PEDSTATS.DAT文件里的注释:
# A: PedStat type name (must be unique)
# B: Id of pickup def (c. Pickups.dat)
# C: Likelihood (n/100) of dropping an item
# D: Vision Yaw (in degrees) - note this is total yaw and not angle from facing direction (which is this value / 2)
# E: Vision Range (in metres)
# F: Max Health (n/100)
# G: Health regeneration rate - percentage of maximum rate (n/100)
# H: Fear (n/100)
# I: Chicken (n/100) (chance of tattling/ yelling for help)
# J: Attack Frequency (n/100)
# K: Bike Attack Frequency (n/100)
# L: Projectile Attack Accuracy (n/100)
# M: Projectile Attack Frequency (n/100)
# N: Block Frequency (n/100)
# O: Evade Frequency (n/100)
# P: "Aggresion (n/100) (how likely are they to initiate a fight, and how likely they are to contnue it)"
# Q: Criminality
# R: Sprint Meter
# S: Character Class
# T: Preferred Combat Zone (0/1/2 = short/medium/long)
# U: "Preferred Orientation (Bit field: 0001 front, 0010 side, 0100 back. So front+side = 011 = 3, and 111 = 7)"
# V: Animation Speed factor (100 = 100% speed)
# W: Zone Promote
# X: Special Meter
# Y: Special Points
# Z: Bike Cruise Speed
# AA: Bike Top Speed
# AB: Bike Wait Speed
# AC: Bike Flee Distance
# AD: Bike Catchup Distance
# AE: Bike Wait Distance
# AF: Bike Projectile Usage (n/100)
# AG: Damage_Scale
# AH: Dive probability
# AI: "Tenacity (n/100), indicates how tough they are to knock down or off a bike"
# AJ: Evasion (n/100)
# AK: Bike Flee Speed
# AL: Bike Follow Speed
# AM: Bike Catchup Speed
# AN: Grap1Reversal (Strikes)
# AO: Grap2Reversal (Grapples)
# AP: Night weapon
# AQ: "Name of the bike model which the ped can ride (""""None"""" if the ped can't ride any bike)"
# AR: "Name of the bike model which the ped can ride (""""None"""" if the ped can't ride any bike)"
# AS: "Name of the bike model which the ped can ride (""""None"""" if the ped can't ride any bike)"
# AT: Likelihood (n/100) of having a weapon
# AU: Weapon slot 1: Type of melee/projectile
# AV: Weapon slot 1: Amount of Ammo
# AW: Weapon slot 1: Selection weight for melee/projectile weapon - HIGHEST NUMBER WINS
# AX: "Weapon slot 1: Available after mission (use ""init"" to signify start of game)"
# AY: Weapon slot 2: Type of melee/projectile
# AZ: Weapon slot 2: Amount of Ammo
# BA: Weapon slot 2: Selection weight for melee/projectile weapon
# BB: "Weapon slot 2: Available after mission (use ""init"" to signify start of game)"
# BC: Weapon slot 3: Type of melee/projectile
# BD: Weapon slot 3: Amount of Ammo
# BE: Weapon slot 3: Selection weight for melee/projectile weapon
# BF: "Weapon slot 3: Available after mission (use ""init"" to signify start of game)"
# BG: Weapon slot 4: Type of melee/projectile
# BH: Weapon slot 4: Amount of Ammo
# BI: Weapon slot 4: Selection weight for melee/projectile weapon
# BJ: "Weapon slot 4: Available after mission (use ""init"" to signify start of game)"
# BK: Stun Resistance (n/100) how resistant a ped is to stunning
# BL: "Ped can be knocked down (0 = no, 1+ = yes)"
# BM Percent health at which the ped can be humiliated in combat