16=attackType
0=bloodType
0=explosionEffectWhenDying
None=childType
0=contrailTypeAlive
0=contrailTypeDead
0=contrailTypeDying
0=contrailTypeLanding
0=dropsAmmoType
0=dropsPowerUpType
0=dropsWeaponType
1=characterSetUsed
2=Appearance When Player Is Riding
0=BehavioralPreset
0.3=Affects Nearby Particles
0=Airborne Acceleration Multiplier
0=Airborne Deceleration Multiplier
0=Airborne Floatation
-1=Ammo Limit
0=Amount of Ammo in Each Pack Dropped
0=Attack Angle Leeway
0=Attack Range
1=Attack Repetitions
0=Attacks Always
0=Attacks Only if Provoked
0=Avoids Touching Other Characters
0=Becomes Unattached When Dying
0=Bleeding Resistance
0=Bounciness When Hitting Ground
0=Can Be Supported Laterally
0=Can Climb on Scenery
10=Can Not Attack When Jumping Faster Than
0=Can Not Be Hit While Attacking
0=Can Only Be Hit While Attacking
0=Can Open Doors
0=Can Ride Upon Platforms
0=Can Serve as Lateral Support
0=Can Trigger Hot Zones
0=Can Turn On Switches
0=Child Quantity
0=Climbing Speed Downward
0=Climbing Speed Horizontal
0=Climbing Speed Upward
1=Collides With Projectiles
0=Collides With Projectiles When Dead
1=Collides with Solid Material
1=Collides With Solid Material When Dead
1=Collision Class
0=Contrail Location X Alive
0=Contrail Location X Dead
0=Contrail Location X Dying
0=Contrail Location X Random Alive
0=Contrail Location X Random Dead
0=Contrail Location X Random Dying
0=Contrail Location Y Alive
0=Contrail Location Y Dead
0=Contrail Location Y Dying
0=Contrail Location Y Random Alive
0=Contrail Location Y Random Dead
0=Contrail Location Y Random Dying
0=Damaged By All Projectiles
0=Delay After Reaching Goal
180=Delay Before Dropped Items Disappear
60=Delay Between Attacks
0=Delay Between Attacking and Moving
0=Delay Between Changing Directions
0=Delay Between Changing Directions and Firing
2=Delay Between Contrails Alive
2=Delay Between Contrails Dead
2=Delay Between Contrails Dying
0=Delay Between Falling Back and Attacking
-1=Delay Between Jumps
60=Delay Between Random Sounds
0=Delay Between Random Sounds Random
500=Delay Between Strategic Decisions
0=Dies When Player Beats Level
2002=Display Order
1=Display Scale
0=Fades Away When Killed
0=Fade Duration
0=Fall Back Deceleration Multiplier
0=Falling Damage
0=Flying Upward Acceleration Rate
2=Gravitational Acceleration Rate
10000=Hearing Loss
2.6=Horizontal Acceleration Rate
1=Horizontal Deceleration Rate
1=Immune to Stomp Damage
0=Initial Downward Speed
500=Initial Hit Points
0=Initial Horizontal Speed
0=Initial Invincibility Duration
0=Injures All Other Characters By Touching Them
1=Injures Lighter Characters By Touching Them
0=Injures Player By Touching Him
0=Invincibility Duration After Being Hit
0=Is A Boss
0=Is A Platform
0=Is A Platform When Dead
1=Is A Vehicle
0=Is A Vehicle When Dead
1=Is Alive
0=Is Round
1=Items Dropped By Character Can Land On Platforms
2.5=Items Dropped By Character Downward Acceleration Rate
-8=Items Dropped By Character Initial Horizontal Speed
16=Items Dropped By Character Initial Horizontal Speed Random
21=Items Dropped By Character Initial Upward Speed
6=Items Dropped By Character Initial Upward Speed Random
16=Items Dropped By Character Maximum Downward Speed
100=Items Dropped By Character Point Value
0=Jumping Predictability
0=Jumping Speed
0=Jumps Off Cliffs
0=Jumps to Avoid Projectiles
0=Knee Bend When Jumping
0=Knee Bend When Landing
12=Launches Passengers When Dying
20=Lookout Attentiveness
1=Lookout Attentiveness Random
12=Maximum Downward Speed
0=Maximum ESP Distance
500=Maximum Hit Points
12=Maximum Horizontal Speed
0=Maximum Retreat Distance
0=Maximum Retreat Duration
8=Maximum Step Up
0=Maximum Vertical Speed
0=Maximum Viewing Distance
100=Maximum Voluntary Drop
0=Minimum Approach Distance
0=Minimum Safe Distance
0=Moves Down if Passenger Jumps Off
1=Moves Only if Passenger is Riding
0=Never Leaves Horizontal Goal Range
0=Never Leaves Vertical Goal Range
0=Noisiness While Jumping Up
600=Noisiness While Landing
600=Noisiness While Running
0=Number of Ammo Packs Dropped
0=Number of Power-Ups Dropped
0=Number of Weapons Dropped
0=Only Affected by Gravity When Dying
0=Passenger Dies When Vehicle Is Destroyed
0=Passengers Cant Jump Off While In Motion
0=Passengers Cant Walk Off While In Motion
0=Patrols When Player Location is Unknown
0=Persistence in Tracking Enemy
2000=Point Value
0=Retreat Threshold
0=Runs Away When Out of Ammo
0.5=Slides Down Slopes Alive
0.5=Slides Down Slopes Dead
0.5=Slides Down Slopes Falling Back
0.00=Slipperiness
0=Stays with Clear Shot
1=Sticks to Platforms
0=Supports Shell Casings
4=Touch Damage Inflicted
110=Touch Damage Fall Back Amount
90=Touch Damage Launch Factor
1=Touch Damage Resistance Horizontal
0=Touch Damage Resistance Vertical
0=Touch Damage Rises When Character Is Moving
0=Triggers Animated Scenery
100=Value of Power Up Dropped
1100=Weight
1100=Weight When Dying
