[itm_backpack]:global_item_actions GroupControlSection = spawn_group discovery_dependency = $spawn = "equipments\backpack" $prefetch = 32 kind = i_backpack class = EQ_BAKPK cform = skeleton visual = dynamics\devices\dev_rukzak\dev_rukzak.ogf description = st_itm_backpack_desc inv_weight = 1.0 inv_name = st_itm_backpack_name inv_name_short = st_itm_backpack_name inv_grid_width = 2 inv_grid_height = 2 inv_grid_x = 13 inv_grid_y = 1 cost = 500 highlight_equipped = true slot = 12 additional_inventory_weight = 5 additional_inventory_weight2 = 5 use_condition = true can_stack = true default_to_ruck = true ;false sprint_allowed = true auto_attach = false immunities_sect = sect_backpack_immunities control_inertion_factor = 1.0 power_loss = 0.04 ;NEW FORMULA ; power restore (0.0 base) * (0.5 + outfit power loss + helmet power loss + backpack power loss) snd_on_take = outfit use1_functor = item_backpack.menu_stash use1_action_functor = item_backpack.func_stash disassemble_parts = upgrades = ;up_gr_firstab_backpack ; * Dear modders, backpacks can have upgrades * upgrade_scheme = ;upgrade_scheme_backpack [sect_backpack_immunities] burn_immunity = 0.0 strike_immunity = 0.0 shock_immunity = 0.0 wound_immunity = 0.0 wound_2_immunity = 0.0 radiation_immunity = 0.0 telepatic_immunity = 0.0 chemical_burn_immunity = 0.0 explosion_immunity = 0.0 fire_wound_immunity = 0.0 [equ_military_pack]:itm_backpack $spawn = "equipments\milpack" description = st_equ_milpack_desc inv_weight = 1.24 inv_name = st_equ_milpack_name inv_name_short = st_equ_milpack_name inv_grid_y = 3 cost = 5000 additional_inventory_weight = 10 additional_inventory_weight2 = 10 power_loss = 0.05 disassemble_parts = [equ_tourist_pack]:itm_backpack $spawn = "equipments\touristpack" description = st_equ_touristpack_desc inv_weight = 2.0 inv_name = st_equ_touristpack_name inv_name_short = st_equ_touristpack_name inv_grid_y = 5 cost = 10000 additional_inventory_weight = 15 additional_inventory_weight2 = 15 power_loss = 0.05 disassemble_parts =