
; This file defines parameters for some general pursuit settings.
;
; For the TECHNICAL DETAILS AND LIMITATIONS of the features in here, see the "APPENDIX.txt" file.
; The UNEDITED VALUES in this file match the game's vanilla (i.e. unmodified) values.






; ── ■ │ PURSUIT BEHAVIOUR │ ■ ────────────────────────────────────────────────────────────────────

[Pursuits:Races]
; Which pursuit stats the game also tracks in races.
;
; ■ FORMAT: pursuitLength  = isTracked
;           unitsInPursuit = isTracked
;           copsLost       = isTracked
;           copsHit        = isTracked
;           copsDestroyed  = isTracked
;           passiveBounty  = isTracked
;           propertyDamage = isTracked
;           infractions    = isTracked
; 
; • "pursuitLength"  also allows the cops to request any VltEd-enabled supports in races.
; • "unitsInPursuit" is for unused "cops in pursuit" and "helicopters in pursuit" milestones.
; • "copsDestroyed"  also includes bounty and bonus cost-to-state for destroying cops.
; • "copsLost"       decrements the engagement count whenever cops despawn in races.
; • "copsHit"        also includes bonus cost-to-state for hitting cops.
; • "propertyDamage" doesn't affect Career races, as those track property damage already.       
; • Each value must be either "true" or "false".
; • You can't define a "default" value.

pursuitLength  = true
unitsInPursuit = true
copsLost       = true
copsHit        = true
copsDestroyed  = true
passiveBounty  = true
propertyDamage = true
infractions    = true




[Pursuits:Rivals]
; Whether the cops can start non-player pursuits.
;
; ■ FORMAT: heatXY = canStartRivalPursuits (FREE-ROAM; -> "default" if omitted)
;           raceXY = canStartRivalPursuits (RACES;     -> "heatXY"  if omitted)
;
; • Each value must be either "true" or "false".
; • You can define a "default" value.

default = true

heat01 = true
heat02 = true
heat03 = true
heat04 = true
heat05 = true
heat06 = true
heat07 = true
heat08 = true
heat09 = true
heat10 = true

race01 = true
race02 = true
race03 = true
race04 = true
race05 = true
race06 = true
race07 = true
race08 = true
race09 = true
race10 = true






; ── ■ │ PURSUIT BOUNTY │ ■ ───────────────────────────────────────────────────────────────────────

[Bounty:Interval]
; Time interval (in seconds) for passive bounty gain in pursuits.
;
; ■ FORMAT: heatXY = bountyInterval (FREE-ROAM; -> "default" if omitted)
;           raceXY = bountyInterval (RACES;     -> "heatXY"  if omitted)
;
; • Each value must be a non-negative decimal or whole number.
; • You can define a "default" value.

default = 10.0

heat01 = 10.0
heat02 = 10.0
heat03 = 10.0
heat04 = 10.0
heat05 = 10.0
heat06 = 10.0
heat07 = 10.0
heat08 = 10.0
heat09 = 10.0
heat10 = 10.0

race01 = 10.0
race02 = 10.0
race03 = 10.0
race04 = 10.0
race05 = 10.0
race06 = 10.0
race07 = 10.0
race08 = 10.0
race09 = 10.0
race10 = 10.0




[Bounty:Combo]
; The maximum combo-bounty multiplier for destroying cops quickly.
;
; ■ FORMAT: heatXY = maxBountyMultiplier (FREE-ROAM; -> "default" if omitted)
;           raceXY = maxBountyMultiplier (RACES;     -> "heatXY"  if omitted)
;
; • Each value must be a positive whole number.
; • You can define a "default" value.

default = 3

heat01 = 3
heat02 = 3
heat03 = 4
heat04 = 4
heat05 = 5
heat06 = 6
heat07 = 7
heat08 = 8
heat09 = 9
heat10 = 10

race01 = 3
race02 = 3
race03 = 3
race04 = 3
race05 = 3
race06 = 3
race07 = 3
race08 = 3
race09 = 3
race10 = 3






; ── ■ │ PURSUIT STATE │ ■ ────────────────────────────────────────────────────────────────────────

[State:Busting]
; Time required (in seconds) and max. distance from cops (in metres) to fill the red "BUSTED" bar.
;
; ■ FORMAT: heatXY = bustTimer, maxBustDistance (FREE-ROAM; -> "default" if omitted)
;           raceXY = bustTimer, maxBustDistance (RACES;     -> "heatXY"  if omitted)
;
; • Each value must be a non-negative decimal or whole number.
; • You can define a "default" value pair.

default = 5.0, 15.0

heat01 = 6.0, 10.0
heat02 = 6.0, 12.0
heat03 = 6.0, 15.0
heat04 = 6.0, 15.0
heat05 = 6.0, 20.0
heat06 = 6.0, 25.0
heat07 = 6.0, 30.0
heat08 = 6.0, 35.0
heat09 = 6.0, 40.0
heat10 = 6.0, 50.0

race01 = 6.0, 10.0
race02 = 6.0, 12.0
race03 = 6.0, 15.0
race04 = 6.0, 15.0
race05 = 6.0, 20.0
race06 = 6.0, 25.0
race07 = 6.0, 30.0
race08 = 6.0, 35.0
race09 = 6.0, 40.0
race10 = 6.0, 50.0




[State:Evading]
; Time required (in seconds) to fill the green "EVADE" bar once all cops have lost sight of you.
;
; ■ FORMAT: heatXY = evadeTimer (FREE-ROAM; -> "default" if omitted)
;           raceXY = evadeTimer (RACES;     -> "heatXY"  if omitted)
;
; • Each value must be a non-negative decimal or whole number.
; • You can define a "default" value.

default = 7.0

heat01 = 5.0
heat02 = 6.0
heat03 = 7.0
heat04 = 8.0
heat05 = 10.0
heat06 = 12.0
heat07 = 15.0
heat08 = 20.0
heat09 = 25.0
heat10 = 30.0

race01 = 7.0
race02 = 7.0
race03 = 7.0
race04 = 7.0
race05 = 7.0
race06 = 7.0
race07 = 7.0
race08 = 7.0
race09 = 7.0
race10 = 7.0




[Evading:Hiding]
; Whether hiding spots make racers in "COOLDOWN" mode completely invisible to cops.
;
; ■ FORMAT: heatXY = hiddenFrom{Cars, Helicopters} (FREE-ROAM; -> "default" if omitted)
;           raceXY = hiddenFrom{Cars, Helicopters} (RACES;     -> "heatXY"  if omitted)
;
; • Invisibility doesn't affect the speed at which the "COOLDOWN" bar fills.
; • Each value must be either "true" or "false".
; • You can define a "default" value pair.

default = true, true

heat01 = true, true
heat02 = true, true
heat03 = true, true
heat04 = true, true
heat05 = true, true
heat06 = true, true
heat07 = true, true
heat08 = true, true
heat09 = true, true
heat10 = true, true

race01 = true, true
race02 = true, true
race03 = true, true
race04 = true, true
race05 = true, true
race06 = true, true
race07 = true, true
race08 = true, true
race09 = true, true
race10 = true, true






; ── ■ │ VEHICLE FLIPPING │ ■ ─────────────────────────────────────────────────────────────────────

[Flipping:Damaged]
; Whether flipped, player-damaged cop vehicles are destroyed instantly.
;
; ■ FORMAT: heatXY = checkIfDamaged (FREE-ROAM; -> "default" if omitted)
;           raceXY = checkIfDamaged (RACES;     -> "heatXY"  if omitted)
;
; • This destruction check is independent of the time-based one (see "[Flipping:Time]" below).
; • Each value must be either "true" or "false".
; • You can define a "default" value.

default = true

heat01 = true
heat02 = true
heat03 = true
heat04 = true
heat05 = true
heat06 = true
heat07 = true
heat08 = true
heat09 = true
heat10 = true

race01 = true
race02 = true
race03 = true
race04 = true
race05 = true
race06 = true
race07 = true
race08 = true
race09 = true
race10 = true




[Flipping:Time]
; After how much time (in seconds) a flipped cop vehicle is destroyed, regardless of damage.
;
; ■ FORMAT: heatXY = flippedCopDestructionDelay (FREE-ROAM)
;           raceXY = flippedCopDestructionDelay (RACES)
;
; • This cop destruction happens only at Heat levels for which you define a valid delay value.
; • This destruction check is independent of the damage-based one (see "[Flipping:Damage]" above).
; • Each value must be a non-negative decimal or whole number.
; • You can't define a "default" value.

heat01 = 6.0
heat02 = 5.0
heat03 = 4.0
heat04 = 3.0
heat05 = 2.5
heat06 = 2.0
heat07 = 1.5
heat08 = 1.0
heat09 = 0.5
heat10 = 0.1

race01 = 6.0
race02 = 6.0
race03 = 6.0
race04 = 6.0
race05 = 6.0
race06 = 6.0
race07 = 6.0
race08 = 6.0
race09 = 6.0
race10 = 6.0




[Flipping:Reset]
; After how much time (in seconds) a flipped racer vehicle is automatically reset.
;
; ■ FORMAT: heatXY = flippedRacerResetDelay (FREE-ROAM)
;           raceXY = flippedRacerResetDelay (RACES)
;
; • This racer reset happens only at Heat levels for which you define a valid delay value.
; • Unlike manual resets, automatic resets don't lead to being insta-busted.
; • Automatic resets don't apply to cop vehicles of any kind.
; • Each value must be a non-negative decimal or whole number.
; • You can't define a "default" value.

heat01 = 4.0
heat02 = 3.5
heat03 = 3.0
heat04 = 2.5
heat05 = 2.0
heat06 = 1.5
heat07 = 1.0
heat08 = 0.5
heat09 = 0.2
heat10 = 0.1

race01 = 4.0
race02 = 4.0
race03 = 4.0
race04 = 4.0
race05 = 4.0
race06 = 4.0
race07 = 4.0
race08 = 4.0
race09 = 4.0
race10 = 4.0






; ── ■ │ PURSUIT BREAKERS │ ■ ─────────────────────────────────────────────────────────────────────

[Vehicles:Breakers]
; Whether a given cop vehicle is affected by pursuit-breaker instakills of any kind.
;
; ■ FORMAT: pvehicle = isAffected (-> "default" if omitted)
;
; • Collapsing pursuit breakers can still damage cop vehicles through collision interactions.
; • If you define no valid flags and no "default" value, Bartender disables this feature.
; • A vehicle is valid if it exists in VltEd.
; • A breaker flag can only be valid if its vehicle is also valid.
; • Each value must be either "true" or "false".
; • You can define a "default" value.

; Vehicles without explicit breaker flags (uncomment to enable)
default = true

; Regular patrol cars (uncomment to enable)
copmidsize  = true
copghost    = true
copgto      = true
copgtoghost = true

; Elite street-racing unit (uncomment to enable)
copsporthench = true
copsportghost = true
copsport      = true

; Heavy support units (uncomment to enable)
copsuv       = true
copsuvl      = true
copsuvpatrol = true

; Sergeant Cross (uncomment to enable)
copcross = true

; Helicopter (uncomment to enable)
copheli = true