;_________________________________________________________________
;
;
; Ped Damage Overhaul Reloaded - 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.
;If you set this lower than the ped density of a specific area, NPC's will be randomly excluded from the script's features.
;I've noticed zero performance impact by leaving this at 256, even in Saint Denis.
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 enemies hit dying states too quickly, increase the max for NPC's and Police, but but DO NOT lower them below the Dying State threshold (50 by default) or peds will DIE on spawn!
NPCHealthMin = 75
NPCHealthMax = 75
;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 = 75

;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

;NPCHealthInVehicles governs the health of NPCs in vehicles - 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

;--- NPC Weapon Damage ---

;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)
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

;--- Player Weapon Damage ---

;The settings for SpecialWeaponModifier and WeaponModifier have been deprecated.
;You can now change individual weapon damage outputs. It's at the end of this .ini file, under "INDIVIDUAL WEAPON DAMAGE".


;-----------------------------------
; 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).
LegDamageModifier = 75
ArmDamageModifier = 75
TorsoDamageModifier = 120
HeadDamageModifier = 150
NeckDamageModifier = 50

;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. Set this to extremely high values to disable it.
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


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

;DyingStateSystem determines which death mechanic is used when an NPC's health drops below the thresholds.
; 0 = Legacy: The original mod's system, based on a single bleed-out timer and direct health reduction per tick.
; 1 = Progression: A timed system where NPCs are better guided through the stages of dying before death.
DyingStateSystem = 1

;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.
DS1_Threshold = 50
DS2_Threshold = 30
DS3_Threshold = 20

;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

;--- Dying State System: Progression (used if DyingStateSystem = 1) ---

;Each dying state has its own configurable duration in milliseconds (1000 = 1s) in case you want to have certain states be shorter or longer.
;A random time between Min and Max is chosen when the state begins. Note that shooting a ped and forcing them to move up a state will also reset the timer to the correct state.
;Free roam settings have been adjusted for a good, realistic bleed out duration.
;"Mission" values are used during active story missions for faster pacing.
DS1_TimeMin = 10000
DS1_TimeMax = 40000
DS1_MissionTimeMin = 5000
DS1_MissionTimeMax = 15000

DS2_TimeMin = 10000
DS2_TimeMax = 40000
DS2_MissionTimeMin = 5000
DS2_MissionTimeMax = 15000

DS3_TimeMin = 15000
DS3_TimeMax = 40000
DS3_MissionTimeMin = 5000
DS3_MissionTimeMax = 15000

;This multiplier is used ONLY when 'Longer Bleedout' is ON in the menu.
;The value is divided by 10 in the script (e.g., 20 = 2.0x multiplier, 15 = 1.5x multiplier).
DyingStateProgressionTime_LongerMultiplier = 20

;--- Dying State System: Legacy (used if DyingStateSystem = 0) ---

;MaximumDyingStateTime is the maximum amount of milliseconds NPCs will be able to stay alive in dying states.
;This is the primary timer for the Legacy system.
MaximumDyingStateTime = 40000

;This value is used for the Legacy system ONLY when 'Longer Bleedout' is enabled in the menu. Defaults to double the standard time.
MaximumDyingStateTimeLonger = 80000

;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 when NPC is under the DyingThreshold. It's a raw value, so 12 = 12%.
;The first one is for dying state 1, the second one for dying state 2 and 3.
BleedingChanceDying1 = 20
BleedingChanceDying2 = 10

;LongerBleedingChance and LongerBleedingValue apply when "Longer Bleedouts" are enabled - they overwrite BleedingChanceDying2 and BleedingValue.
;Do NOT lower BleedingValue below 5, or you will break the arterial bleeding fix.
LongerBleedingChance = 5
LongerBleedingValue = 5

;--- General Dying State Effects ---

;A damage multiplier applied to NPCs ONLY when they are already in a dying state.
;Set to 10 for default 1.0x damage. Set to 20 for 2.0x damage, 50 for 5.0x, etc.
DyingStateDamageMultiplier = 20

;DyingStateMajorSpasms can be set to 1 or 0. Enables spasms during Dying State 3.
DyingStateMajorSpasms = 1
;Chance of occuring (0-100)
DyingStateMajorSpasmsChance = 48
;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 = 42

;Enables or disables the mouth blood spurt effect for NPCs during Dying State 3.
;This is set to 'pulse' in bursts, like spitting up blood.
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.
;You'll want to lower this if you set SyncMouthBloodToTwitches to 0.
MouthBloodEffect_Chance = 60
;SyncMouthBloodToTwitches makes it so that the mouth spurt effect can only trigger during a body twitching sequence, synced with each bucking movement, which looks much more realistic.
;MouthBloodEffect_Chance then becomes the chance of this effect occuring during a twitch.
;Setting this to 0 will make it so that the effect can happen regardless of whether the ped twitches or not, and won't sync to the movement.
SyncMouthBloodToTwitches = 1

;RagdollShotFlinchDuration is the time in milliseconds that a dying state ped will flinch/flail when shot.
;This is a specially scripted physics sequence to workaround the fact that the writhing animations and ragdolls in DS1-DS2-DS3 "lock" the NPC in place in order to keep them on the ground.
;Be very careful if you adjust this setting, as you can break dying states.
RagdollShotFlinchDuration = 150
;RagdollShotForce is the amount of upward physical force applied to a downed ped when shot to simulate impact. This is a raw value in force.
;Be very careful if you adjust this setting, as you can break dying states.
RagdollShotForce = 125


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

;DyingStatePushdown determines the method used to force an NPC to the ground when they enter a dying state but are still standing. They are mutually exclusive.
; 0 = Push: Immediately forces the NPC to ragdoll with a configurable physical force. More direct, reliable and cinematic.
; 1 = Stumble: Does not immediately force an NPC down. Waits for the NPC to run, then trips them with a forceful stumble.
; 2 = Hybrid: Randomly chooses between Push or Stumble for each NPC, based on the chance set in Hybrid Method Settings.
DyingStatePushdown = 2

;--- Push Method Settings (used if DyingStatePushdown = 0, also used if the Hybrid system is enabled) ---
;PushTime dictates the duration in milliseconds the physical push force is applied.
;3 seconds is long enough to ensure they're well and truly down.
PushTimeMin = 2
PushTimeMax = 3000
;Defines the overall strength of the dynamic pushdown force. This value is divided by 10 in the script.
;A value of 18 equals a force of 1.8. Higher values mean a stronger push.
;This system doesn't require a high force value given it takes several factors into account which can multiply this value.
DynamicPushForce = 15

;--- Stumble Method Settings (used if DyingStatePushdown = 1, also used if the Hybrid system is enabled) ---
;StumbleChance is the percentage chance (0-100) PER 200MS TICK that a running NPC in a dying state will be tripped.
StumbleChance = 100
;StumbleSpeed is the minimum running speed the NPC must have to be tripped.
;Value is divided by 10 in the script for fine tune control, so 30 = 3 m/s, which is a light jog.
StumbleSpeed = 30
;StumbleForceMagnitude defines the strength of the stumble. This value is divided by 10 in the script.
;A value of 18 equals a force of 1.8. Higher values mean a stronger stumble.
;This system doesn't require a high force value given it takes multiple NPC factors into account, which can multiply this value.
StumbleForceMagnitude = 25

;--- Hybrid Method Settings (used if DyingStatePushdown = 2) ---
;HybridPushdown_PushChance is the percentage chance (0-100) that the 'Push' method will be used for an NPC.
;The remaining percentage is the chance the 'Stumble' method will be used.
HybridPushdown_PushChance = 50

;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

;-------------------------------------
; 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 ArterialBleedingFix 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 = 8000
;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 arterial 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


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

;--- NPC Accuracy ---

;Enables or disables the entire NPC accuracy system.
EnableNPCAccuracySystem = 1
;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.
AlwaysBleedoutLonger = 0
;DisableLongerBleedoutInMissions deactivates the "Longer Bleedout" feature during missions.
DisableLongerBleedoutInMissions = 1

;--- 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
;It's a raw value, so 25 = 25%.
;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 = 25
;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.
;Not really recommended for use, requires some retooling.
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

;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

;--- Injured Stagger Settings ---

;InjuredStaggerChance is the chance (out of 1000, e.g. 600 = 60%) to apply a forceful physical stagger to an NPC whose health has dropped below KnockbackThreshold.
;This is the more dramatic knockback effect. It only applies if the "Push" Pushdown Method is selected.
InjuredStaggerChance = 600
;This is a forceful stagger that can occur when an NPC's health drops below the KnockbackThreshold.
;InjuredStaggerForce controls the strength and direction of the physical push. Values are divided by 10 in the script.
InjuredStaggerForceX = 145
InjuredStaggerForceY = 5
InjuredStaggerForceZ = 5

;--- Injured Leg Stumble Settings ---
;These settings control the stumble an NPC does when running with an injured leg (but is NOT in a dying state).

;Chance (out of 100) of stumbling when running with an injured leg.
;This fires every tick (200ms).
InjuredLegStumbleChanceOneLeg = 10
InjuredLegStumbleChanceBothLegs = 50
;RunningThreshold is the velocity of the NPC - if the NPC runs faster than this velocity, the stumble chance kicks in (stumbling can happen).
;The value is divided by 10, so 30 = 3.0 m/s, which is a light jog.
RunningThresholdBothLegs = 30
RunningThresholdOneLeg = 30

;Force applied for a one-leg stumble.
InjuredLegStumbleForceOneLegX = 0
InjuredLegStumbleForceOneLegY = 320
InjuredLegStumbleForceOneLegZ = 0
;Advanced force settings for one-leg stumble.
InjuredLegStumbleIsDirectionRelativeOneLeg = 1
InjuredLegStumbleIsForceRelativeOneLeg = 0

;Force applied for a two-leg stumble.
InjuredLegStumbleForceBothLegsX = 0
InjuredLegStumbleForceBothLegsY = 375
InjuredLegStumbleForceBothLegsZ = 0
;Advanced force settings for two-leg stumble.
InjuredLegStumbleIsDirectionRelativeBothLegs = 1
InjuredLegStumbleIsForceRelativeBothLegs = 0


;----------------------------------- 
; ENHANCED HEADSHOTS
;-----------------------------------

;!!! IMPORTANT! THIS FEATURE USES THE META FILES CONTAINED WITHIN \lml\PDO Reloaded\common\ IN ORDER TO FUNCTION !!!
;!!! IF YOU WISH TO DISABLE THIS FEATURE YOU *MUST* DELETE THE COMMON FOLDER INSIDE OF \lml\PDO Reloaded\ !!!

;When enabled, headshots from firearms and throwing weapons aren't always instantly lethal.
;The first headshot determines the outcome based on the weapon used. Any subsequent headshot will be an instant kill.
;The only ranged weapon excluded from this feature is the Varmint Rifle.
EnhancedHeadshots = 1
;When enabled, any headshot against an NPC inside a vehicle (like a wagon or carriage) results in an instant kill, regardless of weapon group chances.
;This preserves vanilla-like behavior for vehicle encounters and prevents issues from modified health values.
EnhancedHeadshots_VehicleInstakill = 1
;The percentage of the outer Deadeye meter restored on a successful headshot, whether it's instantly lethal or not. Set to 0 to disable.
;The reward is only given once per ped and will not be awarded if Deadeye is active, if the target is already in a dying state, or within a brief cooldown period after exiting Deadeye.
EnhancedHeadshots_DeadeyeRewardAmount = 5
;A brief cooldown (in milliseconds) after exiting Deadeye during which a headshot will not grant a reward.
;This prevents earning rewards from projectiles (like arrows) that hit after Deadeye has been deactivated.
EnhancedHeadshots_DeadeyeRewardCooldown = 2000
;If enabled, any headshot during a duel will result in an instant kill, overriding weapon group chances to ensure duel mechanics work as expected.
EnhancedHeadshots_DuelInstakill = 1
;Addresses a vanilla RDR2 bug where arterial bleed effects can prevent new bullet decals from appearing on a ped. It only works on Enhanced Headshots, not arterials anywhere else on the body.
;This workaround disables the game's native blood fountain effect if the ped is still standing shortly after being headshot, instantly replacing it with custom particle effects.
;It's not foolproof, but it *drastically* reduces the bug from occurring.
;Set to 0 if you prefer to always see the original bleedout effect, despite the decal issue.
DecalFixForEnhancedHeadshots = 1
;Time in milliseconds before DecalFixForEnhancedHeadshots kicks in and replaces the arterial spray effect with a generic one, provided the ped is still standing and not in a dying state.
DecalFixForEnhancedHeadshotsTimer = 1500

;--- THROWN WEAPONS (Knives, Tomahawks) ---
;The % chance a headshot from a thrown weapon will cause an instant kill.
;Note that Tomahawks do an extreme amount of damage and will always instant kill no matter what you set here. I didn't change that. FYI, they also won't show up in the debug readouts for kills and damage.
Thrown_InstantDeathChance = 80
;The % chance a headshot from a thrown weapon will force the NPC into Dying State 3.
Thrown_DS3Chance = 20

;--- BOW ---
;The % chance a headshot from a bow and arrow will cause an instant kill.
Bow_InstantDeathChance = 90
;The % chance a headshot from a bow and arrow will force the NPC into Dying State 3.
Bow_DS3Chance = 10

;--- REVOLVERS ---
;The % chance a headshot from a revolver will cause an instant kill.
Revolver_InstantDeathChance = 60
;The % chance a headshot from a revolver will force the NPC into Dying State 3.
Revolver_DS3Chance = 40

;--- PISTOLS ---
;The % chance a headshot from a pistol will cause an instant kill.
Pistol_InstantDeathChance = 60
;The % chance a headshot from a pistol will force the NPC into Dying State 3.
Pistol_DS3Chance = 40

;--- REPEATERS ---
;The % chance a headshot from a repeater will cause an instant kill.
Repeater_InstantDeathChance = 75
;The % chance a headshot from a repeater will force the NPC into Dying State 3.
Repeater_DS3Chance = 25

;--- RIFLES ---
;The % chance a headshot from a standard rifle will cause an instant kill.
Rifle_InstantDeathChance = 80
;The % chance a headshot from a standard rifle will force the NPC into Dying State 3.
Rifle_DS3Chance = 20

; --- SNIPER RIFLES ---
;The % chance a headshot from a sniper rifle will cause an instant kill.
Sniper_InstantDeathChance = 100
;The % chance a headshot from a sniper rifle will force the NPC into Dying State 3.
Sniper_DS3Chance = 0

;--- SHOTGUNS ---
;The % chance a headshot from a shotgun will cause an instant kill.
Shotgun_InstantDeathChance = 90
;The % chance a headshot from a shotgun will force the NPC into Dying State 3.
Shotgun_DS3Chance = 10


;-----------------------------------
; ENHANCED FIRE LOGIC
;-----------------------------------

;Determines whether a ped will attempt to flee while on fire. The remaining chance is the standard behavior which is to fall and flail.
;If they roll a flee, they'll run on fire, then eventually fall and flail.
FleeOnFireChance = 50
;When a ped flees while on fire, their running animation can be changed. These chances MUST add up to 100. If they do not, the script will default to 'injured_general'.
;All choices but None slow the ped down during the flee.
FleeOnFireAnimChance_General = 30
FleeOnFireAnimChance_Torso = 20
FleeOnFireAnimChance_LeftLeg = 15
FleeOnFireAnimChance_RightLeg = 15
FleeOnFireAnimChance_None = 20

;Defines the outcome chance after a ped falls and is extinguished. These three values MUST add up to 100.
;There is a short grace period after they stop burning. Once that grace period ends they will roll for the following:
;DieChance is the chance they instantly perish.
;DS3Chance is the chance they enter Dying State 3.
;StaggerChance is the chance they get back up, stagger off a bit in a daze, then collapse again.
;If StaggerChance fires, once they fall they are run through the grace period and decision tree yet again.
;They can get up and stagger multiple times, depending on the FireStaggerMaxAttempts setting and FireOutcomeStaggerChance.
FireOutcomeDieChance = 50
FireOutcomeDS3Chance = 30
FireOutcomeStaggerChance = 20

;The maximum number of times a ped can enter the "stagger and get up" state before they are forced to either die or enter DS3 on the next roll. Prevents infinite loops.
FireStaggerMaxAttempts = 2
;When a ped is extinguished, stands back up and enters the "stagger" state, this controls how long they stumble around before collapsing. Values are in milliseconds.
FireStaggerDurationMin = 8000
FireStaggerDurationMax = 20000

;If a ped flees via FleeOnFireChance, enabling this makes it so they can spread that fire to any ped they get close to.
EnableFireSpread = 1
;The distance in meters within which another ped can be set on fire, divided by 10.
;I've set the default to 120. In-game, that is about touching distance.
FireSpreadRadius = 120
;The percentage chance (0-100) per script tick that a nearby ped will be ignited when within the FireSpreadRadius.
FireSpreadChance = 75

;When using my custom fire effect (for fleeing peds or reignition), this controls the maximum number of ADDITIONAL flames that can be added on top of the base 8.
;Flames are divided up into torso, legs and arm zones. A value of 10 means there will be 8 guaranteed flames, plus a random number of extra flames between 0 and 10, for a total of 8 to 18.
;Be careful with this. Don't set it too high.
FireExtraFlames = 15
;When a ped is covered in custom flames when fleeing or reignited, this controls the duration the flames will burn. A random time between Min and Max is chosen. Values are in milliseconds.
BurnTimeMin = 20000
BurnTimeMax = 30000

;Once a ped has been set on fire and extinguished by RDR2's hardcoded fire script, you normally can't re-ignite them by hitting them with another molotov. They're supposed to simply die.
;This is the workaround. We detect a radius around the ped in which a molotov projectile passes or impacts a "fireproof" ped. Then we trigger the START_ENTITY_FIRE re-ignition manually.
;The value is divided by 100 in the script (e.g., 50 = 0.5 meters).
;I don't recommend changing this, otherwise molotovs that clearly sail past a ped will ignite them.
MolotovDetectionRadius = 50


;-----------------------------------
; 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
;Enable peds giving a last dying rasp or gasp when dying in Dying State 3, making it clear they're about to die. Only works with DyingStateProgression.
EnableDS3DeathSounds = 1
;Chance (0-100) that a ped will give that dying rasp/gasp.
DS3DeathSoundChance = 75

;The percentage chance (0-100) that a ped will switch to a 'death rattle' when entering Dying State 3. These are gurgles, gasps and groans.
;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 with a death rattle will transition to quieter death rattle sounds that taper off as death approaches.
;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

;Enables or disables custom pained sounds when an NPC gets shot. Automatically disabled if you have BleedWhenShot enabled, since it causes issues.
;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

;--- 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 = 6000
;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 ---

;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 = 90
;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 = 8000
;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 = 80
;Delay in milliseconds after the execution before the player's voice line plays. Feels more natural.
PlayerSurrenderAudio_ExecuteDelay = 1800
;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

;Enables or disables the "Mock Dying Peds" feature, where the player may taunt NPCs in a dying state.
;Conditions are - ped is in dying state and you're not currently in combat and within the trigger distance of the logic.
;Currently only works with Arthur, and on male peds only given a lot of the lines used a male-centric.
EnableMockDying = 1
;The percentage chance (0-100) that the player will decide to say a taunting line when first aiming at a downed NPC.
;This chance is rolled only once per downed NPC, when you first aim at them.
MockDyingChance = 40
;The delay in milliseconds (e.g., 2000 = 2 seconds) to wait before the player actually speaks the line after the chance succeeds.
MockDyingDelay = 800
;The maximum distance (in game units, approx. feet) the player can be from the downed NPC for mock/execution lines to trigger.
MockDyingMaxDistance = 20
;If enabled, successfully mocking a downed ped makes them "executable". If the player then kills them, they may say an execution line.
;This is separate from the execution lines for surrendered NPCs.
EnableMockDyingExecution = 1
;If enabled, the player can get an execution line just by killing any NPC in a dying state (bypassing the need to taunt them first).
;The chance is governed by MockDyingExecutionChance. If this is off, an execution line only occurs if chained from a successful taunt.
;If you enable this, you'll want to turn MockDyingExecutionChance down to a very low number.
DecoupleMockDyingExecution = 0
;The percentage chance (0-100) of the player saying an execution line ONLY after killing a ped they previously mocked in the dying state.
MockDyingExecutionChance = 75


;-----------------------------------
; 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.
;The native function that controls this seems to be broken as of one of the last patches, so it no longer works.
DisableItemGlow = 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)
;________________________________________________________________________________________________

;Don't touch or BAD THINGS will happen.
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 = 400

;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.
;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


;-----------------------------------
; INDIVIDUAL WEAPON DAMAGE
;-----------------------------------
;This section replaces the old SpecialWeaponModifier and WeaponModifier.
;You can now set a damage modifier for each weapon individually.
;The value is a percentage (e.g., 30 = 30% of base damage, 150 = 150% of base damage).
;The mod's balance is predicated on 30% damage reduction across the board for firearms at default health values, so be careful adjusting these values.

;NOTE: You CANNOT adjust special ammo type damage by adding the special ammo type hash and changing the values like you can normal ammo. I tried.
;It seems that special ammo damage type is applied via some kind of damage multiplier to the base ammo type/weapon, and I can't work out how Rockstar does it.

; --- ANIMAL DAMAGE SETTINGS ---

;When set to 1, animals will be excluded from the detailed per-weapon damage multipliers below. Instead, they will use a single, flat damage multiplier for all weapons.
;When set to 0, animals will use the same detailed per-weapon damage multipliers as human NPCs.
ExcludeAnimalsFromDamageModifiers = 1
;This is the flat damage multiplier applied to ALL defined player weapons against animals.
;This setting ONLY works if ExcludeAnimalsFromDamageModifiers is set to 1.
;Value is a percentage multiplier. 10 = 1.0x (vanilla), 20 = 2.0x (double damage), 5 = 0.5x (half damage).
AnimalDamageMultiplier = 10

[IndividualWeaponDamage]

;--- UNARMED ---
WEAPON_UNARMED = 105

;--- MELEE KNIVES & BLADES (Individual) ---
WEAPON_MELEE_KNIFE = 105
WEAPON_MELEE_KNIFE_JOHN = 105
WEAPON_MELEE_KNIFE_JAWBONE = 105
WEAPON_MELEE_KNIFE_MINER = 105
WEAPON_MELEE_KNIFE_CIVIL_WAR = 105
WEAPON_MELEE_KNIFE_BEAR = 105
WEAPON_MELEE_KNIFE_VAMPIRE = 105
WEAPON_MELEE_MACHETE = 105
WEAPON_MELEE_BROKEN_SWORD = 105

;--- MELEE AXES & HATCHETS (Individual) ---
WEAPON_MELEE_HATCHET = 105
WEAPON_MELEE_CLEAVER = 105
WEAPON_MELEE_ANCIENT_HATCHET = 105
WEAPON_MELEE_HATCHET_VIKING = 105
WEAPON_MELEE_HATCHET_HEWING = 105
WEAPON_MELEE_HATCHET_DOUBLE_BIT = 105
WEAPON_MELEE_HATCHET_DOUBLE_BIT_RUSTED = 105
WEAPON_MELEE_HATCHET_HUNTER = 105
WEAPON_MELEE_HATCHET_HUNTER_RUSTED = 105

;--- THROWN WEAPONS (Individual) ---
WEAPON_THROWN_THROWING_KNIVES = 30
WEAPON_THROWN_TOMAHAWK = 30
WEAPON_THROWN_TOMAHAWK_ANCIENT = 30
WEAPON_THROWN_DYNAMITE = 30

;--- REVOLVERS ---
WEAPON_REVOLVER_CATTLEMAN = 30
WEAPON_REVOLVER_CATTLEMAN_JOHN = 30
WEAPON_REVOLVER_CATTLEMAN_MEXICAN = 30
WEAPON_REVOLVER_CATTLEMAN_PIG = 30
WEAPON_REVOLVER_DOUBLEACTION = 30
WEAPON_REVOLVER_DOUBLEACTION_EXOTIC = 30
WEAPON_REVOLVER_DOUBLEACTION_GAMBLER = 30
WEAPON_REVOLVER_DOUBLEACTION_MICAH = 30
WEAPON_REVOLVER_LEMAT = 30
WEAPON_REVOLVER_SCHOFIELD = 30
WEAPON_REVOLVER_SCHOFIELD_GOLDEN = 30
WEAPON_REVOLVER_SCHOFIELD_CALLOWAY = 30
WEAPON_REVOLVER_NAVY = 30
WEAPON_REVOLVER_NAVY_CROSSOVER = 30

;--- PISTOLS ---
WEAPON_PISTOL_M1899 = 30
WEAPON_PISTOL_MAUSER = 30
WEAPON_PISTOL_MAUSER_DRUNK = 30
WEAPON_PISTOL_SEMIAUTO = 30
WEAPON_PISTOL_VOLCANIC = 30

;--- REPEATERS ---
WEAPON_REPEATER_CARBINE = 30
WEAPON_REPEATER_EVANS = 30
WEAPON_REPEATER_HENRY = 30
WEAPON_REPEATER_WINCHESTER = 30

;--- BOW ---
WEAPON_BOW = 30
WEAPON_BOW_IMPROVED = 30

;--- RIFLES ---
WEAPON_RIFLE_VARMINT = 30
WEAPON_RIFLE_BOLTACTION = 30
WEAPON_RIFLE_SPRINGFIELD = 30
WEAPON_RIFLE_ELEPHANT = 30

;--- SNIPER RIFLES ---
WEAPON_SNIPERRIFLE_CARCANO = 30
WEAPON_SNIPERRIFLE_ROLLINGBLOCK = 30
WEAPON_SNIPERRIFLE_ROLLINGBLOCK_EXOTIC = 30

;--- SHOTGUNS ---
WEAPON_SHOTGUN_DOUBLEBARREL = 30
WEAPON_SHOTGUN_DOUBLEBARREL_EXOTIC = 30
WEAPON_SHOTGUN_PUMP = 30
WEAPON_SHOTGUN_REPEATING = 30
WEAPON_SHOTGUN_SAWEDOFF = 30
WEAPON_SHOTGUN_SEMIAUTO = 30


;---------------------------------
;   Menu Item Descriptions
;---------------------------------
[Descriptions]
DescModStatus = Enables or disables all core features of the mod.
DescDyingStateSystem = Selects the system for NPC death.|n||n|Progression is a staged system ensuring you see more of the last dying stage. Legacy is the original mod's bleed-out timer mechanics.|n|ONLY change this if no NPC's are currently in a dying state.
DescDyingStatePushdown = Selects how an NPC is knocked down when entering a dying state.|n||n|'Push' is a physical force that happens almost immediately. 'Stumble' trips them when they run. Hybrid randomly chooses Push or Stumble for each NPC.
DescLongerBleedout = When enabled, NPCs will take significantly longer to bleed out when in a dying state.|n||n|This affects both Progression and Legacy systems.
DescFriendlyFire = Allows you to damage and be damaged by members of the Dutch Van Der Linde gang.|n||n|Can be buggy in missions.
DescKillWounded = When enabled, NPCs who enter a dying state will instead die instantly.
DescDebugMode = Displays real-time debug information. 'Stats Display' shows NPC data. 'Particle FX' opens an in-game particle effect testing tool for dev purposes.

;---------------------------------------------------------------------------
;-- 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=1.26.3