;_________________________________________________________________
;
;
; Ped Damage Overhaul - Configuration
;!!!!!THE VALUES BELOW ARE INTEGER VALUES -> DON'T USE COMMAS!!!!!
;
;_________________________________________________________________

[PedDamageConfiguration]

;-----------------------------------
; CORE MOD SETTINGS
;-----------------------------------

;ToggleKey is the F-key you want to use to open the mod menu
;Changed to F10 by default to not conflict with Enhanced Brawling's bindings
ToggleKey = 10

;EnableScriptByDefault can be set to 1 or 0, depending if you want to have to enable the script manually or it should be active by default
EnableScriptByDefault = 1

;DisableModInMissions can be set to either 0 or 1, if set to 1 the mod's effects will be disabled during missions
DisableModInMissions = 0

;ModEffectRange is a value which describes the number of NPCs which are affected by the mod, chosen randomly from all NPC's currently spawned.
;It is critical for mod functionality and was causing issues for many users given the original default setting.
;Lowering this value can lead to NPC's not being "counted" by the script, therefore none of the mod's features will work with them.
;This is especially noticable in towns, and if you use mods that increase ped density.
;It was originally at 50, which almost always caused NPC's to overflow off the list in built up areas.
;I saw no performance drop by setting it to the maximum defined in the mod's code itself, even in Saint Denis.
;If you do experience performance drops, try setting this to 100 first. Anything below that could lead to random NPC's not working with PDO.
ModEffectRange = 256


;-----------------------------------
; HEALTH & DAMAGE
;-----------------------------------

;NPCHealth is the standard health for an NPC (randomly calculated between Min and Max value - different for each NPC) - setting it to 0 does NOT disable this feature.
;If you feel like the enemies sponge too many rounds, lower these values, but DO NOT lower them below the Dying State thredhold (50 by default) or peds will DIE on spawn!
NPCHealthMin = 75
NPCHealthMax = 85
;FriendlyStoryNPCHealth sets the health of friendly story NPCs to the given amount (randomly calculated between Min and Max value - different for each NPC) - setting it to 0 disables the feature (friendly story NPCs are left at their vanilla health)
FriendlyStoryNPCHealthMin = 450
FriendlyStoryNPCHealthMax = 450
;OtherStoryNPCHealth sets the health of other story NPCs to the given amount (randomly calculated between Min and Max value - different for each NPC) - setting it to 0 disables the feature (other story NPCs are left at their vanilla health)
OtherStoryNPCHealthMin = 0
OtherStoryNPCHealthMax = 0
;PoliceNPCHealth sets the health of lawmen, which are no friendly or other story NPCs to the given amount (randomly calculated between Min and Max value - different for each NPC) - setting it to 0 disables the feature
PoliceNPCHealthMin = 75
PoliceNPCHealthMax = 85

;NPCHealthInVehicles governs the health of NPCs in vehicels - since they cannot transition into a dying state, they become bullet sponges when NPCHealth is set too high
NPCHealthInVehicles = 70
;NPCHealthVehicleToDyingState - if an NPC exits the vehicle and has below this percentage of NPCHealthInVehicles, its health gets set to the DyingMovementThreshold
NPCHealthVehicleToDyingState = 75
;NPCHealthVehicleToFull - if an NPC exits the vehicle and has above this percentage of NPCHealthInVehicles, its health is set to NPCHealth
NPCHealthVehicleToFull = 90


;-----------------------------------
; PLAYER & HORSE HEALTH
;-----------------------------------

;Playerinvincibility is the setting for the player to be invincible (values: 0 or 1)
PlayerInvincibility = 0
;PlayerHealth sets the player's health to the given amount - only works if PlayerInvincibility is disabled (setting it to 0 disables this feature)
;ATTENTION: due to how the game handles to update the player's health, this feature can be a little buggy
PlayerHealth = 0

;HorseInvincibility is the setting for the currently mounted horse to be invincible (values: 0 or 1)
HorseInvincibility = 0
;HorseHealth sets the health of the currently mounted horse to the given amount - only works if HorseInvincibility is disabled (setting it to 0 disables this feature)
HorseHealth = 0


;-----------------------------------
; DAMAGE MODIFIERS
;-----------------------------------

;SpecialWeaponModifier - since NPCs have more health, some weapons should do more damage - this is the modifier for weapon damage (200 = 200% = twice the normal damage) (shotguns, sniper rifles, dynamite arrows, improved arrows and tomahawks will be affected by this)
SpecialWeaponModifier = 30
;WeaponModifier - the weapon modifier for all "non-special weapons" (50 = 50% = half the normal damage)
WeaponModifier = 30
;MeleeModifier - the damage modifier for all melee damage - 100 disables it, it counts as percentage (50 = 50% = half the normal damage)
MeleeModifier = 105
;KnifeModifier - the damage modifier for the following knives: normal knife, miner knife, bear knife, vampire knife, civil war knife, machete
KnifeModifier = 105

;NPCWeaponModifier - the damage modifier for all NPC weapon damage (inluding story NPCs) - 100 disables it, it counts as percentage (50 = 50% = half the normal damage)
;PDOR NOTE: The original mod set this too high in my opinion. I lowered it slightly. If you find the NPC's are still killing you too quickly, adjust as needed.
NPCWeaponModifier = 180
;NPCMeleeModifier - the damage modifier for all NPC melee damage (including story NPCs) - 100 disables it, it counts as percentage (50 = 50% = half the normal damage)
NPCMeleeModifier = 105


;-----------------------------------
; BODY PART DAMAGE MODIFIERS
;-----------------------------------

;Bodypart Damage Modifiers - regulates the amount of damage certain body parts take (100 is 100%, 50 would be 50% so half the damage is done when this body part is hit)
;PDOR NOTE: LEAVE LEGS AND ARMS AT 1. This is VERY important for disarm and leg injury effects. The amount of leg/arm shots that put an NPC in a dying state is now dictated by ArmHitsThreshold and LegHitsThreshold.
;Increasing the arm/leg damage here will BREAK important mod functionality!
LegDamageModifier = 1
ArmDamageModifier = 1
TorsoDamageModifier = 120
HeadDamageModifier = 150
NeckDamageModifier = 5

;LegsHitThreshold is the min and max number of times an NPC has to be hit cumulatively in the legs before going down. A random value between Min and Max is chosen for each NPC.
LegsHitThresholdMin = 3
LegsHitThresholdMax = 6
;ArmHitsThreshold is the min and max number of times an NPC has to be hit cumulatively in the arms before going down. A random value between Min and Max is chosen for each NPC.
ArmHitsThresholdMin = 3
ArmHitsThresholdMax = 6

;DamagedLegsDownTime is the min and max time in milliseconds after which an NPC gets forced down after both legs have been hit at least once. Was in the original code, but wasn't functioning.
;So if you shoot the left and right leg, you'll trigger the vanilla LEGS HURT - STUMBLING logic, but on top of that, a timer starts, and an NPC has this long before they'll hit the first dying state.
;Stops them from running and stumbling about for a long time.
DamagedLegsDownTimeMin = 20000
DamagedLegsDownTimeMax = 60000
;BleedingSave is the time in milliseconds an NPC is saved from bleeding out after getting downed by leg shots - this is to prevent immersion-breaking deaths (falling down from leg shots and dying almost instantly)
;example: if the value is 10000, this means that if an NPC is forced to the ground by LegsHitThreshold or DamagedLegsDownTime, it will start to bleed out 10 seconds after going down
BleedingSave = 10000

;DSStumbleChanceLegs is the chance that a stumble is induced when either one leg or both have been shot.
DSStumbleChanceBothLegs = 100
DSStumbleChanceOneLeg = 28
;DSRunningThresholdLegs will trigger a stumble if an NPC exceeds these speeds if DSStumbleChanceLegs roll succeeds and pushes them down.
DSRunningThresholdBothLegs = 3
DSRunningThresholdOneLeg = 3


;-------------------------------------
; DYING STATE THRESHOLDS AND NPC DEATH
;-------------------------------------

;DyingStateChance is the chance of DyingStates being used. If a ped crosses DyingMovementThreshold, DyingMovementThreshold2 or DyingThreshold (Dying State 1, 2 and 3), if they fall to the ground they will enter a dying state.
;If that chance doesnt trigger, vanilla game behavior will occur. The value must be between 0 and 100 (0 disables DyingStates completely)
DyingStateChance = 100

;These three parameters control the health threshold in which an NPC will enter one of the three Dying States.
;They can skip a state depending on damage taken, ie a shotgun blast to the stomach might propel their health low enough to trigger Dying State 3.

;DyingMovementThreshold is Dying State 1. They will fall to the ground and writhe around (if UseAnimChance = 100).
;DyingMovementThreshold2 is Dying State 2. They will continue to writhe (if UseAnimChance = 100).
;DyingThreshold is Dying State 3, the terminal state in which they are near death. They will stop writhing. If DyingStateMajorSpasms = 1, they will exeperience body spasms that will taper off as they die.
;If DyingStateProgression = 1, DyingStateProgressionTime will determine how long they can remain in each dying state before transitioning to the next (or dying).
;If DyingStateProgression = 0, the vanilla PDO bleedout and timer will be used instead.
DyingMovementThreshold = 50
DyingMovementThreshold2 = 30
DyingThreshold = 20

;--- Dying State Type A ---

;DyingStateProgression replaces the default NPC dying process. Instead of a ticking bleed-out value and kill timer, NPCs now progress naturally through the three Dying States (Badly Wounded → Critically Wounded → Near Death) with random durations per stage, ending in death. This creates a more natural bleed-out effect, with more NPC's hitting State 3, going limp and experiencing spasms if you have that feature turned on.
;Progression pauses if an NPC is hogtied (HogtieBleedingStop) or under "Torso Shot Only" bounty rules (OnlyBleedOnTorsoShot & TorsoShotBleedingOverwrite).

;IMPORTANT: This system is a REPLACEMENT for the original bleed-out mechanics during the Dying States (and ONLY during the Dying States. Normal bleeding if enabled works with this system).
;MaximumDyingStateTime, BleedWhenDying, BleedingChanceDying1 & BleedingChanceDying2 are ignored, as DyingStateProgression handles 'bleedout' its own way.
;If you want the vanilla system from the original mod, set this to 0. Enabling Longer Bleedouts here or in the in-game menu will also disable this system, and use PDO's vanilla DyingStateChance and normal bleedouts.
DyingStateProgression = 1
;These values, in milliseconds (1000 = 1 second), control the duration an NPC stays in EACH dying state before moving to the next if DyingStateProgression = 1. 
;A random time between the Min and Max values is chosen for every stage of dying.
;The default DyingStateProgressionTime values are a good balance for open-world activities, with realistic bleed out/dying times.
;"Mission" values are automatically used during active story missions for faster pacing, preventing downed enemies from delaying mission objectives/respawn waves.
;These are only used if DyingStateProgression is set to 1.
DyingStateProgressionTimeMin = 10000
DyingStateProgressionTimeMax = 40000
DyingStateProgressionTimeMissionMin = 5000
DyingStateProgressionTimeMissionMax = 15000
;DyingStateMajorSpasms can be set to 1 or 0. Enables spasms/body jerks during Dying State 3.
;The spasms taper off over time as the NPC approaches death.

DyingStateMajorSpasms = 1
;Chance of occuring (0-100)
DyingStateMajorSpasmsChance = 62
;DyingStateMinorTwitches can be set to 1 or 0. Enables limb twitches during Dying State 3.
;The twitching tapers off over time as the NPC approaches death.
DyingStateMinorTwitches = 1
;Chance of occuring (0-100)
DyingStateMinorTwitchesChance = 48

;RagdollShotFlinchDuration is the time in milliseconds that a downed ped will flinch/flail when shot.
;Be very careful if you adjust this setting, as you can break dying states.
RagdollShotFlinchDuration = 125
;RagdollShotForce is the amount of upward physical force applied to a downed ped when shot to simulate impact. This value is divided by 100, so 15000 = 150.0 force.
;Be very careful if you adjust this setting, as you can break dying states.
RagdollShotForce = 12500

;Enables or disables the mouth blood spurt effect for NPCs entering Dying State 3.
MouthBloodEffect_Enabled = 1
;Sets the percentage chance (0-100) that an NPC will have the mouth blood spurt effect when they enter Dying State 3.
;This is set to 'pulse' in bursts, like spitting up blood, but if a ped has an arterial wound elsewhere on the body, it's more of a fountain effect.
;Looking for a solution. Can turn it off if it's too much.
MouthBloodEffect_Chance = 25


;--- Dying State Type B (OLD) ---

;The legacy dying state system. Setting DyingStateProgression = 1 overrides and replaces these settings.

;MaximumDyingStateTime is the maximum amount of milliseconds NPCs will be able to stay alive in dying states (if set to 0, this feature is disabled).
;example: if set to 20000, NPCs will bleed out in 20 seconds or less when in dying states.
;Also note that the parameters TorsoShotBleedingOverwrite and HogtieBleedingStop can disable this parameter.
MaximumDyingStateTime = 40000
;BleedWhenDying can be set to either 1 or 0, if set to 1 an NPC will continuously lose health when under the DyingThreshold
BleedWhenDying = 1
;BleedingChanceDying is the "percentage" chance of bleeding per script iteration (= every ~millisecond) when NPC is under the DyingThreshold (values: integers between 0 and 1000 (so it can be tweaked more precisely => so a value of 30 would equal 3%))
;The first one is for dying state 1, the second one for dying state 2 and 3.
BleedingChanceDying1 = 12
BleedingChanceDying2 = 6


;-------------------------------------
; ARTERIAL BLEEDING FIX
;-------------------------------------

;ArterialBleedingFix enables a solution for peds with arterial bleeding getting 'stuck' while fleeing, an infamous PDO bug.
;The script now has proper custom logic to detect when an NPC has an arterial bleeding wound, with code to ensure they can't get stuck.
;No reason to ever turn this off, unless you like watching peds stand still and bleed out.
ArterialBleedingFix = 1
;ArterialBleedGracePeriod is the time in milliseconds an NPC is given to get up and start fleeing after an arterial wound before StandingAroundBleedingFix will begin checking if they might get 'stuck'.
;Six seconds is enough time to get up off the ground and begin the fleeing task before the script starts tracking their speed.
ArterialBleedGracePeriod = 6000
;Lets you control how long a ped with an arterial wound can stagger around before they're forced to the ground.
;I keep it between 8 and 60 seconds for variety. Some peds will make it quite a ways off, others won't.
;Doesn't control the "natural" fall that arterial bleeding NPC's fall into when the native RDR2 script tells them its time to drop, adding more variety.
ArterialBleedingFixTimeMin = 8000
ArterialBleedingFixTimeMax = 60000
;Now that we can detect arteril bleeding when running, when an NPC with an arterial bleed wound finally collapses, this determines their fate.
;ArterialOutcome_InstantDeathChance is the percentage chance (0-100) the NPC dies on the spot (vanilla behavior).
;The remaining percentage is the chance they will enter Dying State 3 (near death).
ArterialOutcome_InstantDeathChance = 30


;-------------------------------------
; DYING STATE PUSHDOWN MECHANICS
;-------------------------------------

;When an NPC enters a dying state threshold, they usually fall to the ground on their own, since it almost always happens just after you shoot them.
;Sometimes they don't fall down though, so this is what puts them on the ground instead in those cases.
;There's two options - NoEuphoriaModPush (activated by having EuphoriaModInstalled = 0) and StumblingBelowDSThreshold, and they're mututally exclusive. If you have EuphoriaModInstalled = 0 and StumblingBelowDSThreshold = 1, NoEuphoriaModPush will always take precedence.

;EuphoriaModInstalled isn't some general compatibility mode for PDO and Euphoria Mods. It simply controls which system of push-down is used to trigger the dying states once an NPC falls below a dying state threshold.
;If you set this to 1, StumblingBelowDSThreshold will be used instead, which delays the push down until the ped tries to run. This can look better with Euphoria mods.
;If you set this to 0, an alternate system is used, NoEuphoriaModPush, where the NPC is immediately forced onto the ground no matter what.
;In practice, it's better to test this yourself, depending on the Euphoria mod.
EuphoriaModInstalled = 1

;(FORMERLY NAMED DSEuphoriaStumbleChance, renamed to NoEuphoriaModPush for clarity)
;If you have EuphoriaModInstalled set to 0, NoEuphoriaModPush is used to push NPC's down to the ground when they cross a dying state threshold.
;NoEuphoriaModPush dictates the type of force applied to the push. Setting it to 100 always chooses a configurable push (see DyingPush/DyingForce below). Setting it to 0 will choose a simple ragdoll instead. Anything between will alternate between the configurable ragdoll and the simple one. Only works if EuphoriaModInstalled = 0, otherwise it does nothing. No reason to set this to anything but 100, the simple ragdoll is just that, simple.
NoEuphoriaModPush = 100
;(FORMERLY NAMED DSEuphoriaStumbleMin and DSEuphoriaStumbleMax)
;These two values control the stumble that triggers if EuphoriaModInstalled = 0 & NoEuphoriaModPush = 100.
;These values are the milliseconds an NPC will be pushed after crossing a dying state threshold (randomly somewhere between those two numbers).
NoEuphoriaModPushMin = 2
NoEuphoriaModPushMax = 3000

;DyingPushChance is the chance to apply a physical stagger to an injured but still standing NPC (any ped under the KnockbackThreshold value).
;It only works if EuphoriaModInstalled = 0.
;600 = 60%
DyingPushChance = 600
;Despite its name, DyingForcePush controls the strength and direction of multiple push-down tasks:
;1) DyingPushChance
;2) NoEuphoriaModPush's push mechanic if NoEuphoriaModPush = 100
;3) The push an NPC gets if LegsHitThreshold or DamagedLegsDownTime triggers.
DyingForcePushX = 145
DyingForcePushY = 5
DyingForcePushZ = 5

;StumblingBelowDSThreshold is a "Tripwire System" and alternative to NoEuphoriaModPush. It makes NPCs stumble when their health is below the Dying State thresholds and they are fleeing.
;If they happen to fall to the ground and DyingStateChance = 100, they will always slip into whatever Dying State threshold they crossed.
;If EuphoriaModInstalled is set to 0, StumblingBelowDSThreshold will not work, regardless of what its set to here.
;This is purely so that Euphoria mods tumbling animations (if they have any) get to play, so it only works if EuphoriaModInstalled = 1.
StumblingBelowDSThreshold = 1
;These values control the stumbling direction and force for both StumblingBelowDSThreshold AND leg injuries.
;A single leg shot will use OneLegStumble, while shooting both legs will trigger BothLegsStumble.
;Note that StumblingBelowDSThreshold only uses BothLegsStumble.
;They are advanced settings, so be careful modifying it, as you can break the dying state features with it.
BothLegsStumbleForcePushX = 0
BothLegsStumbleForcePushY = 375
BothLegsStumbleForcePushZ = 0
OneLegStumbleForcePushX = 0
OneLegStumbleForcePushY = 320
OneLegStumbleForcePushZ = 0
IsDirectionRelativeOneLeg = 1
IsForceRelativeOneLeg = 0
IsDirectionRelativeBothLegs = 1
IsForceRelativeBothLegs = 0

;UseAnimChance is the chance of writhing animations being used instead of NPCs just lying there in pain (the percentage reflects the percentage in NPCs - so 50 will make every second NPC use animations)
;When downing someone who is in cover or on horseback, the animations may still play (whether you activated them or not)
UseAnimChance = 100
;TransitioningDelta represents the time delta between an NPC going down in dying state 1 and transitioning to the wounded animation (UseAnimChance must be set to see results)
TransitioningDelta = 500
;DyingStateHogtie can be set to either 1 or 0. If enabled (= set to 1), NPCs in dying stages who are playing a writhing animation will be automatically bound on wrists and ankles as soon as you lasso them.
;Explanation: normally NPCs in writhing animations can't be lasso-ed without instantly dying - this method circumvents that.
;Lassoing NPC's in dying states is quite buggy, and by design it only works in Dying State 1 & 2 (when it works).
DyingStateHogtie = 1
;DyingStatesForMelee enables or disables the dying states for NPCs who have only been damaged by fists (can be set to either 0 or 1) -> if enabled, knocked out NPCs wont get up again if under any dying threshold
DyingStatesForMelee = 0
;MeleeDyingStateKnockout makes NPCs ragdoll into the DyingStates when in melee combat and their health crosses the DyingMovementThreshold (DyingStatesForMelee has to be enabled for this feature to work) - can be set to either 0 or 1
MeleeDyingStateKnockout = 0

;BodyDamageInterval can be configured in milliseconds
;Since NPCs can also damage their body parts when falling, the mod remembers the last time an NPC was shot by the player - if an NPC was shot by the player and a body part is being damaged within BodyDamageInterval,
;the NPCs body part counts as being shot (thus e.g. enabling the NPC to bleed - for OnlyBleedOnTorsoShot, for example), if the body part is damaged after the BodyDamageInterval has passed, the body part won't be marked as "damaged".
;Best left at this setting.
BodyDamageInterval = 800

;The original script had logic and code to detect if an NPC who was shot in the legs multiple times could be put into the dying states, though it didn't function.
;This was required, because the mod sets limb damage very low so that you can injure peds in their limbs without constantly triggering dying states.
;Without this code though, you could shoot NPC's dozens of times in the legs and they wouldn't go down. Now they do. I've also added counters for the arms, with the same logic.


;-----------------------------------
; INJURY EFFECTS
;-----------------------------------

;--- NPC Accuracy ---

;NPCAccuracyThreshold - if NPC health is below this threshold, accuracy decreases
NPCAccuracyThreshold = 70
;NPCAccuracy - when NPC health is above the NPCAccuracyThreshold, accuracy will be set to a value between NPCAccuracyHealthyMin and NPCAccuracyHealthyMax (randomized)
;if NPC health is below NPCAccuracyThreshold, accuracy will be set to a value between NPCAccuracyInjuredMinMin and NPCAccuracyInjuredMax (randomized)
NPCAccuracyHealthyMin = 45
NPCAccuracyHealthyMax = 65
NPCAccuracyInjuredMin = 15
NPCAccuracyInjuredMax = 35

;--- Longer Bleedout Toggle ---
;AlwaysBleedoutLonger makes the toggle-able option via LongerBleedoutKey set to be always on - will override whatever is toggled
;Turning this on will DISABLE DyingStateProgression. If you want longer "bleedouts" on DyingStateProgression, simply increase the DyingStateProgressionTimeMin and Max.
AlwaysBleedoutLonger = 0
;DisableLongerBleedoutInMissions deactivates the "Longer Bleedout" feature during missions
DisableLongerBleedoutInMissions = 1
;LongerBleedingChance and LongerBleedingValue apply when "Longer Bleedouts" are enabled - they overwrite BleedingChanceDying2 and BleedingValue
LongerBleedingChance = 3
LongerBleedingValue = 4

;--- Bleeding Rules ---

;BleedWhenShot can be set to either 1 or 0, if set to 1 an NPC will continuously lose health when shot under the KnockbackThreshold.
BleedWhenShot = 0
;BleedingValue is the value of health an NPC loses when bleeding is applied (= one of the bleeding chances kicks in)
;!!!DO NOT set this to below 5, or it will interfere with the arterial bleeding fix!!! Compensate by adjusting BleedingChanceShot instead.
BleedingValue = 5
;BleedingChanceShot is the "percentage" chance of bleeding per script iteration (= every ~millisecond) when NPC is under the KnockbackThreshold
;Values are integers between 0 and 1000 so it can be tweaked more precisely, so a value of 30 would equal 3%.
;You'll need to tweak this by setting debug mode on, injuring NPC's below the knockback threshold (70 by default), then watching how fast the health ticks down until you find a setting you like.
BleedingChanceShot = 250
;OnlyBleedOnTorsoShot can be set to either 0 or 1 - if set to 1, NPCs will only bleed if they are shot in the torso.
;(this comes in handy if you want to catch a wanted NPC alive -> legs can be shot without having to fear the bleedout -> you can also use HogtieBleedingStop if you want)
;ATTENTION: if this parameter is active and the NPC has not been shot in the torso, the parameter MaximumDyingStateTime will not work (= although the maximum time has passed, the NPC will not die)
OnlyBleedOnTorsoShot = 1
;TorsoShotBleedingOverwrite can be set to either 0 or 1 and only works when OnlyBleedOnTorsoShot is set to 1
;if set to 1 the parameter MaximumDyingStateTime will not work unless the NPC has been hit in the torso (= although the maximum time has passed, the NPC will not die)
;if set to 0, NPCs will only bleed if they have been hit in the torso, yet will die if the MaximumDyingStateTime has passed
TorsoShotBleedingOverwrite = 0
;HogtieBleedingStop can be set to either 0 or 1 - if set to 1, NPCs won't bleed (= bleeding effects below) if they are hogtied or lasso-ed
;(this comes in handy if you want to catch a wanted NPC alive -> even if the NPC is bleeding, if you hogtie it, it won't bleed out)
;ATTENTION: is this parameter is active and the NPC is hogtied, the parameter MaximumDyingStateTime will not work (= although the maximum time has passed, the NPC will not die)
HogtieBleedingStop = 1

;--- Spinal Injuries ---

;SpineShotsParalyze can be set to either 0 or 1 - if set to 1, NPCs shot in the spine will drop down and won't be able to move
SpineShotsParalyze = 0
;SpineParalysisChance only works if SpineShotsParalyze is turned on
;the value represents the percentage change of an NPC getting paralyzed when hit in the spine
SpineParalysisChance = 15
;SpineParalysisAudioChance is the chance (between 0 and 10000) per millisecond that a paralyzed NPC will audibly react to its suffering
SpineParalysisAudioChance = 10

;--- Knockback & Falling ---

;KnockbackThreshold is the health threshold under which an NPC can be knocked down
KnockbackThreshold = 70
;KnockbackChance is the percentage chance (from 0 to 1000, so you can set it more precisely) of a knockdown occuring when the NPCs health is under the KnockbackThreshold (values: integers between 0 and 1000)
KnockbackChance = 2

;StumbleChance is the "percentage" chance of stumbling or falling when an NPC was hit in the leg (values: integers between 0 and 1000 (so it can be tweaked more precisely => so a value of 30 would equal 3%))
StumbleChanceBothLegs = 50
StumbleChanceOneLeg = 10
;RunningThreshold is the velocity of the NPC - if the NPC runs faster than this velocity, the stumble chance kicks in (stumbling can happen)
RunningThresholdBothLegs = 3
RunningThresholdOneLeg = 3

;FallTimeDown is the time in milliseconds an NPC has to be falling to be incapacitated afterwards
FallTimeDown = 100000
;FallTimeDeath is the time in milliseconds an NPC has to be falling to be dead afterwards
FallTimeDeath = 100000

;HorseFallingDelta is a value to be specified in milliseconds - NPCs on mounts will collapse when shot and the game counts them as falling as soon as they are not sitting properly in the saddle
;thus most of them will die from FallTimeDeath since they will be stuck on the horse until gravity pulls them down -> this value is the delta for the falling time to start calculating
;if the value is 6000, then 6000 milliseconds after a mounted NPC leaves its mount, the falling counter will start counting (if the NPC is falling) - so mounted NPCs are safe from a death by falling for this amount of time
HorseFallingDelta = 8000

;--- Fire Survival ---

;FireSurvivalChance is the percentage chance of an NPC surviving a fire if burning (values: integers between 0 and 100)
FireSurvivalChance = 35
;FireHealth is the health value an NPC gets when it is burning, if it is NOT supposed to survive the fire (if this value is set too high, the NPC might still survive the fire)
FireHealth = 320
;DiverseFireAudio makes NPCs reaction sounds to being on fire a little more diverse (vanilla sounds overwrite the few new ones, though - so the new ones might get cut off from time to time)
DiverseFireAudio = 0


;-----------------------------------
; AI BEHAVIOR & REACTIONS
;-----------------------------------

;--- Disarming & Surrender ---
;LassoDisarms can be set to either 0 or 1 - if set to 1, lasso-ing someone disarms them
LassoDisarms = 0
;HogtyingDisarms can be set to either 0 or 1 - if set to 1, hogtying someone disarms them
HogtyingDisarms = 0
;Disarming can be set to a value between 0 and 100 - this is the percentage chance of NPCs being disarmed when shot in the right forearm or hand
;every NPC can be disarmed (even lawmen)
DisarmingChance = 100
;DisarmingWhenDown can be set to either 0 or 1 - if set to 1, NPCs in DyingStates will be disarmed (in order to prevent non-immersive behavior like cocking/uncocking the gun while moaning on the ground in pain)
DisarmingWhenDown = 1
;Chances for disarming behaviors - if the summed chances are not exactly 100, they will be ignored and the default values will be set
DisarmFleeingChance = 0
DisarmAttackChance = 0
DisarmHandsUpChance = 100
DisarmCowerChance = 0
;HandsUpOnDisarmingOnlyWhenAlone can be set to either 0 or 1, if set to 1 NPCs will only put their hands up on disarming when they are alone or have only one co-fighter left
;if someone is disarmed when there are still many NPCs fighting against the player and the DisarmHandsUpChance is triggered, they will either flee or try to fight
HandsUpOnDisarmingOnlyWhenAlone = 1
;HandsUpOnDisarmingAllyCount is the number of NPCs which is at least needed as alive allies for NPCs to NOT put their hands up when disarmed
HandsUpOnDisarmingAllyCount = 3


;-----------------------------------
; AI SURRENDER PERSONALITIES & REACTIONS
;-----------------------------------

;When an NPC surrenders, they are now assigned a personality that dictates their behavior during this phase.
;The following chances must add up to 100, or they will be reset to default values.
SurrenderPersonality_CowardChance = 30
SurrenderPersonality_NeutralChance = 40
SurrenderPersonality_ToughGuyChance = 30

;--- Surrender Timed Reactions ---

;After being disarmed, this is the time in milliseconds the NPC will wait before they can react to you firing your gun or turning your back.
;This prevents them from instantly reacting to the shot that disarmed them or their buddies.
SurrenderGracePeriod = 4000
;This system gives a surrendered NPC a chance to react on their own after a set amount of time. The longer they remain in the "hands up" pose, the greater the chance they'll react.
;SurrenderReaction_CheckTimeMin is the MINIMUM time in milliseconds before a reaction check.
SurrenderReaction_CheckTimeMin = 4000
;SurrenderReaction_CheckTimeMax is the MAXIMUM time in milliseconds before a reaction check.
;A random time between Min and Max is chosen for each check.
SurrenderReaction_CheckTimeMax = 8000
;SurrenderReaction_BaseChance is the starting percentage chance (0-100) to react when the timer expires.
SurrenderReaction_BaseChance = 5
;SurrenderReaction_Escalation is the flat percentage points added to the chance after each check.
;e.g., Base=5, Escalation=10. 1st check is 5%. 2nd is 15%. 3rd is 25%, etc.
SurrenderReaction_Escalation = 10

;Reaction probabilities for each personality type (must add up to 100 for each type).
;This is what the NPC will do WHEN they decide to escalate and react (from the timed check or you turning your back).
;The remaining percentage is the chance they will choose a melee attack.
;Attack - Ped will rush the player and engage in melee. SurrenderReaction_MeleeKnifeChance decides whether they use their fists or pull a knife.
;Flee - Ped will use the opportunity to run.
;ReArm - Ped will pull a second pistol and attack the player once again. They can only do this once, so you can't keep endlessly disarming them.
SurrenderReaction_Coward_FleeChance = 85
SurrenderReaction_Coward_ReArmChance = 5

SurrenderReaction_Neutral_FleeChance = 45
SurrenderReaction_Neutral_ReArmChance = 20

SurrenderReaction_ToughGuy_FleeChance = 10
SurrenderReaction_ToughGuy_ReArmChance = 40

;SurrenderReaction_MeleeKnifeChance is the chance (0-100) that an NPC choosing to melee will pull a knife instead of using their fists.
SurrenderReaction_MeleeKnifeChance = 35

;SurrenderReaction_SecondChanceFleeChance is the chance (0-100) that an NPC will choose to flee after their first re-arm attempt has failed,
;with the player both disarming them again and then turning their back on them yet AGAIN.
;The remaining percentage is the chance they will try a final, desperate melee attack.
SurrenderReaction_SecondChanceFleeChance = 70

;SurrenderReaction_WitnessChance is the percentage chance (0-100) that a surrendered NPC will react (by fleeing, attacking, etc.) when they witness you shooting your gun. The chance rolls every time you fire.
;The remaining percentage is the chance of them remaining in the surrendered pose.
SurrenderReaction_WitnessChance = 12

;SurrenderFacingAngle is the angle (in degrees) that defines "facing away" from the NPC. If the angle between the player's forward vector and the direction to the NPC is greater than this value, the NPC considers the player to be turned away.
SurrenderFacingAngle = 100

;--- Combat Fear Reactions ---

;Parameters for fear reactions in combat
;NPCsDownThreshold -> how many NPCs have to be downed to trigger the effect
;NPCsDownIntervall -> in which time intervall do they have to be downed (in milliseconds)
;NPCFearChance -> what is the chance of an NPC actually panicking when above conditions apply (number is divided by 10 -> 250 means 25% chance, be aware that this chance is calculated every millisecond)
;FearCowerChance -> the chance of reaction being cowering
;FearHandsUpChance -> the chance of reaction being hands up
;FearFleeingChance -> the chance of reaction being fleeing
;FearFleeUltimately -> can be set to either 0 or 1, if set to 1, cowering or hands up NPCs will flee after a while, no matter what (breaks immersion otherwise)
;if the summed chances are not exactly 100, they will be ignored and the default values will be set
;to disable this feature, set NPCFearChance to 0
NPCsDownThreshold = 9
NPCsDownIntervall = 3500
NPCFearChance = 190
FearCowerChance = 5
FearHandsUpChance = 55
FearFleeingChance = 40
FearFleeUltimately = 1

;--- Police Behavior ---
;ActivateAlternativePoliceBehavior can be set to either 0 or 1, if set to 1 mounted police will not be suicidal anymore and get off their horses some distance away from the player (to be able to get into cover) - 0 disables this feature
;DismountDistanceMin is the minimal distance to the player a lawman will dismount at
;DismountDistanceMax is the maximum distance to the player a lawman will dismount at (forced by the script - vanilla behavior can cause lawmen to dismount in greater distance in some cases)
;DisableInMissions can be set to either 0 or 1, if set to 1 the alternate police behavior will not be active in missions
ActivateAlternativePoliceBehavior = 1
DismountDistanceMin = 30
DismountDistanceMax = 50
PoliceBehaviorDisabledInMissions = 1

;-----------------------------------
; PDOR SOUNDSCAPE
;-----------------------------------

;PDORSoundscape is a new, more advanced audio system for dying states, injuries, and more.
;When enabled, it will use custom sound banks for more varied and immersive reactions.
;It also adds player reaction audio for the surrender phase (and if you execute a surrendered ped)
PDOSoundscape_Enabled = 1
;Chance (0-100) per tick that a ped in DS1 will give a pained emote. High rate for the initial DS.
PDOSoundscape_DS1_SoundChance= 40
;Chance (0-100) per tick that a ped in DS2 will give a pained emote. Less frequent given they're weakening.
PDOSoundscape_DS2_SoundChance= 18
;Chance (0-100) per tick that a ped in DS3will give a pained emote. Gurgles/death rattles.
PDOSoundscape_DS3_SoundChance= 25

;Enables or disables pained sounds when an NPC gets shot. Automatically disabled if you have BleedWhenShot enabled, since it causes issues.
;Disabled if BleedWhenShot is enabled, causes issues, will fix later. Turned off for now, it's jarring because it uses dying state sounds. I'll add dedicated gunshot sounds later.
PDOSoundscape_GunshotSounds= 0
;Chance (0-100) that a ped will play custom pain sounds when shot.
PDOSoundscape_GunshotSoundChance= 0

;The percentage chance (0-100) that a ped will switch to a 'death rattle' when entering Dying State 3. 
;If they fail this roll, they will continue to use their assigned 'high pain' sounds.
PDOSoundscape_DeathRattleChance = 80
;Chance (0-100) that a ped in Dying State 3 will transition to quieter death rattle sounds. If the roll fails, they will continue using the louder sounds.
PDOSoundscape_QuietRattleChance= 40
;The MINIMUM time, in milliseconds, that a ped will spend in the 'death rattle' state before a chance to transition to the 'quiet rattle' sounds.
PDOSoundscape_QuietRattleTimeMin = 5000
;The MAXIMUM time, in milliseconds, that a ped will spend in the 'death rattle' state before a chance to transition to the 'quiet rattle' sounds.
PDOSoundscape_QuietRattleTimeMax = 10000

;--- Surrender Audio for NPC's ---

;Chance for a ped to play an initial voice line the moment they are disarmed and surrender.
SurrenderInitialSoundChance = 90
;Chance for a surrendered ped to play an ambient voice line (e.g., pleading, taunting) while they wait.
SurrenderDialogueChance = 75
;Cooldown in milliseconds between ambient dialogue attempts.
SurrenderDialogueInterval = 4000
;Chance for a ped to play a voice line when they decide to attack.
SurrenderAttackSoundChance = 75
;Chance for a ped to play a voice line when they decide to flee.
SurrenderFleeSoundChance = 75
;Chance (0-100) for a ped to audibly react when a nearby friendly is killed or put into a dying state by the player.
;Only works if two or more surrendered peds are close by to each other.
SurrenderFriendKilledSoundChance = 100
;Chance (0-100) for a ped to tell other surrendered peds to flee when they themselves flee. This can trigger other surrendered peds to flee with them.
;Only works if two or more surrendered peds are close by to each other.
SurrenderFriendFleesSoundChance = 50


;--- Player Audio During NPC Surrenders ---

;Enables or disables player voice lines during surrender events.
PlayerSurrenderAudio_Enabled = 1
; The chance (0-100) that the player will say a voice line immediately after disarming an NPC.
PlayerDisarmAudio_Chance = 100
;The delay in milliseconds after a disarm before the player says their line.
;Gives the NPC time to react first.
PlayerDisarmAudio_Delay = 1800
;Enables/disables the player's ambient voice lines when aiming at an already surrendered NPC.
PlayerAmbientAudio_Enabled = 1
;The chance (0-100) that the player will say an ambient voice line each time the check is performed.
PlayerAmbientAudio_Chance = 68
;The minimum time in milliseconds that must pass before another ambient aiming line can be spoken.
PlayerAmbientAudio_Interval = 4000
;Chance (0-100) for the player to say something after killing or downing a surrendered ped.
;If you enter combat with other peds immediately afterwards, the line won't play.
PlayerSurrenderAudio_ExecuteChance = 100
;Delay in milliseconds after the execution before the player's voice line plays. Feels more natural.
PlayerSurrenderAudio_ExecuteDelay = 1400
;If a surrendered ped fights or flees, this is the time in which killing them will make the player character comment on the death.
;Killing a surrendered ped when they're hands up or after they attack has different lines from killing a ped who flees after the surrender.
ExecutionGracePeriod = 20000


;-----------------------------------
; PLAYER SURVIVAL (CORES & MONEY)
;-----------------------------------


;CoreDepletion enables or disables the depletion of cores (can be set to either 0 or 1)
CoreDepletion = 0

;CoreDepletionAmount is the value which gets deducted from the cores when the CoreDepletionTime has passed (full cores have a value of 100, empty cores a value of 0)
CoreDepletionAmountHealth = 6
CoreDepletionAmountStamina = 6
CoreDepletionAmountDeadeye = 6

;CoreDepletionTime is the amount of seconds after which CoreDepletionAmount gets deducted from all cores (in milliseconds, so a value of 10000 would mean that every 10 seconds the cores get decreased by the CoreDepletionAmount)
CoreDepletionTime = 140000

;CoreDepletionAfterDeath will deplete all cores entirely if the player dies, if enabled (can be set to either 0 or 1)
CoreDepletionAfterDeath = 0

;StopCoreDepletionAfterDeathInMissions can be set to either 1 or 0 - if set to 1 the player's cores will not be depleted on death if a mission is currently active
StopCoreDepletionAfterDeathInMissions = 0

;HorseCoreDepletion enables or disables the depletion of your horse's cores (can be set to either 0 or 1)
HorseCoreDepletion = 0

;HorseCoreDepletionAmount is the value which gets deducted from the horse's cores when the HorseCoreDepletionTime has passed (full cores have a value of 100, empty cores a value of 0)
HorseCoreDepletionAmountHealth = 6
HorseCoreDepletionAmountStamina = 6

;HorseCoreDepletionTime is the amount of seconds after which HorseCoreDepletionAmount gets deducted from your horse's cores (in milliseconds, so a value of 10000 would mean that every 10 seconds the cores get decreased by the HorseCoreDepletionAmount)
HorseCoreDepletionTime = 360000

;MoneyLossAfterDeath will decrease the player's money on death, if enabled
MoneyLossAfterDeath = 0

;StopMoneyLossAfterDeathInMissions can be set to either 1 or 0 - if set to 1 the player's money will not decrease on death if a mission is currently active
StopMoneyLossAfterDeathInMissions = 0

;MoneyLossPercentage is the percentage of money the player is going to lose on death (20 would equal to 20 percent of money loss)
;ATTENTION: the money will be lost in addition to the usual death cost
MoneyLossPercentage = 25


;-----------------------------------
; MISCELLANEOUS FEATURES
;-----------------------------------


;ExcludeFriendlyStoryNPCs can be set to either 0 or 1 - if set to 1, the mod will not affect friendly story NPCs (like gang members, rain falls, etc.)
ExcludeFriendlyStoryNPCs = 1

;ExcludeOtherStoryNPCs can be set to either 0 or 1 - if set to 1, the mod will not affect "other" (than friendly) story NPCs (like flaco hernandez, emmet granger, angelo bronte, etc.)
ExcludeOtherStoryNPCs = 1

;AlwaysKillWounded makes the toggle-able option via KillWoundedToggleKey set to be always on - will override whatever is toggled
AlwaysKillWounded = 0

;DisableItemGlow makes pickup objects not glow anymore, if set to 1
DisableItemGlow = 0

;MapBlipForNPCsInDS can be set to either 0 or 1, if set to 1, NPCs in DyingStates get a radar blip (so you can find them and finish them off)
MapBlipForNPCsInDS = 0

;SneakNoiseMultiplier is the multiplier for the noises the player makes while sneaking - the value is divided by 100 (so 90 would be a multiplier of 0.9 -> 0 disables the feature)
SneakNoiseMultiplier = 0


;-----------------------------------
; MOD COMPATIBILITY
;-----------------------------------

;--- BodyGuardSpawner by Shtivi ---
;ExcludeBodyGuardSpawnerBodyguards can be set to either 0 or 1 - if set to 1, NPC Bodyguards spawned with the BodyGuardSpawner Mod won't be affected by PDO's effects
ExcludeBodyGuardSpawnerBodyguards = 1

;--- TieYourLasso by TuffyTown ---
;TYLFeaturesEnabled enables the "noose"-features below (for the mod called "TieYourLasso") if set to 1 and disables them if set to 0
;this also enables NPCs begging and panicking while in a noose and not hanging - NooseAudioChance also works here
TYLFeaturesEnabled = 1

;NooseAudio can be set to either 1 or 0 - if set to 1, NPCs being hanged via TieYourLasso-mod will react audibly
NooseAudio = 1

;NooseAudioChance is the chance (between 0 and 10000) per millisecond that an NPC will audibly react when being hanged via TieYourLasso-mod
NooseAudioChance = 50

;MuteNoosedNPCs can be set to either 1 or 0 - if set to 1, NPCs hanged via TieYourLasso-mod won't make any sounds while hanging
MuteNoosedNPCs = 0

;NoosedNPCsLiveLonger makes NPCs hanged by the TieYourLasso-mod live longer by applying the NooseHealthBoost (below)
NoosedNPCsLiveLonger = 1

;NooseHealthBoost only works if NoosedNPCsLiveLonger is enabled - the set amount will be added to the hanging NPCs health each NooseHealthBoostInterval (if it is set too high, the NPC will never die or die even quicker (game engine problem))
NooseHealthBoost = 4

;NooseHealthBoostInterval is the interval in milliseconds the health boost is added to a hanging NPC's health (1500 would be every 1,5 seconds)
NooseHealthBoostInterval = 1500

;NooseHangingHeight is the height (in whatever unit the game measures - I have no idea) the feet of a hanging NPC have to be above the ground, in order for the NPC to be counted as "hanging" (for audio and health boost)
;this value is divided by 100 before being used for measurement
NooseHangingHeight = 20

;NooseFaceTurn can be set to either 0 or 1 - if set to 1, noosed NPCs will try to look at you while standing or talking (with their head in the noose, not hanged yet)
NooseFaceTurn = 1


;________________________________________________________________________________________________
;
;   ADVANCED/INTERNAL VALUES (TWEAK AT YOUR OWN RISK)
;________________________________________________________________________________________________

;booleans for the dyingpush method (not dyingmovement)
IgnoreUpVector = 1
IsDyingForceRelative = 0
IsDyingDirectionRelative = 1

;ZValueForHeadBone is used for checking the z-value of the vector returned by | ENTITY::GET_WORLD_POSITION_OF_ENTITY_BONE(peds[i], 21030) | -> peds[i] is the current NPC and 21030 is the bone ID of its head.
;If the z-value of the head is below this value, the dyingpush does not trigger. Setting this too low will break dying states.
ZValueForHeadBone = 300

;ZValueForHeadBone is used for checking the z-value of the vector returned by | ENTITY::GET_WORLD_POSITION_OF_ENTITY_BONE(peds[i], 21030) | -> peds[i] is the current NPC and 21030 is the bone ID of its head.
;If the z-value of the head is above this value, the dyingpush does not trigger.
ZValueForHeadBone2 = 3000

;ZValueForHipBone is used for checking the z-value of the vector returned by | ENTITY::GET_WORLD_POSITION_OF_ENTITY_BONE(peds[i], 14415) | -> peds[i] is the current NPC and 14415 is the bone ID of its lower spine
;if the z-value of the hip is above this value, the dying movement does not trigger.
ZValueForHipBone = 500

;RagdollingSpeedThreshold is the speed an NPC is allowed to have for the ragdolling to set in (DyingStates) - if the NPC is moving with a speed above the threshold, ragdolling will not happen (since it can look weird)
RagdollingSpeedThreshold = 7
DSRagdollingSpeedThreshold = 15

;HeadVecMaxDeltaB - same as above, but for NPCs who are bleeding out (will stop running after some time and just stand around).
;THIS VALUE IS NOW DEPRECATED AND REPLACED WITH THE DEDICATED ARTERIAL BLEEDING FIX
HeadVecMaxDeltaB = 20
HeadVecMaxTimeB = 2500

;DyingMovementEnableWhenSpeedLowerThan - if DyingMovement is enabled, the NPC has to be slower than the given speed value to get the DyingMovement applied
DyingMovementEnableWhenSpeedLowerThan = 10

;FemalePushModifier is the value the normal push value is divided by when pushing is applied to female NPCs (because they are lighter than male NPCs)
FemalePushModifier = 3

;HandsUpTime is the time in milliseconds for NPCs to at least put their hands up if a mod-feature (like disarming) forces them to
HandsUpTime = 400000

;HandsUpDelta is the time in milliseconds the mod waits after an NPC is disarmed and the DisarmHandsUpChance is triggered, before it tasks the NPC with the "hands up" behavior
HandsUpDelta = 500
HandsUpDeltaMounted = 500

;HandsUpRadius is the radius around the player in which NPCs put their hands up when being disarm and DisarmHandsUpChance is triggered (the value is divided by 100 before it is used for measurement)
HandsUpRadius = 2000

;----------------------------------
; On Screen Tools (Modified)
;----------------------------------

;Displays various debug information of the last NPC you aimed at. Useful for developlment and narrowing down issues with the mod's various systems.
;Health - The ped's current health level. The script will often adjust this on the fly for various effects. That is normal.
;Speed - How fast they're moving in m/s
;Status - The ped's current status using PDO's internal check system.
;IsPedArmed? - Does the ped have a weapon in hand or holstered.
;Arterial Shot? - Does the ped have an arterial wound and is currently fleeing?
;DMG'd by Weapon? - Has the ped been damaged with a weapon? A check to make sure melee NPC's don't go into the dying state unless you want them to via DyingStatesForMelee
;On the ground for DS? - A check to make sure a ped below the dying state threshold is on the ground before initiating it.
;DS History - Which Dying States has the ped gone through
;Pushed By - If the ped is forced to the ground for DS, this shows what system did it depending on the EuphoriaModInstalled setting
;Damage - Shows how many shots a ped has taken to the arms and legs. Torso only needs to register 1, the others register all shots.
;Hostiles - How many hostile peds are around you.
;Model Hash - Hash of the ped's model.
;Last Dmg Bone - The last bone you damaged using RAGE's internal numbering scheme.
;Active Tasks - The ped's active tasks using RAGE's internal numbering scheme.
DebugMode = 0


;DEFUNCT
;DSAudio means DyingStateAudio. DEPRECATED. DO NOT USE. WILL REMOVE SOON.
DS1Audio = 0
DS2Audio = 0
;DyingStateAimReaction is the chance (between 0 and 10000) per millisecond that an NPC will audibly react to being aimed at while in DyingState
DyingStateAimReaction = 0
;DS2AudioChanceModifier is the modifier for the DyingStateAimReaction during Dying State 2 -> during Dying State 2 the NPCs will have less audio responses available, thus making it un-immersive
;if the sounds are getting played too often -> this setting sets the chance of audio responses actually triggering (100 will make them trigger the same as in Dying State 1, 50 would only make
;them trigger half as often, etc.)
DS2AudioChanceModifier = 0
;PanicChance is the chance of NPCs audibly panicking when taking damage from the player.
PanicChance = 0
;PanicChanceHelpless is the chance of NPCs audibly panicking when taking damage from the player or being threatened by the player (like pointing a gun) while not being able to defend themselves (e.g. being in ragdoll)
PanicChanceHelpless = 0
;DEFUNCT

;---------------------------------
;   Menu Item Descriptions
;---------------------------------
[Descriptions]
DescModStatus = Enables or disables all core features of the mod.
DescEuphoriaPhysics = If ON, NPCs triggering a dying state will delay their fall to the ground, instead of being forced down instantly. This setting is persistent and will be saved to the .ini if you change it here.
DescLongerBleedout = When enabled, NPCs will take significantly longer to bleed out when in a dying state. Turning this on will disable DyingStateProgression and use the old death timer/bleedout system.
DescFriendlyFire = Allows you to damage and be damaged by members of the Dutch Van Der Linde gang. Can be buggy in missions, obviously.
DescKillWounded = When enabled, NPCs who enter a dying state will die instantly.
DescDebugMode = Displays real-time information about the NPC you are currently aiming at.

;---------------------------------------------------------------------------
;-- DO NOT EDIT THIS SECTION
;---------------------------------------------------------------------------
;This is used by the script to ensure your INI file is up to date.
;If it doesn't match the script's version, you will get an error message.
[Version]
Version=1.23
