;[[

; Tronex
; 2019/5/29
; Treasure system
; -----------------------

; Items are divided by kinds and tiers in their sections
; Item kind acts as the group the item belongs to. While tier detemine the importance of the item among others in the same group
;
; The script will pick items to stash based on their kind and tiers, all is configurable here
; Items will get picked randomly based on tier and kind until stash weight get "filled"
; Item's kind detemine item's chance to appear and it's impact on the remaining weight
; Item's tier acts as a multiplier for item's kind stats. So higher tiers will have rarer chances and higher impacts
; A stash get a random "weight" to allow a certain amount of items inside.
; Everytime an item is added to the stash, the remaining weight will decreased based on item's "impact"

; Sashes have 2 groups: common - rare
; Each has its own settings as explained above
; Rare stashes are defined by included their unique names under the section [rare_stashes_names]
; once one of these stashes get picked, script will decide what items to spawn in based on rare stashes settings
; otherwise, common stash settings will be picked for anything else

;]]
;--================================================================================================================


;-- (NO LONER USED!!!) Names of stashes we want them to be rare if they ever got picked
[rare_stashes_names]
        agr_q3_t_a                                 = true
        agr_q4_n                                   = true
        agr_smart_terrain_4_2_box                  = true
        agr_smart_terrain_5_2_box                  = true
        dark_valley_treasure_19                    = true
        esc_treasure_15                            = true
        gar_treasure_18                            = true
        gar_treasure_5                             = true
        gar_treasure_quest_reward_in_anomaly       = true
        hos_treasure_2                             = true
        l06_rostok_level_prefix_inventory_box_0009 = true
        l06_rostok_level_prefix_inventory_box_0014 = true
        l06_rostok_level_prefix_inventory_box_0017 = true
        l06_rostok_level_prefix_inventory_box_0019 = true
        l06_rostok_level_prefix_inventory_box_0020 = true
        l10_radar_level_prefix_inventory_box       = true
        l10_radar_level_prefix_inventory_box_0000  = true
        l10_radar_level_prefix_inventory_box_0003  = true
        l10_radar_level_prefix_inventory_box_0004  = true
        lim_treasure_8                             = true
        mar_treasure_44                            = true
        mar_treasure_5                             = true
        mar_treasure_6                             = true
        mar_treasure_8                             = true
        mil_additional_quest_1_box                 = true
        mil_treasure_20                            = true
        red_q1_t_l                                 = true
        red_q2_t_a                                 = true
        red_recover_item_2_spawn                   = true
        red_treasure_20                            = true
        red_treasure_7                             = true
        stash_gen_undegr_mlr1                      = true
        stash_gen_undegr_mlr2                      = true
        trc_inventory_box_0005                     = true
        trc_inventory_box_0013                     = true
        trc_inventory_box_0019                     = true
        trc_inventory_box_0027                     = true
        trc_inventory_box_0030                     = true
        val_q9_n                                   = true
        yan_q6_n                                   = true
        yan_smart_terrain_3_4_box                  = true
        yantar_treasure_12                         = true
        yantar_treasure_6                          = true

;-- Names of stashes to exclude from the system (bugged)
[blacklist_stashes_names]
mar_treasure_10
mar_q_n_7
mil_q10_n
yantar_treasure_11
secret_fanat
gar_smart_terrain_5_8_box
bar_arena_inventory_box_2
kbo_actor_box_1
red_forester_radio
red_forest_box_4_5
red_treasure_10
red_treasure_9
val_recover_item_2_spawn
zat_b22_medic_inv_box


;--================================================================================================================
;-- Settings of common stashes
;--================================================================================================================

[settings_common]
min_weight = 500 		;-- Min possible weight of stash
max_weight = 1000		;-- Max possible weight of stash
num_of_tiers = 5

;--------------------------------------------------------------------------------------------------------------------------------------------|
;--                     |             KIND            	|				TIER (chance multiplier) , (impact multiplier)                       |
;--------------------------------------------------------------------------------------------------------------------------------------------|
[kind_tier_effect_common];--chance (%)      | impact	| Tier 1    	| Tier 2        	| Tier 3        	| Tier 4       		| Tier 5
;--------------------------------------------------------------------------------------------------------------------------------------------|
i_arty                  = 	15   			, 1000      , 1	, 1     	, 0.8 , 1.25    	, 0.75 , 1.5    	, 0.6  , 2      	, 0.5 , 3
i_arty_junk             = 	10  			, 600       , 1	, 1     	, 0.8 , 1.25    	, 0.75 , 1.5    	, 0.6  , 2      	, 0.5 , 3
i_arty_cont             = 	10  			, 800       , 1	, 1     	, 0.8 , 1.25    	, 0.75 , 1.5    	, 0.6  , 2      	, 0.5 , 3
i_mutant_belt           = 	40  			, 300       , 1	, 1     	, 0.8 , 1.25    	, 0.75 , 1.5    	, 0.6  , 2      	, 0.5 , 3
;--------------------------------------------------------------------------------------------------------------------------------------------|
i_mutant_raw            = 	40  			, 35       , 1	, 1     	, 0.8 , 1.25    	, 0.75 , 1.5    	, 0.6  , 2      	, 0.5 , 3
i_mutant_cooked         = 	35  			, 35       , 1	, 1     	, 0.8 , 1.25    	, 0.75 , 1.5    	, 0.6  , 2      	, 0.5 , 3
i_food                  = 	20  			, 35       , 1	, 1     	, 0.8 , 1.25    	, 0.75 , 1.5    	, 0.6  , 2      	, 0.5 , 3
i_drink                 = 	10  			, 35       , 1	, 1     	, 0.8 , 1.25    	, 0.75 , 1.5    	, 0.6  , 2      	, 0.5 , 3
i_medical               = 	40  			, 300       , 1	, 1     	, 0.8 , 1.25    	, 0.75 , 1.5    	, 0.6  , 2      	, 0.5 , 3
;--------------------------------------------------------------------------------------------------------------------------------------------|
i_device                = 	10  			, 600       , 1	, 1     	, 0.5 , 1.25    	, 0.45 , 1.5    	, 0.35 , 2      	, 0.25, 3
i_tool                  = 	40  			, 300       , 1	, 1     	, 0.8 , 1.25    	, 0.75 , 1.5    	, 0.6  , 2      	, 0.5 , 3
i_repair                = 	10  			, 600       , 1	, 1     	, 0.8 , 1.25    	, 0.75 , 1.5    	, 0.6  , 2      	, 0.5 , 3
i_upgrade               = 	30  			, 600       , 1	, 1     	, 0.8 , 1.25    	, 0.75 , 1.5    	, 0.6  , 2      	, 0.4 , 3
i_kit                	= 	15  			, 800       , 1	, 1     	, 1   , 1.25    	, 0.9  , 1.5    	, 0.7  , 2      	, 0.5 , 3
;--------------------------------------------------------------------------------------------------------------------------------------------|
i_part                  = 	30  			, 100       , 1	, 1     	, 0.8 , 1.25    	, 0.75 , 1.5    	, 0.6  , 2      	, 0.5 , 3
i_mutant_part           = 	30  			, 150       , 1	, 1     	, 0.8 , 1.25    	, 0.75 , 1.5    	, 0.6  , 2      	, 0.5 , 3
i_misc                  = 	50  			, 80        , 1	, 1     	, 0.8 , 1.25    	, 0.75 , 1.5    	, 0.6  , 2      	, 0.5 , 3
;--------------------------------------------------------------------------------------------------------------------------------------------|
o_light                 = 	9   			, 1000      , 0.5	, 1     	, 0.8 , 1    	, 0.75 , 1.25    	, 0.6  , 1.5      	, 0.5 , 2
o_medium                = 	6   			, 1000      , 0.5	, 1     	, 0.8 , 1    	, 0.75 , 1.25    	, 0.6  , 1.5      	, 0.5 , 2
o_sci                   = 	2   			, 1500      , 0.5	, 1     	, 0.8 , 1.25    	, 0.75 , 1.5    	, 0.6  , 2      	, 0.5 , 3
o_heavy                 = 	1   			, 2000      , 0.5	, 1     	, 0.8 , 1.25    	, 0.75 , 1.5    	, 0.6  , 2      	, 0.5 , 3
;--------------------------------------------------------------------------------------------------------------------------------------------|
w_ammo                  = 	20  			, 100       , 1	, 1     	, 1   , 1    		, 0.9  , 1.25    	, 0.75 , 1.5    	, 0.5 , 2
w_melee                 = 	10  			, 700       , 1	, 1     	, 0.8 , 1.25    	, 0.75 , 1.5    	, 0.6  , 2      	, 0.5 , 3
w_explosive             = 	40  			, 500       , 1	, 1     	, 0.8 , 1.25    	, 0.75 , 1.5    	, 0.6  , 2      	, 0.5 , 3
w_misc                  = 	30  			, 600       , 1	, 1     	, 0.8 , 1.25    	, 0.75 , 1.5    	, 0.6  , 2      	, 0.5 , 3
;--------------------------------------------------------------------------------------------------------------------------------------------|



;--================================================================================================================
;-- Settings of rare stashes
;--================================================================================================================
[settings_rare]
min_weight          = 500 		;-- Min possible weight of stash
max_weight          = 1200		;-- Max possible weight of stash
num_of_tiers        = 5

;-- when player get a rare stash, completed task number is resetted to start calculate for the next one
;-- [completed_task_num]: Number of completed tasks in order to have a chance (start_chance) of receiving a rare stash next time we get a coordinate
;-- [start_chance]: Chance of getting a rare stash is: start_chance x ( num of completed tasks / completed_task_num )	
;-- [reward_bonus]: please note that first rare stash will reward with the first item in "progressive_reward" only, and 2nd item on 2nd rare stash, then it will resets to first item. Order MATTERS!

completed_task_num	= 5
start_chance        = 60	
reward_bonus 	= itm_basickit, itm_advancedkit, itm_expertkit


;--------------------------------------------------------------------------------------------------------------------------------------------|
;--                     |             KIND            	|				TIER (chance multiplier) , (impact multiplier)                       |
;--------------------------------------------------------------------------------------------------------------------------------------------|
[kind_tier_effect_rare];--  chance (%)      | impact	| Tier 1    	| Tier 2        	| Tier 3        	| Tier 4       		| Tier 5
;--------------------------------------------------------------------------------------------------------------------------------------------|
i_arty                  = 	20   			, 500      , 1	, 1     	, 0.8 , 1.25    	, 0.75 , 1.5    	, 0.6  , 2      	, 0.5 , 3
i_arty_junk             = 	30  			, 600       , 1	, 1     	, 0.8 , 1.25    	, 0.75 , 1.5    	, 0.6  , 2      	, 0.5 , 3
i_arty_cont             = 	20  			, 500      , 1	, 1     	, 0.8 , 1.25    	, 0.75 , 1.5    	, 0.6  , 2      	, 0.5 , 3
i_mutant_belt           = 	40  			, 300       , 1	, 1     	, 0.8 , 1.25    	, 0.75 , 1.5    	, 0.6  , 2      	, 0.5 , 3
;--------------------------------------------------------------------------------------------------------------------------------------------|
i_mutant_raw            = 	80  			, 150       , 1	, 1     	, 0.8 , 1.25    	, 0.75 , 1.5    	, 0.6  , 2      	, 0.5 , 3
i_mutant_cooked         = 	70  			, 200       , 1	, 1     	, 0.8 , 1.25    	, 0.75 , 1.5    	, 0.6  , 2      	, 0.5 , 3
i_food                  = 	70  			, 200       , 1	, 1     	, 0.8 , 1.25    	, 0.75 , 1.5    	, 0.6  , 2      	, 0.5 , 3
i_drink                 = 	60  			, 200       , 1	, 1     	, 0.8 , 1.25    	, 0.75 , 1.5    	, 0.6  , 2      	, 0.5 , 3
i_medical               = 	60  			, 300       , 1	, 1     	, 0.8 , 1.25    	, 0.75 , 1.5    	, 0.6  , 2      	, 0.5 , 3
;--------------------------------------------------------------------------------------------------------------------------------------------|
i_device                = 	15  			, 600       , 1	, 1     	, 0.8 , 1.25    	, 0.75 , 1.5    	, 0.6  , 2      	, 0.5 , 3
i_tool                  = 	40  			, 300       , 1	, 1     	, 0.8 , 1.25    	, 0.75 , 1.5    	, 0.6  , 2      	, 0.5 , 3
i_repair                = 	10  			, 600       , 1	, 1     	, 0.8 , 1.25    	, 0.75 , 1.5    	, 0.6  , 2      	, 0.5 , 3
i_upgrade               = 	20  			, 300       , 1	, 1     	, 0.8 , 1.25    	, 0.75 , 1.5    	, 0.6  , 2      	, 0.5 , 3
i_kit                	= 	15  			, 400      	, 1	, 1     	, 0.8 , 1.25    	, 0.75 , 1.5    	, 0.6  , 2      	, 0.5 , 3
;--------------------------------------------------------------------------------------------------------------------------------------------|
i_part                  = 	1	  			, 100       , 1	, 1     	, 0.8 , 1.25    	, 0.75 , 1.5    	, 0.6  , 2      	, 0.5 , 3
i_mutant_part           = 	1	  			, 150       , 1	, 1     	, 0.8 , 1.25    	, 0.75 , 1.5    	, 0.6  , 2      	, 0.5 , 3
i_misc                  = 	1	  			, 80        , 1	, 1     	, 0.8 , 1.25    	, 0.75 , 1.5    	, 0.6  , 2      	, 0.5 , 3
;--------------------------------------------------------------------------------------------------------------------------------------------|
o_light                 = 	12   			, 750      , 1	, 1     	, 0.8 , 1.25    	, 0.75 , 1.5    	, 0.6  , 2      	, 0.5 , 3
o_medium                = 	12   			, 1500      , 1	, 1     	, 0.8 , 1.25    	, 0.75 , 1.5    	, 0.6  , 2      	, 0.5 , 3
o_sci                   = 	7   			, 2000      , 1	, 1     	, 0.8 , 1.25    	, 0.75 , 1.5    	, 0.6  , 2      	, 0.5 , 3
o_heavy                 = 	7   			, 2000      , 1	, 1     	, 0.8 , 1.25    	, 0.75 , 1.5    	, 0.6  , 2      	, 0.5 , 3
;--------------------------------------------------------------------------------------------------------------------------------------------|
w_ammo                  = 	1	  			, 100       , 1	, 1     	, 1   , 1    		, 0.75  , 1.25    	, 0.6 , 1.5    		, 0.5 , 2
w_melee                 = 	15  			, 700       , 1	, 1     	, 0.8 , 1.25    	, 0.75 , 1.5    	, 0.6  , 2      	, 0.5 , 3
w_explosive             = 	30  			, 500       , 1	, 1     	, 0.8 , 1.25    	, 0.75 , 1.5    	, 0.6  , 2      	, 0.5 , 3
w_misc                  = 	20  			, 600       , 1	, 1     	, 0.8 , 1.25    	, 0.75 , 1.5    	, 0.6  , 2      	, 0.5 , 3
;--------------------------------------------------------------------------------------------------------------------------------------------|


;--================================================================================================================
;-- List of sections to include in stashes, with ability to blacklist any for specific economy difficulties
;--================================================================================================================
;-- Example 1: (item  = 3) will prevent the lead box from getting included in stashes in (survivalist) difficulty
;-- Example 2: (item  = 1,3) will prevent the lead box from getting included in stashes in (stalker) and (survivalist) difficulty
[possible_items]

;-- Artifacts
af_drops
af_fireball
af_cristall				
af_dummy_glassbeads
af_eye
af_fire				
af_pin
af_itcher
af_bracelet				
af_ameba_slime
af_ameba_slug
af_ameba_mica				
af_rusty_thorn
af_rusty_kristall
af_rusty_sea				
af_blood
af_mincer_meat
af_glass				
af_soul
af_fuzz_kolobok
af_baloon				
af_medusa
af_cristall_flower
af_night_star				
af_ring
af_gravi
af_gold_fish				
af_isolator
af_spiral
af_death_lamp		
af_lobster_eyes
af_sponge
af_black_spray				
af_electra_sparkler
af_electra_flash
af_electra_moonlight				
af_dummy_battery
af_dummy_dummy
af_ice				
af_dummy_spring
af_dummy_pellicle
af_vyvert
af_misery_bread

;-- Ammo
ammo_9x18_fmj
ammo_9x18_pmm		= 2
ammo_9x19_pbp
ammo_9x19_fmj		= 2
ammo_11.43x23_hydro	= 2
ammo_11.43x23_fmj
ammo_12x70_buck
ammo_12x76_zhekan	= 2
ammo_5.45x39_fmj
ammo_5.45x39_ap		= 2
ammo_5.56x45_ss190
ammo_5.56x45_ap		= 2
ammo_9x39_ap		= 2
ammo_9x39_pab9
ammo_7.62x54_7h1
ammo_pkm_100
ammo_vog-25
ammo_m209
ammo_og-7b			= 2
ammo_gauss			= 2

;outfits
exo_outfit					= 2
dolg_exo_outfit				= 2
merc_exo_outfit				= 2
monolith_exo_outfit			= 2
svoboda_exo_outfit			= 2
isg_exo_outfit				= 2
scientific_outfit
ecolog_outfit_orange
ecolog_outfit_green					= 2
ecolog_outfit_blue
svoboda_scientific_outfit			= 2
dolg_scientific_outfit				= 2
merc_scientific_outfit				= 2
monolith_scientific_outfit			= 2
isg_scientific_outfit				= 2
military_outfit				= 2
dolg_heavy_outfit			= 2
military_outfit_skat9m		= 2

stalker_outfit
merc_outfit
trenchcoat_seva_outfit
cs_medium_outfit
specops_outfit
dolg_outfit
monolith_outfit
svoboda_heavy_outfit
isg_outfit

novice_outfit
bandit_novice_outfit
renegade_novice_outfit
cs_light_novice_outfit
svoboda_light_outfit
cs_light_outfit
merc_light_outfit
banditmerc_outfit
renegademerc_outfit

wpn_groza				= 2
wpn_l85
wpn_lr300
wpn_mp5
wpn_p90
wpn_protecta
wpn_sig550
wpn_spas12				= 2
wpn_svd					= 2
wpn_svu					= 2
wpn_vintorez			= 2
wpn_val					= 2
wpn_wincheaster1300

helm_respirator
helm_m40
helm_protective			= 2
helm_hardhat
helm_battle				= 2
helm_tactic				= 2


;-- Grenade
wpn_rgd5
wpn_f1

;-- Medical
medkit
medkit__1
medkit_army
medkit_army__1
medkit_scientic
medkit_scientic__1
antirad
drug_booster
drug_coagulant
drug_psy_blockade
drug_antidot
drug_radioprotector
drug_anabiotic


;-- Food
bread
kolbasa                                 
conserva
vodka
energy_drink

;-- Devices
detector_advanced
detector_elite
detector_scientific			= 2

;-- Kits
itm_basickit
itm_advancedkit
itm_expertkit

;-- Tools
universal_repair_kit		= 2
universal_maintenance_kit__2
universal_maintenance_kit 	= 

upgr_w_oldworld_kit_1
upgr_w_oldworld_kit_2
upgr_w_oldworld_kit_3
upgr_o_oldworld_kit_1
upgr_o_oldworld_kit_2
upgr_o_oldworld_kit_3

;-- Stash bonus rewards from tasks
[stash_bonus]
vodka                                  
kolbasa
conserva

[isg_stash_bonus]
b_1  		= 	bandage,bandage,bandage
b_2  		= 	antirad,antirad
b_3  		= 	vodka,vodka
b_4  		= 	energy_drink,energy_drink
b_5  		= 	conserva, conserva
b_6  		= 	bread, conserva
b_7  		= 	medkit
b_8  		= 	medkit_scientic
b_9  		= 	medkit_army
b_10 		= 	medkit
b_11 		= 	medkit_scientic
b_12 		= 	medkit_army
b_13 		= 	medkit, medkit
b_14 		= 	medkit_army, medkit_army
b_15 		= 	medkit_scientic, medkit_scientic
b_16 		= 	conserva, medkit
b_17 		= 	conserva, medkit_scientic
b_18 		= 	conserva, medkit_army
b_19 		= 	bandage, conserva, medkit
b_20		= 	bandage, conserva, medkit_scientic
b_21		= 	bandage, conserva, medkit_army
b_22		= 	medkit,vodka 
b_23		= 	medkit_scientic,vodka 

