| Stat ID | Description |
| 0 | Id of pickup def (c. Pickups.dat) |
| 1 | Likelihood (n/100) of dropping an item |
| 2 | Vision Yaw (in degrees) - note this is total yaw and not angle from facing direction (which is this value / 2) |
| 3 | Vision Range (in metres) |
| 4 | Max Health (n/100) |
| 5 | Health regeneration rate - percentage of maximum rate (n/100) |
| 6 | Fear (n/100) |
| 7 | Chicken (n/100) (chance of tattling/ yelling for help) |
| 8 | Attack Frequency (n/100) |
| 9 | Bike Attack Frequency (n/100) |
| 10 | Projectile Attack Accuracy (n/100) |
| 11 | Projectile Attack Frequency (n/100) |
| 12 | Block Frequency (n/100) |
| 13 | Evade Frequency (n/100) |
| 14 | "Aggresion (n/100) (how likely are they to initiate a fight, and how likely they are to contnue it)" |
| 15 | Criminality |
| 16 | Sprint Meter |
| 17 | Character Class |
| 18 | Preferred Combat Zone (0/1/2 = short/medium/long) |
| 19 | "Preferred Orientation (Bit field: 0001 front, 0010 side, 0100 back. So front+side = 011 = 3, and 111 = 7)" |
| 20 | Animation Speed factor (100 = 100% speed) |
| 21 | Zone Promote |
| 22 | Special Meter |
| 23 | Special Points |
| 24 | Bike Cruise Speed |
| 25 | Bike Top Speed |
| 26 | Bike Wait Speed |
| 27 | Bike Flee Distance |
| 28 | Bike Catchup Distance |
| 29 | Bike Wait Distance |
| 30 | Bike Projectile Usage (n/100) |
| 31 | Damage_Scale |
| 32 | Dive probability |
| 33 | "Tenacity (n/100), indicates how tough they are to knock down or off a bike" |
| 34 | Evasion (n/100) |
| 35 | Bike Flee Speed |
| 36 | Bike Follow Speed |
| 37 | Bike Catchup Speed |
| 38 | Grap1Reversal (Strikes) |
| 39 | Grap2Reversal (Grapples) |
| 40 | Night weapon |
| 41 | "Name of the bike model which the ped can ride (""""None"""" if the ped can't ride any bike)" |
| 42 | "Name of the bike model which the ped can ride (""""None"""" if the ped can't ride any bike)" |
| 43 | "Name of the bike model which the ped can ride (""""None"""" if the ped can't ride any bike)" |
| 44 | Likelihood (n/100) of having a weapon |
| 45 | Weapon slot 1: Type of melee/projectile |
| 46 | Weapon slot 1: Amount of Ammo |
| 47 | Weapon slot 1: Selection weight for melee/projectile weapon - HIGHEST NUMBER WINS |
| 48 | "Weapon slot 1: Available after mission (use ""init"" to signify start of game)" |
| 49 | Weapon slot 2: Type of melee/projectile |
| 50 | Weapon slot 2: Amount of Ammo |
| 51 | Weapon slot 2: Selection weight for melee/projectile weapon |
| 52 | "Weapon slot 2: Available after mission (use ""init"" to signify start of game)" |
| 53 | Weapon slot 3: Type of melee/projectile |
| 54 | Weapon slot 3: Amount of Ammo |
| 55 | Weapon slot 3: Selection weight for melee/projectile weapon |
| 56 | "Weapon slot 3: Available after mission (use ""init"" to signify start of game)" |
| 57 | Weapon slot 4: Type of melee/projectile |
| 58 | Weapon slot 4: Amount of Ammo |
| 59 | Weapon slot 4: Selection weight for melee/projectile weapon |
| 60 | "Weapon slot 4: Available after mission (use ""init"" to signify start of game)" |
| 61 | Stun Resistance (n/100) how resistant a ped is to stunning |
| 62 | "Ped can be knocked down (0 = no, 1+ = yes)" |
| 63 | Percent health at which the ped can be humiliated in combat |