_immunity = 1.0
fire_wound_immunity  = 1.0


[dummyp_hud]
orientation             	= 0, 0, 0		
position                	= 0, 0, 0
visual                  	= weapons\artefact\wpn_artefactdummyp_hud.ogf
anim_idle					= idle
anim_idle_sprint			= idle_sprint
anim_hide					= holster
anim_show					= draw
anim_activate				= activate


[af_dummy_pellicle]:identity_immunities
GroupControlSection	= spawn_group
$spawn 			= "artifacts\dummy pellicle"
hud							= dummyp_hud
animation_slot				= 11
allow_inertion				= true
slot						= 1
attach_angle_offset			= 0,0,0
attach_position_offset		= -0.1,-0.1,0
attach_bone_name			= bip01_r_hand
inv_grid_width				= 1
inv_grid_height				= 1
belt						= true
af_actor_properties			= on
actor_properties			= on

$npc			= on				; option for Level Editor
;$prefetch 		= 3
cform           = skeleton
class   		= ARTEFACT

visual				= physics\anomaly\artefact_plenka.ogf
description			= enc_zone_artifact_af-dummy-pellicle
inv_name			= af-dummy-pellicle
inv_name_short		= 
inv_weight			= 0.5

inv_grid_x			= 4
inv_grid_y			= 9

jump_height			= .2

cost				= 5000	;200
particles			= anomaly2\artefact\artefact_ameba

lights_enabled = false			;???? ?????? ??????, ?? ????? ??????
artefact_activation_seq		= af_activation_gravi

;скорости увеличения (уменьшения) 
health_restore_speed = 0.0			
radiation_restore_speed = 0.0
satiety_restore_speed = 0.0
power_restore_speed = 0.0
bleeding_restore_speed = 0.0
hit_absorbation_sect = af_dummy_pellicle_absorbation

[af_dummy_pellicle_absorbation]
burn_immunity = 1.0				;коэффициенты иммунитета 
strike_immunity = 1.0
shock_immunity = 1.0
wound_immunity = 1.0		
radiation_immunity = 1.0
telepatic_immunity = 1.0
chemical_burn_immunity = 0.7
explosion_immunity = 1.0
fire_wound_immunity  = 1.0



[af_dummy_glassbeads]:af_base
GroupControlSection	= spawn_group
$spawn 			= "artifacts\dummy glassbeads"
$npc			= on				; option for Level Editor
;$prefetch 		= 3
cform           = skeleton
class   		= ARTEFACT

visual				= physics\anomaly\artefact_spiral.ogf
description			= enc_zone_artifact_af-dummy-glassbeads
inv_name			= af-dummy-glassbeads
inv_name_short		= 
inv_weight			= 0.5

inv_grid_x			= 16
inv_grid_y			= 1

cost				= 5000	;200

jump_height			= .2

particles			= anomaly2\artefact\artefact_mincer

lights_enabled = false
artefact_activation_seq		= af_activation_mincer

;скорости увеличения (уменьшения) 
health_restore_speed = 0.0			
radiation_restore_speed = 0.0
satiety_restore_speed = 0.0
power_restore_speed = 0.0
bleeding_restore_speed = 0.0
hit_absorbation_sect = af_dummy_glassbeads_absorbation

[af_dummy_glassbeads_absorbation]
burn_immunity = 1.0				;коэффициенты иммунитета 
strike_immunity = 1.0
shock_immunity = 1.0
wound_immunity = 1.0		
radiation_immunity = 1.0
telepatic_immunity = 1.0
chemical_burn_immunity = 1.0
explosion_immunity = 1.0
fire_wound_immunity  = 0.95


; " Ржавые волосы аномалия "

[rustyt_hud]
orientation             	= 0, 0, 0		
position                	= 0, 0, 0
visual                  	= weapons\artefact\wpn_artefactrustyk_hud.ogf
anim_idle					= idle
anim_idle_sprint			= idle_sprint
anim_hide					= holster
anim_show					= draw
anim_activate				= activate

[af_rusty_thorn]:identity_immunities
GroupControlSection	= spawn_group
$spawn 			= "artifacts\rusty thorn"
hud							= rustyt_hud
animation_slot				= 11
allow_inertion				= true
slot						= 1
attach_angle_offset			= 0,0,0
attach_position_offset		= -0.1,-0.1,0
attach_bone_name			= bip01_r_hand
inv_grid_width				= 1
inv_grid_height				= 1
belt						= true
af_actor_properties			= on
actor_properties			= on

$npc			= on				; option for Level Editor
;$prefetch 		= 3
cform           = skeleton
class   		= ARTEFACT

visual				= physics\anomaly\artefact_needles1.ogf
description			= enc_zone_artifact_af-rusty-thorn
inv_name			= af-rusty-thorn
inv_name_short		= 
inv_weight			= 0.5

inv_grid_x			= 9
inv_grid_y			= 11
cost				= 1000
jump_height			= .3

lights_enabled = false			;???? ?????? ??????, ?? ????? ??????
artefact_activation_seq		= af_activation_bold
;скорости увеличения (уменьшения) 
health_restore_speed = 0.0			
radiation_restore_speed = -0.001
satiety_restore_speed = 0.0
power_restore_speed = 0.0
bleeding_restore_speed = -0.003
hit_absorbation_sect = af_rusty_thorn_absorbation

[af_rusty_thorn_absorbation]
burn_immunity = 1.0				;коэффициенты иммунитета 
strike_immunity = 1.0
shock_immunity = 1.0
wound_immunity = 1.0		
radiation_immunity = 1.0
telepatic_immunity = 1.0
chemical_burn_immunity = 1.0
explosion_immunity = 1.0
fire_wound_immunity  = 1.0


[rustyk_hud]
orientation             	= 0, 0, 0		
position                	= 0, 0, 0
visual                  	= weapons\artefact\wpn_artefactrustyk_hud.ogf
anim_idle					= idle
anim_idle_sprint			= idle_sprint
anim_hide					= holster
anim_show					= draw
anim_activate				= activate

[af_rusty_kristall]:identity_immunities
GroupControlSection	= spawn_group
$spawn 			= "artifacts\rusty cristall"
hud							= rustyk_hud
animation_slot				= 11
allow_inertion				= true
slot						= 1
attach_angle_offset			= 0,0,0
attach_position_offset		= -0.1,-0.1,0
attach_bone_name			= bip01_r_hand
inv_grid_width				= 1
inv_grid_height				= 1
belt						= true
af_actor_properties			= on
actor_properties			= on

$npc			= on				; option for Level Editor
;$prefetch 		= 3
cform           = skeleton
class   		= ARTEFACT

visual				= physics\anomaly\artefact_needles2.ogf
description			= enc_zone_artifact_af-rusty-kristall
inv_name			= af-rusty-kristall
inv_name_short		= 
inv_weight			= 0.5

inv_grid_x			= 9
inv_grid_y			= 10
cost				= 2500	;100
jump_height			= .4

lights_enabled = false			;???? ?????? ??????, ?? ????? ??????
artefact_activation_seq		= af_activation_bold

;скорости увеличения (уменьшения) 
health_restore_speed = 0.0			
radiation_restore_speed = -0.002
satiety_restore_speed = 0.0
power_restore_speed = 0.0
bleeding_restore_speed = -0.003
hit_absorbation_sect = af_rusty_kristall_absorbation

[af_rusty_kristall_absorbation]
burn_immunity = 1.0				;коэффициенты иммунитета 
strike_immunity = 1.0
shock_immunity = 1.0
wound_immunity = 1.0		
radiation_immunity = 1.0
telepatic_immunity = 1.0
chemical_burn_immunity = 1.0
explosion_immunity = 1.0
fire_wound_immunity  = 1.0


[rustys_hud]
orientation             	= 0, 0, 0		
position                	= 0, 0, 0
visual                  	= weapons\artefact\wpn_artefactrustyk_hud.ogf
anim_idle					= idle
anim_idle_sprint			= idle_sprint
anim_hide					= holster
anim_show					= draw
anim_activate				= activate

[af_rusty_sea-urchin]:identity_immunities
GroupControlSection	= spawn_group
$spawn 			= "artifacts\rusty sea-urchin"
hud							= rustys_hud
animation_slot				= 11
allow_inertion				= true
slot						= 1
attach_angle_offset			= 0,0,0
attach_position_offset		= -0.1,-0.1,0
attach_bone_name			= bip01_r_hand
inv_grid_width				= 1
inv_grid_height				= 1
belt						= true
af_actor_properties			= on
actor_properties			= on

$npc			= on				; option for Level Editor
;$prefetch 		= 3
cform           = skeleton
class   		= ARTEFACT

visual				= physics\anomaly\artefact_rusty_hairs.ogf
description			= enc_zone_artifact_af-rusty-sea-urchin
inv_name			= af-rusty-sea-urchin
inv_name_short		= 
inv_weight			= 0.5

inv_grid_x			= 15
inv_grid_y			= 1
cost				= 5000
jump_height			= .5

lights_enabled = false
artefact_activation_seq		= af_activation_bold

;скорости увеличения (уменьшения) 
health_restore_speed = 0.0			
radiation_restore_speed = -0.003
satiety_restore_speed = 0.0
power_restore_speed = 0.0
bleeding_restore_speed = -0.003
hit_absorbation_sect = af_rusty_sea-urchin_absorbation

[af_rusty_sea-urchin_absorbation]
burn_immunity = 1.0				;коэффициенты иммунитета 
strike_immunity = 1.0
shock_immunity = 1.0
wound_immunity = 1.0		
radiation_immunity = 1.0
telepatic_immunity = 1.0
chemical_burn_immunity = 1.0
explosion_immunity = 1.0
fire_wound_immunity  = 1.0


; " Холодец артефакт"
; "Жгучий Пух аномалия"

[fuzz_hud]
orientation             	= 0, 0, 0		
position                	= 0, 0, 0
visual                  	= weapons\artefact\wpn_artefactrustyk_hud.ogf
anim_idle					= idle
anim_idle_sprint			= idle_sprint
anim_hide					= holster
anim_show					= draw
anim_activate				= activate

[af_fuzz_kolobok]:identity_immunities
GroupControlSection	= spawn_group
$spawn 			= "artifacts\fuzz kolobok"
hud							= fuzz_hud
animation_slot				= 11
allow_inertion				= true
slot						= 1
attach_angle_offset			= 0,0,0
attach_position_offset		= -0.1,-0.1,0
attach_bone_name			= bip01_r_hand
inv_grid_width				= 1
inv_grid_height				= 1
belt						= true
af_actor_properties			= on
actor_properties			= on

$npc			= on				; option for Level Editor
;$prefetch 		= 3
cform           = skeleton
class   		= ARTEFACT

visual				= physics\anomaly\artefact_rusty_hairs.ogf
description			= enc_zone_artifact_af-fuzz-kolobok
inv_name			= af-fuzz-kolobok
inv_name_short		= 
inv_weight			= 0.5

inv_grid_x			= 17
inv_grid_y			= 1
cost				= 5000
jump_height			= .5

particles			= anomaly2\artefact\artefact_puxx
lights_enabled = false
artefact_activation_seq		= af_activation_electra

;скорости увеличения (уменьшения) 
health_restore_speed = 0.0			
radiation_restore_speed = 0.0
satiety_restore_speed = 0.0
power_restore_speed = 0.0
bleeding_restore_speed = 0.0
hit_absorbation_sect = af_fuzz_kolobok_absorbation

[af_fuzz_kolobok_absorbation]
burn_immunity = 1.0				;коэффициенты иммунитета 
strike_immunity = 1.0
shock_immunity = 1.0
wound_immunity = 0.95		
radiation_immunity = 1.0
telepatic_immunity = 1.0
chemical_burn_immunity = 1.0
explosion_immunity = 1.0
fire_wound_immunity  = 1.0

;abc
[af_repair_battery]:identity_immunities
GroupControlSection	= spawn_group
$spawn 			= "artifacts\dummy battery"
hud							= dummyrp_hud
animation_slot				= 11
allow_inertion				= true
slot						= 1
attach_angle_offset			= 0,0,0
attach_position_offset		= -0.1,-0.1,0
attach_bone_name			= bip01_r_hand
inv_grid_width				= 1
inv_grid_height				= 1
belt						= true
af_actor_properties			= on
actor_properties			= on

$npc			= on				; option for Level Editor
;$prefetch 		= 3
cform           = skeleton
class   		= ARTEFACT

visual				= physics\anomaly\artefact_pustishka1.ogf ;physics\anomaly\artefact_battery.ogf
description			= enc_zone_artifact_af-repair-battery
inv_name			= af-repair-battery
inv_name_short		= 
inv_weight			= 0.5

inv_grid_x			= 8
inv_grid_y			= 4
jump_height			= .2

cost				= 35000	;200
particles			= anomaly2\artefact\artefact_gravi

lights_enabled = false			;???? ?????? ??????, ?? ????? ??????
;artefact_activation_seq		= af_activation_electra

;скорости увеличения (уменьшения) 
health_restore_speed = 0.0		
radiation_restore_speed = 0.0
satiety_restore_speed = 0.0
power_restore_speed = 0.0
bleeding_restore_speed = 0.0
hit_absorbation_sect = af_dummy_battery_absorbationb

[af_dummy_battery_absorbationb]
burn_immunity = 1.0				;коэффициенты иммунитета 
strike_immunity = 1.0
shock_immunity = 0.7
wound_immunity = 1.0		
radiation_immunity = 1.0
telepatic_immunity = 1.0
chemical_burn_immunity = 1.0
explosion_immunity = 1.0
fire_wound_immunity  = 1.0


[dummyrp_hud]
orientation             	= 0, 0, 0		
position                	= 0, 0, 0
visual                  	=  weapons\artefact\wpn_artefactvert_hud.ogf ;weapons\artefact\wpn_artefactdummyp_hud.ogf
anim_idle					= idle
anim_idle_sprint			= idle_sprint
anim_hide					= holster
anim_show					= draw
anim_activate				= activate



[af_electra_teleport]:identity_immunities
GroupControlSection	= spawn_group
$spawn 			= "artifacts\electra teleport"
hud							= teleport_hud
animation_slot				= 11
allow_inertion				= true
slot						= 1
attach_angle_offset			= 0,0,0
attach_position_offset		= -0.1,-0.1,0
attach_bone_name			= bip01_r_hand
inv_grid_width				= 1
inv_grid_height				= 1
belt						= true
af_actor_properties			= on
actor_properties			= on

$npc			= on				; option for Level Editor
;$prefetch 		= 3
cform           = skeleton
class   		= ARTEFACT

visual				= physics\anomaly\artefact_electra1.ogf
description			= enc_zone_artifact_af-electra-teleport
inv_name			= af-electra-teleport
inv_name_short		= 
inv_weight			= 0.5

inv_grid_x			= 10
inv_grid_y			= 10

cost				= 7000
jump_height			= .1

particles			= anomaly2\artefact\artefact_electra

lights_enabled = false ;true			;???? ?????? ??????, ?? ????? ??????
trail_light_color = 0.6,0.7,0.9
trail_light_range = 1.0

;artefact_activation_seq		= af_activation_electra


;скорости увеличения (уменьшения) 
health_restore_speed = 0.0			
radiation_restore_speed = 0.0
satiety_restore_speed = 0.0
power_restore_speed = -0.0006
bleeding_restore_speed = 0.0
hit_absorbation_sect = af_electra_teleport_absorbation

[af_electra_teleport_absorbation]
burn_immunity = 1.0				;коэффициенты иммунитета 
strike_immunity = 1.0
shock_immunity = 1.1
wound_immunity = 1.0		
radiation_immunity = 1.0
telepatic_immunity = 1.0
chemical_burn_immunity = 1.0
explosion_immunity = 1.0
fire_wound_immunity  = 1.0


[teleport_hud]
orientation             	= 0, 0, 0		
position                	= 0, 0, 0
visual                  	= weapons\artefact\wpn_artefact_hud.ogf
anim_idle					= idle
anim_idle_sprint			= idle_sprint
anim_hide					= holster
anim_show					= draw
anim_activate				= activate



[af_wishgranter]:af_base
GroupControlSection	= spawn_group
$spawn				= "artifacts\electra moonlight"
$prefetch 			= 64
cform				= skeleton
class				= SCRPTART

visual				= physics\anomaly\artefact_electra1.ogf
description			= des_wish-granter
inv_name			= af_wish-granter
inv_name_short		= af_wish-granter

animation_slot				= 11
allow_inertion				= true
slot						= 10
attach_angle_offset			= 0,0,0
attach_position_offset		= -0.1,-0.1,0
attach_bone_name			= bip01_r_hand
inv_grid_width				= 1
inv_grid_height				= 1
belt						= true
af_actor_properties			= on
actor_properties			= on
inv_weight			= 0.5
inv_grid_x			= 10
inv_grid_y			= 10
cost				= 50000
jump_height			= 0
particles			= anomaly2\artefact\artefact_electra
lights_enabled = false
trail_light_color = 0.6,0.7,0.9
trail_light_range = 1.0

;artefact_activation_seq		=

health_restore_speed = 0.0			
radiation_restore_speed = 0.01
satiety_restore_speed = 0.0
power_restore_speed = -0.0006
bleeding_restore_speed = -0.00005
hit_absorbation_sect = af_wishgranter_absorbation

[af_wishgranter_absorbation]
burn_immunity = 0.5				;коэффициенты иммунитета 
strike_immunity = 0.5
shock_immunity = 0.5
wound_immunity = 0.5		
radiation_immunity = 1.0
telepatic_immunity = 0.5
chemical_burn_immunity = 0.5
explosion_immunity = 0.5
fire_wound_immunity  = 0.5
