> ## Documentation Index
> Fetch the complete documentation index at: https://docs.megaworks.dev/llms.txt
> Use this file to discover all available pages before exploring further.

# DamageTypes.lua

> Configure wound stages, treatment steps, and weapon associations

Located in `shared/config/damagetypes.lua`, these settings govern how damage applied to player bones translates into specific wound types (e.g., projectiles, cuts, burns), and what steps are required to treat them.

## Damage Progressions (`Config.damageTypes`)

Damage types act as steps in treating a severe wound. Each type can specify a `next` required step. For example, treating a `projectile` wound might first require removing the projectile, which downgraded the wound to a `cut` requiring stitches.

* `next`: The ID of the next damage state (or `nil` if it's the final treatment phase).
* `lang`: Text shown in the UI while treating this stage.
* `animationDict` & `animation`: The healing animation to play.
* `duration`: Healing duration in milliseconds.

```lua theme={null}
Config.damageTypes = {
    ['projectile'] = {
        next = 'cut',
        lang = 'Removing projectile...',
        animationDict = 'amb_work@world_human_repair@med@oilcan@male_a@idle_b',
        animation = 'idle_d',
        duration = 5000
    },
    ['cut'] = {
        next = nil,
        lang = 'Applying stitches...',
        animationDict = 'script_re@injured_rider@dr_office',
        animation = 'surgery_exit_doc',
        duration = 20000
    },
    -- ...
    ['default'] = {
        next = nil,
        lang = 'Healing...',
        animationDict = 'script_re@injured_rider@dr_office',
        animation = 'surgery_exit_doc',
        duration = 20000
    }
}
```

## Weapon to Damage Type (`Config.weaponToDamageType`)

This maps RedM weapon hashes to specific damage types. For instance, revolvers cause `projectile` damage, whereas knives and machetes cause `cut` damage.

```lua theme={null}
Config.weaponToDamageType = {
    [`weapon_revolver_cattleman`] = {
        damageType = 'projectile'
    },
    [`weapon_bow`] = {
        damageType = 'arrow'
    },
    [`weapon_melee_knife`] = {
        damageType = 'cut'
    },
    [`weapon_wolf`] = {
        damageType = 'bite'
    },
    ['default'] = {
        damageType = 'bruise'
    }
}
```
