Note: JK2 was tested, these values might be slightly different for JKA Gunners Aggression: Higher aggression = higher chance for NPC to chase you from farther away. Enemies with higher aggression will also attack faster after initial spotting. Aim: This actually influences quite a few things. First off, the lower the aim value, the better the aim in general. Sniper AI with better aim values will attack slower than those with poor aim values. Sniper AI must have an aim value below 6 to function correctly, otherwise they will function exactly the same as regular AI. Additionally, the aim value in sniper AI is handled different than regular AI. Sniper AI will lower aim values (like 0 or 1) will miss up to 5 times before performing a properly aimed shot. Sniper AI with poor aim values (like 5) will always shoot directly at the player instead of purposely missing. Therefore, sniper AI with higher aim values will shoot slower but more accurately, while sniper AI with lower aim values will shoot quicker but less accurately. General, non-sniper enemies will aim better with higher numbers. Evasion: Higher evasion = more likely to duck. That's it. Intelligence: Doesn't do anything. Move: Not used. Reactions: Higher reaction = more AI actions take place per second Vigilance: Lower number = checks more frequently for enemies while patrolling or standing around. Use high numbers for enemies which are performing a task which is distracting them. Jedi Aggression: A Jedi's "aggression" alters based on the scene. The aggression number in the NPCs.cfg / .npc file affects how fast it changes. This aggression statistic alters several aspects, including how frequently they taunt, how frequently they change stances, and how much they use dark force powers. Player-aligned NPCs (like Luke) have a smaller maximum than enemy NPCs, and Desann is hardcoded to have a maximum aggression of 2x the average Reborn. Aim: Doesn't really do anything. Evasion: NPCs with higher evasion levels will evade from saber locks and grips faster/more frequently (also drains in JA) Intelligence: Doesn't do anything. Move: Not used. Reactions: Same as shooter AI. Vigilance: Same as shooter AI. Special Howlers are an interesting case when it comes to aggression. Like Jedi, they have the concept of fluctuating decay. When a howler's aggression tops out though, they go into a "beserk" state which causes them to chase the player at high rates of speed. This isn't really seen in JA though because all they do is sit and howl which is unfortunate.