
; This file defines the (re)spawning and (un)blocking behaviour of Heavy / LeaderStrategy requests.
;
; For the TECHNICAL DETAILS AND LIMITATIONS of the features in here, see the "APPENDIX.txt" file.
; The UNEDITED VALUES in this file resemble the game's vanilla (i.e. unmodified) values.






; ── ■ │ HEAVYSTRATEGY 3 BEHAVIOUR │ ■ ────────────────────────────────────────────────────────────

[Heavy3:Cancellation]
; Below what racer speed (in kph) HeavyStrategy 3 vehicles cancel their ramming attempts and flee.
;
; ■ FORMAT: heatXY = racerSpeedThreshold (FREE-ROAM; -> "default" if omitted)
;           raceXY = racerSpeedThreshold (RACES;     -> "heatXY"  if omitted)
;
; • The vanilla game uses the "CollapseSpeed" VltEd parameter for this purpose instead.
; • Higher thresholds make HeavyStrategy 3 vehicles likely to flee before they reach their target.
; • Defining a low threshold fixes the vanilla issue of HeavyStrategy 3 vehicles becoming passive.
; • Each value must be a non-negative decimal or whole number.
; • You can define a "default" value.

default = 5.0

heat01 = 5.0
heat02 = 5.0
heat03 = 5.0
heat04 = 5.0
heat05 = 5.0
heat06 = 5.0
heat07 = 5.0
heat08 = 5.0
heat09 = 5.0
heat10 = 5.0

race01 = 5.0
race02 = 5.0
race03 = 5.0
race04 = 5.0
race05 = 5.0
race06 = 5.0
race07 = 5.0
race08 = 5.0
race09 = 5.0
race10 = 5.0




[Heavy3:Count]
; How many vehicles can spawn through each successful HeavyStrategy 3 request.
;
; ■ FORMAT: heatXY = {min, max}SpawnsPerRequest (FREE-ROAM; -> "default" if omitted)
;           raceXY = {min, max}SpawnsPerRequest (RACES;     -> "heatXY"  if omitted)
;
; • Each count is a random number between "maxSpawnsPerRequest" and "maxSpawnsPerRequest".
; • For spawn counts > 2 per request, you may also need a car-loader replacement mod.
; • See the "README.txt" file for an overview of available car-loader replacements.
; • Each value must be a positive whole number between 1 and 20 (inclusive).
; • You can define a "default" value pair.

default = 2, 2

heat01 = 1, 1
heat02 = 1, 2
heat03 = 2, 2
heat04 = 2, 3
heat05 = 3, 3
heat06 = 3, 4
heat07 = 4, 4
heat08 = 4, 4
heat09 = 4, 5
heat10 = 20, 20

race01 = 1, 1
race02 = 1, 1
race03 = 1, 1
race04 = 1, 1
race05 = 2, 2
race06 = 4, 4
race07 = 4, 4
race08 = 4, 4
race09 = 4, 4
race10 = 10, 10




[Heavy3:Joining]
; Whether HeavyStrategy 3 vehicles can join the pursuit once their request expires.
;
; ■ FORMAT: heatXY = joinsPursuit (FREE-ROAM; -> "default" if omitted)
;           raceXY = joinsPursuit (RACES;     -> "heatXY"  if omitted)
;
; • For joining from HeavyStrategy 3, you may also need a car-loader replacement mod.
; • See the "README.txt" file for an overview of available car-loader replacements.
; • Vehicles of cancelled HeavyStrategy 3 requests are also affected by joining.
; • To limit how many vehicles can join this way, see "[Joining:Limit]" 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




[Joining:Limit]
; How many vehicles that joined from HeavyStrategy 3 requests can be active in a pursuit.
;
; ■ FORMAT: heatXY = totalJoinLimit (FREE-ROAM)
;           raceXY = totalJoinLimit (RACES)
;
; • To enable joining from expired HeavyStrategy 3 requests, see "[Heavy3:Joining]" above.
; • Joining of this kind is limited only at Heat levels for which you define valid limit values.
; • Each value must be a non-negative whole number.
; • You can't' define a "default" value.

; Uncomment any of these sample values to enable them
heat01 = 2
heat02 = 2
heat03 = 2
heat04 = 2
heat05 = 8
heat06 = 8
heat07 = 8
heat08 = 8
heat09 = 8
heat10 = 15

; Uncomment any of these sample values to enable them
race01 = 2
race02 = 2
race03 = 2
race04 = 2
race05 = 8
race06 = 8
race07 = 8
race08 = 8
race09 = 8
race10 = 15




[Joining:Fleeing]
; Delay interval (in seconds) and "Chasers" threshold for joined HeavyStrategy3 vehicles to flee.
;
; ■ FORMAT: heatXY = {min, max}FleeDelay, chasersThreshold (FREE-ROAM)
;           raceXY = {min, max}FleeDelay, chasersThreshold (RACES)
;
; • To enable joining from expired HeavyStrategy 3 requests, see "[Heavy3:Joining]" above.
; • Joined vehicles flee only at Heat levels for which you define valid delay and threshold values.
; • Joined vehicles flee only while the number of active "Chasers" is above the threshold.
; • Flee delays are random numbers between "minFleeDelay" and "maxFleeDelay".
; • Each delay value must be a non-negative decimal or whole number.
; • Each threshold value must be a non-negative whole number.
; • You can't define a "default" value tuple.

; Uncomment any of these sample values to enable them
heat01 = 3600.0, 3600.0, 0
heat02 = 3600.0, 3600.0, 0
heat03 = 3600.0, 3600.0, 0
heat04 = 3600.0, 3600.0, 0
heat05 = 3600.0, 3600.0, 0
heat06 = 3600.0, 3600.0, 0
heat07 = 3600.0, 3600.0, 0
heat08 = 3600.0, 3600.0, 0
heat09 = 3600.0, 3600.0, 0
heat10 = 3600.0, 3600.0, 0

; Uncomment any of these sample values to enable them
race01 = 3600.0, 3600.0, 0
race02 = 3600.0, 3600.0, 0
race03 = 3600.0, 3600.0, 0
race04 = 3600.0, 3600.0, 0
race05 = 3600.0, 3600.0, 0
race06 = 3600.0, 3600.0, 0
race07 = 3600.0, 3600.0, 0
race08 = 3600.0, 3600.0, 0
race09 = 3600.0, 3600.0, 0
race10 = 3600.0, 3600.0, 0






; ── ■ │ LEADERSTRATEGY 5 BEHAVIOUR │ ■ ───────────────────────────────────────────────────────────

[Leader5:CrossAggro]
; After how long (in seconds) LeaderStrategy 5 Cross becomes aggressive.
;
; ■ FORMAT: heatXY = {min, max}AggroDelay (FREE-ROAM)
;           raceXY = {min, max}AggroDelay (RACES)
;
; • The vanilla game forces LeaderStrategy 5 Cross to be passive until his Strategy expires.
; • Cross will turn aggressive only at Heat levels for which you define valid delay values.
; • The aggression delay is a random number between "minAggroDelay" and "maxAggroDelay".
; • Delays longer than the LeaderStrategy 5's "Duration" VltEd parameter have no effect.
; • Once aggressive, LeaderStrategy 5 Cross stays aggressive until he despawns.
; • Each value must be a non-negative decimal or whole number.
; • You can't define a "default" value pair.

; Uncomment any of these sample values to enable them
heat01 = 0.0, 0.0
heat02 = 0.0, 0.0
heat03 = 0.0, 0.0
heat04 = 0.0, 0.0
heat05 = 0.0, 0.0
heat06 = 0.0, 0.0
heat07 = 0.0, 0.0
heat08 = 0.0, 0.0
heat09 = 0.0, 0.0
heat10 = 0.0, 0.0

; Uncomment any of these sample values to enable them
race01 = 0.0, 0.0
race02 = 0.0, 0.0
race03 = 0.0, 0.0
race04 = 0.0, 0.0
race05 = 0.0, 0.0
race06 = 0.0, 0.0
race07 = 0.0, 0.0
race08 = 0.0, 0.0
race09 = 0.0, 0.0
race10 = 0.0, 0.0




[Leader5:ExpireReset]
; After how long (in seconds) LeaderStrategy requests are available again if one expires.
;
; ■ FORMAT: heatXY = {min, max}ResetDelay (FREE-ROAM)
;           raceXY = {min, max}ResetDelay (RACES)
;
; • The vanilla game resets Cross' spawn flag instantly if his LeaderStrategy 5 expires.
; • Once Cross' spawn flag is reset, the game can attempt LeaderStrategy requests again.
; • This spawn-flag reset happens only at Heat levels for which you define valid delay values.
; • Each spawn-flag reset delay is a random number between "minResetDelay" and "maxResetDelay".
; • Each value must be a non-negative decimal or whole number.
; • You can't define a "default" value pair.

heat01 = 0.0, 0.0
heat02 = 0.0, 0.0
heat03 = 0.0, 0.0
heat04 = 0.0, 0.0
heat05 = 0.0, 0.0
heat06 = 0.0, 0.0
heat07 = 0.0, 0.0
heat08 = 0.0, 0.0
heat09 = 0.0, 0.0
heat10 = 0.0, 0.0

race01 = 0.0, 0.0
race02 = 0.0, 0.0
race03 = 0.0, 0.0
race04 = 0.0, 0.0
race05 = 0.0, 0.0
race06 = 0.0, 0.0
race07 = 0.0, 0.0
race08 = 0.0, 0.0
race09 = 0.0, 0.0
race10 = 0.0, 0.0




[Leader5:WreckReset]
; After how long (in seconds) LeaderStrategy requests are available again if Cross gets wrecked.
;
; ■ FORMAT: heatXY = {min, max}ResetDelay (FREE-ROAM)
;           raceXY = {min, max}ResetDelay (RACES)
;
; • All "[Leader5:ExpireReset]" comments apply here as well.
; • But: The vanilla game never resets Cross' spawn flag if he gets wrecked.

; Uncomment any of these sample values to enable them
heat01 = 2.0, 5.0
heat02 = 2.0, 5.0
heat03 = 2.0, 5.0
heat04 = 2.0, 5.0
heat05 = 2.0, 5.0
heat06 = 2.0, 5.0
heat07 = 2.0, 5.0
heat08 = 2.0, 5.0
heat09 = 2.0, 5.0
heat10 = 2.0, 5.0

; Uncomment any of these sample values to enable them
race01 = 2.0, 5.0
race02 = 2.0, 5.0
race03 = 2.0, 5.0
race04 = 2.0, 5.0
race05 = 2.0, 5.0
race06 = 2.0, 5.0
race07 = 2.0, 5.0
race08 = 2.0, 5.0
race09 = 2.0, 5.0
race10 = 2.0, 5.0




[Leader5:LostReset]
; After how long (in seconds) LeaderStrategy requests are available again if Cross loses you.
;
; ■ FORMAT: heatXY = {min, max}ResetDelay (FREE-ROAM)
;           raceXY = {min, max}ResetDelay (RACES)
;
; • All "[Leader5:ExpireReset]" comments apply here as well.
; • But: The vanilla game resets Cross' spawn flag instantly if he loses you.

heat01 = 0.0, 0.0
heat02 = 0.0, 0.0
heat03 = 0.0, 0.0
heat04 = 0.0, 0.0
heat05 = 0.0, 0.0
heat06 = 0.0, 0.0
heat07 = 0.0, 0.0
heat08 = 0.0, 0.0
heat09 = 0.0, 0.0
heat10 = 0.0, 0.0

race01 = 0.0, 0.0
race02 = 0.0, 0.0
race03 = 0.0, 0.0
race04 = 0.0, 0.0
race05 = 0.0, 0.0
race06 = 0.0, 0.0
race07 = 0.0, 0.0
race08 = 0.0, 0.0
race09 = 0.0, 0.0
race10 = 0.0, 0.0






; ── ■ │ LEADERSTRATEGY 7 BEHAVIOUR │ ■ ───────────────────────────────────────────────────────────

[Leader7:CrossAggro]
; After how long (in seconds) LeaderStrategy 5 Cross becomes aggressive.
;
; ■ FORMAT: heatXY = {min, max}AggroDelay (FREE-ROAM)
;           raceXY = {min, max}AggroDelay (RACES)
;
; • All "[Leader5:CrossAggro]" comments apply here as well, but for LeaderStrategy 7.

; Uncomment any of these sample values to enable them
heat01 = 0.0, 0.0
heat02 = 0.0, 0.0
heat03 = 0.0, 0.0
heat04 = 0.0, 0.0
heat05 = 0.0, 0.0
heat06 = 0.0, 0.0
heat07 = 0.0, 0.0
heat08 = 0.0, 0.0
heat09 = 0.0, 0.0
heat10 = 0.0, 0.0

; Uncomment any of these sample values to enable them
race01 = 0.0, 0.0
race02 = 0.0, 0.0
race03 = 0.0, 0.0
race04 = 0.0, 0.0
race05 = 0.0, 0.0
race06 = 0.0, 0.0
race07 = 0.0, 0.0
race08 = 0.0, 0.0
race09 = 0.0, 0.0
race10 = 0.0, 0.0




[Leader7:HenchmenAggro]
; After how long (in seconds) LeaderStrategy 7 henchmen become aggressive.
;
; ■ FORMAT: heatXY = {min, max}AggroDelay (FREE-ROAM)
;           raceXY = {min, max}AggroDelay (RACES)
;
; • All "[Leader5:CrossAggro]" comments apply here as well, but for LeaderStrategy 7 / henchmen.
; • But: Henchmen always become aggressive when Cross despawns for any reason.

; Uncomment any of these sample values to enable them
heat01 = 0.0, 0.0
heat02 = 0.0, 0.0
heat03 = 0.0, 0.0
heat04 = 0.0, 0.0
heat05 = 0.0, 0.0
heat06 = 0.0, 0.0
heat07 = 0.0, 0.0
heat08 = 0.0, 0.0
heat09 = 0.0, 0.0
heat10 = 0.0, 0.0

; Uncomment any of these sample values to enable them
race01 = 0.0, 0.0
race02 = 0.0, 0.0
race03 = 0.0, 0.0
race04 = 0.0, 0.0
race05 = 0.0, 0.0
race06 = 0.0, 0.0
race07 = 0.0, 0.0
race08 = 0.0, 0.0
race09 = 0.0, 0.0
race10 = 0.0, 0.0




[Leader7:ExpireReset]
; After how long (in seconds) LeaderStrategy requests are available again if one expires.
;
; ■ FORMAT: heatXY = {min, max}ResetDelay (FREE-ROAM)
;           raceXY = {min, max}ResetDelay (RACES)
;
; • All "[Leader5:ExpireReset]" comments apply here as well, but for LeaderStrategy 7.
; • But: Without unblocking (see "[Leader7:Unblocking]" below), henchmen must also despawn first.

heat01 = 0.0, 0.0
heat02 = 0.0, 0.0
heat03 = 0.0, 0.0
heat04 = 0.0, 0.0
heat05 = 0.0, 0.0
heat06 = 0.0, 0.0
heat07 = 0.0, 0.0
heat08 = 0.0, 0.0
heat09 = 0.0, 0.0
heat10 = 0.0, 0.0

race01 = 0.0, 0.0
race02 = 0.0, 0.0
race03 = 0.0, 0.0
race04 = 0.0, 0.0
race05 = 0.0, 0.0
race06 = 0.0, 0.0
race07 = 0.0, 0.0
race08 = 0.0, 0.0
race09 = 0.0, 0.0
race10 = 0.0, 0.0




[Leader7:WreckReset]
; After how long (in seconds) LeaderStrategy requests are available again if Cross gets wrecked.
;
; ■ FORMAT: heatXY = {min, max}ResetDelay (FREE-ROAM)
;           raceXY = {min, max}ResetDelay (RACES)
;
; • All "[Leader5:WreckReset]" comments apply here as well, but for LeaderStrategy 7.

; Uncomment any of these sample values to enable them
heat01 = 2.0, 5.0
heat02 = 2.0, 5.0
heat03 = 2.0, 5.0
heat04 = 2.0, 5.0
heat05 = 2.0, 5.0
heat06 = 2.0, 5.0
heat07 = 2.0, 5.0
heat08 = 2.0, 5.0
heat09 = 2.0, 5.0
heat10 = 2.0, 5.0

; Uncomment any of these sample values to enable them
race01 = 2.0, 5.0
race02 = 2.0, 5.0
race03 = 2.0, 5.0
race04 = 2.0, 5.0
race05 = 2.0, 5.0
race06 = 2.0, 5.0
race07 = 2.0, 5.0
race08 = 2.0, 5.0
race09 = 2.0, 5.0
race10 = 2.0, 5.0




[Leader7:LostReset]
; After how long (in seconds) LeaderStrategy requests are available again if Cross loses you.
;
; ■ FORMAT: heatXY = {min, max}ResetDelay (FREE-ROAM)
;           raceXY = {min, max}ResetDelay (RACES)
;
; • All "[Leader5:LostReset]" comments apply here as well, but for LeaderStrategy 7.

heat01 = 0.0, 0.0
heat02 = 0.0, 0.0
heat03 = 0.0, 0.0
heat04 = 0.0, 0.0
heat05 = 0.0, 0.0
heat06 = 0.0, 0.0
heat07 = 0.0, 0.0
heat08 = 0.0, 0.0
heat09 = 0.0, 0.0
heat10 = 0.0, 0.0

race01 = 0.0, 0.0
race02 = 0.0, 0.0
race03 = 0.0, 0.0
race04 = 0.0, 0.0
race05 = 0.0, 0.0
race06 = 0.0, 0.0
race07 = 0.0, 0.0
race08 = 0.0, 0.0
race09 = 0.0, 0.0
race10 = 0.0, 0.0






; ── ■ │ REQUEST UNBLOCKING │ ■ ───────────────────────────────────────────────────────────────────

[Leader5:Unblocking]
; How early (in seconds) the game can request another Strategy after a LeaderStrategy 5 spawn.
;
; ■ FORMAT: heatXY = {min, max}UnblockDelay (FREE-ROAM)
;           raceXY = {min, max}UnblockDelay (RACES)
;
; • The vanilla game can only request a new Strategy once a given LeaderStrategy 5 has ended.
; • Bartender can unblock the request queue earlier, allowing for multiple Strategy requests.
; • Unblocking happens after some delay following each successful LeaderStrategy 5 spawn.
; • Unblocking happens only at Heat levels for which you define valid delay values.
; • Each unblock delay is a random number between "minUnblockDelay" and "maxUnblockDelay".
; • Delays longer than the LeaderStrategy 5 "Duration" VltEd parameter have no effect.
; • When Bartender unblocks the queue, the LeaderStrategy 5 continues for its full "Duration".
; • It's safe to set both delays to 0, making LeaderStrategy 5 a completely "free" Strategy.
; • Each value must be a non-negative decimal or whole number.
; • You can't define a "default" value pair.

heat01 = 0.0, 0.0
heat02 = 0.0, 0.0
heat03 = 0.0, 0.0
heat04 = 0.0, 0.0
heat05 = 0.0, 0.0
heat06 = 0.0, 0.0
heat07 = 0.0, 0.0
heat08 = 0.0, 0.0
heat09 = 0.0, 0.0
heat10 = 0.0, 0.0

race01 = 0.0, 0.0
race02 = 0.0, 0.0
race03 = 0.0, 0.0
race04 = 0.0, 0.0
race05 = 0.0, 0.0
race06 = 0.0, 0.0
race07 = 0.0, 0.0
race08 = 0.0, 0.0
race09 = 0.0, 0.0
race10 = 0.0, 0.0




[Leader7:Unblocking]
; How early (in seconds) the game can request another Strategy after a LeaderStrategy 7 spawn.
;
; ■ FORMAT: heatXY = {min, max}UnblockDelay (FREE-ROAM)
;           raceXY = {min, max}UnblockDelay (RACES)
;
; • All "[Leader5:Unblocking]" comments apply here as well, but for LeaderStrategy 7.

heat01 = 0.0, 0.0
heat02 = 0.0, 0.0
heat03 = 0.0, 0.0
heat04 = 0.0, 0.0
heat05 = 0.0, 0.0
heat06 = 0.0, 0.0
heat07 = 0.0, 0.0
heat08 = 0.0, 0.0
heat09 = 0.0, 0.0
heat10 = 0.0, 0.0

race01 = 0.0, 0.0
race02 = 0.0, 0.0
race03 = 0.0, 0.0
race04 = 0.0, 0.0
race05 = 0.0, 0.0
race06 = 0.0, 0.0
race07 = 0.0, 0.0
race08 = 0.0, 0.0
race09 = 0.0, 0.0
race10 = 0.0, 0.0




[Heavy3:Unblocking]
; How early (in seconds) the game can request another Strategy after a HeavyStrategy 3 spawn.
;
; ■ FORMAT: heatXY = {min, max}UnblockDelay (FREE-ROAM)
;           raceXY = {min, max}UnblockDelay (RACES)
;
; • All "[Leader5:Unblocking]" comments apply here as well, but for HeavyStrategy 3.
; • But: If you use short unblock delays, you may also need a car-loader replacement mod.
; • See the "README.txt" file for an overview of available car-loader replacements.

; Uncomment any of these sample values to enable them
heat01 = 0.0, 0.0
heat02 = 0.0, 0.0
heat03 = 0.0, 0.0
heat04 = 0.0, 0.0
heat05 = 0.0, 0.0
heat06 = 0.0, 0.0
heat07 = 0.0, 0.0
heat08 = 0.0, 0.0
heat09 = 0.0, 0.0
heat10 = 0.0, 0.0

; Uncomment any of these sample values to enable them
race01 = 0.0, 0.0
race02 = 0.0, 0.0
race03 = 0.0, 0.0
race04 = 0.0, 0.0
race05 = 0.0, 0.0
race06 = 0.0, 0.0
race07 = 0.0, 0.0
race08 = 0.0, 0.0
race09 = 0.0, 0.0
race10 = 0.0, 0.0




[Heavy4:Unblocking]
; How early (in seconds) the game can request another Strategy after a HeavyStrategy 4 spawn.
;
; ■ FORMAT: heatXY = {min, max}UnblockDelay (FREE-ROAM)
;           raceXY = {min, max}UnblockDelay (RACES)
;
; • All "[Leader5:Unblocking]" comments apply here as well, but for HeavyStrategy 4.

heat01 = 0.0, 0.0
heat02 = 0.0, 0.0
heat03 = 0.0, 0.0
heat04 = 0.0, 0.0
heat05 = 0.0, 0.0
heat06 = 0.0, 0.0
heat07 = 0.0, 0.0
heat08 = 0.0, 0.0
heat09 = 0.0, 0.0
heat10 = 0.0, 0.0

race01 = 0.0, 0.0
race02 = 0.0, 0.0
race03 = 0.0, 0.0
race04 = 0.0, 0.0
race05 = 0.0, 0.0
race06 = 0.0, 0.0
race07 = 0.0, 0.0
race08 = 0.0, 0.0
race09 = 0.0, 0.0
race10 = 0.0, 0.0