**General Features**

Health: The health bar represents about 66% of blood in a person's body. When a person has 0 health, they have about 33% blood remaining, which will result in death. Hunger will also cause the health bar to go down, but this does not represent blood loss.

Unconscious: When unconscious, a person will fall over and not be able to move or talk. A person will pass out due to pain or when their health falls below a certain amount.

50 Health - 50% chance of passing out - Lasts 5-10 minutes

40 Health - 60% chance of passing out - Lasts 10-15 minutes

30 Health - 70% chance of passing out - Lasts 15-20 minutes

20 Health - 80% chance of passing out - Will not wake until revived

10 Health - 90% chance of Passing out - Will not wake until revived

**Shooting**

Blood Loss: When shot, your health will not immediately drop. Instead, your health will start to slowly decrease, representing blood loss. The rate of blood loss depends on where you are shot.

Head - 4 HP every 30 seconds per 1 gunshot

Torso - 2 HP every 30 seconds per 1 gunshot

Arm - 1 HP every 30 seconds per 1 gunshot

Leg - 1 HP every 30 seconds per 1 gunshot

Pain: When shot, a person's screen will start to shake and become blurry, representing pain. Each time a person is shot the shakiness and blurriness will increase. Each gunshot wound will increase the chances of passing out.

2 gunshots - 30% chance of passing out - Lasts 5-10 minutes

3 gunshots - 50% chance of passing out - Lasts 10-15 minutes

4 gunshots - 70% chance of passing out - Will not wake until revived

5 gunshots - 90% chance of passing out - Will not wake until revived

Death: When shot in the torso, a person has a chance of dying. Each time a person is shot the chance of death will increase. The chance of death depends on the range a person has been shot from. Each time a person is shot, the chance of death increases by 10%. There is a 60% maximum chance of death.

Close Range - 45% chance of death

Medium Range - 15% chance of death

Long Range - 5% initial chance of death

Head: When shot in the head, there is a 95% chance of death. If the person does not die, they will become unconscious until revived.

Speed: When shot, a person will slow down. Each time a person is shot the speed will decrease. Speed loss will not go past 40%. The rate of speed loss depends on where the person has been shot.

Torso - 15% decrease in speed

Leg - 40% decrease in speed

Dropping Weapons: When a person is shot, there is a chance that they will drop their weapon. They will still be able to pick it back up. The chance of dropping a weapon depends on where the person has been shot.

Head - 100% chance of dropping weapon

Torso - 15% chance of dropping weapon

Arm - 75% chance of dropping weapon

Falling: When shot, a person has a chance of tripping/falling over. They will be able to get back up after falling down. The chance of falling depends on where the person has been shot. When a person falls over, there is a 75% chance they will drop their weapon.

Torso - 30% chance of falling

Leg - 75% chance of falling

Both Arms: When shot in both arms, two-handed weapons have a 100% chance of being dropped and cannot be picked back up. There will be a 50% chance that one-handed weapons cannot be picked back up. When driving, turning the steering wheel left and right will be severely slowed.

Both Legs: When shot in both legs, you will not be able to walk. You can crouch, but if you try to move forward while crouching, you will take a step and then fall. This will simulate crawling and allow the person to shoot while down. You will not be able to drive a car. You will not be able to jump/vault over objects.

Body Armor: When a person heals to get body armor or purchases body armor, they will get full (100) armor, regardless of whether or not they are a police officer. Body armor will have a chance of stopping rounds that hit the person's torso. Each time a person who is wearing body armor is shot, the armor health will be brought down and the chance of the body armor stopping rounds will be decreased. The chance of stopping rounds depends on the type of weapon being fired.

Pistol/Shotgun - 80% chance of stopping rounds - lose 10 armor HP - chance decreased by 5%

Assault Rifle - 65% chance of stopping round - lose 20 armor HP - chance decreased by 10%

Sniper Rifle - 35% chance of stopping round - lose 50 armor HP - chance decreased by 15%

Helmet: While wearing a ballistic helmet object, the chance of being killed with a headshot decreases to 75%. Being shot in the head and not dying will still result in going unconscious.

Tactical Vest: While wearing a tactical vest object, they will get full (100) armor. The armor will be removed when the vest is taken off. Tactical vests will have a chance of stopping rounds that hit the person's torso. Each time a person who is wearing a tactical vest is shot, the armor health will be brought down and the chance of the body armor stopping rounds will be decreased. The chance of stopping rounds depends on the type of weapon being fired. Body armor bonuses will not be applied while wearing a tactical vest.

Pistol/Shotgun - 85% chance of stopping rounds - lose 10 armor HP - chance decreased by 5%

Assault Rifle - 75% chance of stopping rounds - lose 15 armor HP - chance decreased by 10%

Sniper Rifle - 40% chance of stopping rounds - lose 50 armor HP - chance decreased by 15%

Shield: While holding a shield object, there will be a chance of stopping rounds that hit a person's torso and arms. When crouched, the same chance applies to a person's legs. The chance of stopping rounds depends on the type of weapon being fired. Tactical vest/body armor bonuses will still be applied while holding a shield.

Pistol/Shotgun - 95% chance of stopping rounds

Assault Rifle - 85% chance of stopping rounds

Sniper Rifle - 60% chance of stopping rounds

SWAT/TRU: When a person switches to SWAT/TRU skin, they will get full (100) armor. Body armor will have a chance of stopping rounds that a person's torso. Each time a person who is has the SWAT/TRU skin is shot, the armor health will be brought down and the chance of the body armor stopping rounds will be decreased. The chance of stopping rounds depends on the type of weapon being fired. A person with SWAT/TRU skin will have the helmet bonus applied automatically. Body armor/tactical vest bonuses will not be applied while having SWAT skin.

Pistol/Shotgun - 85% chance of stopping rounds - lose 10 armor HP - chance decreased by 5%

Assault Rifle - 80% chance of stopping rounds - lose 15 armor HP - chance decreased by 10%

Sniper Rifle - 50% chance of stopping rounds - lose 50 armor HP - chance decreased by 15%

**Fighting**

Weapons: Each melee weapon (golf club, shovel, pool cue, nightstick, baseball bat) will count for two normal hits. As an example, 10 punches = 5 hits with a baseball bat.

Pain: When hit, a person's screen will start to shake and become blurry, representing pain. Each time a person is hit the shakiness and blurriness will increase. Pain (shakiness/blurriness) from being beaten is significantly less than pain from being shot. Each hit will increase the chances of passing out.

10 hits - 30% chance of passing out - Lasts 5-10 minutes

15 hits - 50% chance of passing out - Lasts 10-15 minutes

20 hits - 70% chance of passing out - Lasts 15-20 minutes

25 hits - 90% chance of passing out - Lasts 20-25 minutes

Death: When hit, a person has a chance of dying. Each time a person is hit the chance of death will increase. Chance of death depends on how many times the person has been hit.

20 hits - 10% chance of death

25 hits - 30% chance of death

30 hits - 50% chance of death

35 hits - 70% chance of death

Speed: When hit, a person will slow down. Each time a person is hit the speed will decrease. Speed loss will not go past 40%. Speed loss depends on how many times the person has been hit.

10 hits - 10% decrease in speed

15 hits - 20% decrease in speed

20 hits - 30% decrease in speed

25 hits - 40% decrease in speed

Dropping Weapons: When a person is hit, there is a chance that they will drop their weapon. They will still be able to pick it back up. The chance of dropping a weapon depends on how many times the person has been hit.

5 hits - 20% chance of dropping weapon

10 hits - 40% chance in dropping weapon

15 hits - 60% chance in dropping weapon

20 hits - 80% chance in dropping weapon

Falling: When hit, a person has a chance of tripping/falling over. They will be able to get back up after falling down. The chance of falling depends on how many times the person has been hit. When a person falls over, there is a 75% chance they will drop their weapon.

5 hits - 20% chance of falling

10 hits - 30% chance of falling

15 hits - 40% chance of falling

20 hits - 50% chance of falling

**Stabbing**

Weapons: Each blade-type weapon (knife, katana, chainsaw) is capable of stabbing.

Blood Loss: When stabbed, your health will not immediately drop. Instead, your health will start to slowly decrease, representing blood loss. The rate of blood loss depends on how many times you have been stabbed.

2 HP every 30 seconds per 1 stab wound

Pain: When stabbed, a person's screen will start to shake and become blurry, representing pain. Each time a person is stabbed the shakiness and blurriness will increase. Pain (shakiness/blurriness) from being stabbed is significantly less than pain from being shot but slightly more than pain from being hit. Each stab wound will increase the chances of passing out.

2 stab wounds - 20% chance of passing out - Lasts 10-15 minutes

4 stab wounds - 40% chance of passing out - Lasts 15-20 minutes

8 stab wounds - 60% chance of passing out - Will not wake until revived

10 stab wounds - 80% chance of passing out - Will not wake until revived

Death: When stabbed, a person has a chance of dying. Each time a person is stabbed the chance of death will increase. The chance of death depends on how many times the person has been stabbed.

10 hits - 20% chance of death

15 hits - 50% chance of death

20 hits - 80% chance of death

25 hits - 90% chance of death

Speed: When stabbed, a person will slow down. Each time a person is stabbed the speed will decrease. Speed loss will not go past 40%. The rate of speed loss depends on how many times the person has been stabbed.

5 hits - 10% decrease in speed

10 hits - 20% decrease in speed

15 hits - 30% decrease in speed

20 hits - 40% decrease in speed

Dropping Weapons: When a person is stabbed, there is a chance that they will drop their weapon. They will still be able to pick it back up. The chance of dropping a weapon depends on how many times the person has been stabbed.

5 hits - 20% chance of dropping weapon

10 hits - 40% chance in dropping weapon

15 hits - 60% chance in dropping weapon

20 hits - 80% chance in dropping weapon

Falling: When hit, a person has a chance of tripping/falling over. They will be able to get back up after falling down. The chance of falling depends on how many times the person has been hit. When a person falls over, there is a 75% chance they will drop their weapon.

5 hits - 20% chance of falling

10 hits - 30% chance of falling

15 hits - 40% chance of falling

20 hits - 50% chance of falling

Body Armor: Body armor will have a chance of getting stabbed. Each time a person who is wearing body armor is stabbed, the armor health will be brought down and the chance of the body armor not getting stabbed will be decreased. The chance of not getting stabbed depends on how many times they have been stabbed.

75% chance of not being stabbed - lose 15 armor HP - chance decreased by 10%

**Drug Effects**

Steroids: While under the effects of steroids, the chance of passing out is decreased by about 10%. Speed loss is decreased by about 10%. The chance of dropping a weapon is decreased by about 10%. The chance of falling is decreased by about 10%.

Heroin: While under the effects of heroin, the chance of passing out is increased by about 10%. The visual effects of pain will become much less prevalent. Speed loss is increased by about 10%. The chance of dropping a weapon is increased by about 5%. The chance of falling is increased by about 5%.

LSD: While under the effects of LSD, the chance of passing out is decreased by, the chance of passing out is decreased by about 5%. The visual effects of pain will become less prevalent. Speed loss is increased by about 5%. The chance of dropping a weapon is increased by about 5%. The chance of falling is increased by about 5%.

Ecstacy: While under the effects of ecstacy, the chance of passing out is decreased by about 5%. The visual effects of pain will become less prevalent. Speed loss is decreased by about 5%. The chance of falling is decreased by about 5%.

Cocaine: While under the effects of cocaine, the chance of passing out is decreased by 10%. The chance of death from a torso wound is decreased by about 5%. Speed loss is decreased by about 10%. The chance of dropping a weapon is increased by about 5%. The chance of falling is decreased by about 5%.

Marijuana: While under the effects of marijuana, the chance of passing out is increased by about 5%. The visual effects of pain will become slightly less prevalent. Speed loss is increased by about 5%. The chance of dropping a weapon is increased by about 5%. The chance of falling is increased by about 5%.

Crack: While under the effects of crack, the chance of passing out is decreased by about 15%. The chance of death from a torso wound is decreased by 10%. Speed loss is decreased by about 5%. The chance of dropping a weapon is increased by about 5%. The chance of falling is decreased by about 5%.

Methamphetamine: While under the effects of meth, the chance of passing out is decreased by about 15%. The chance of death from a torso wound is decreased by about 10%. Speed loss is decreased by about 10%. The chance of dropping a weapon is increased by about 5%. The chance of falling is increased by about 5%.

PCP: While under the effects of PCP, the chance of passing out is decreased by about 20%. The chance of death from a torso wound is decreased by about 20%. Speed loss is decreased by about 10%. The chance of dropping a weapon is increased by about 20%. The chance of falling is decreased by about 5%.

**Medical Treatment**

Bandage: Blood loss can be treated by bandaging the victim. One bandage is required for each gunshot or stabbing wound. All PD, SD, DOC, and FD members have access to a bandage command.

Revive: At a hospital, a person can be revived by a doctor. This will remove all injuries, effects, wounds, restore maximum health, gain consciousness, etc.