/**
 * \~russian @defgroup Stats 
 * \~english @defgroup Stats Stats
 * \~ @ingroup Params
 */
/*@{*/

/** \~russian . */
/** \~english Strength.*/
#define ST_STRENGTH                 (0) // Used in engine +++

/** \~russian . */
/** \~english Perception. */
#define ST_PERCEPTION               (1)

/** \~russian . */
/** \~english Endurance. */
#define ST_ENDURANCE                (2)

/** \~russian . */
/** \~english Charisma. */
#define ST_CHARISMA                 (3)

/** \~russian . */
/** \~english Intelligence. */
#define ST_INTELLECT                (4)

/** \~russian . */
/** \~english Agility. */
#define ST_AGILITY                  (5)

/** \~russian . */
/** \~english Luck. */
#define ST_LUCK                     (6)

/** \~russian    . */
/** \~english Maximum number of hit points. */
#define ST_MAX_LIFE                 (7)

/** \~russian   . */
/** \~english Number of action points. */
#define ST_ACTION_POINTS            (8)

/** \~russian  . */
/** \~english Armor class. */
#define ST_ARMOR_CLASS              (9)

#define ST_MELEE_DAMAGE             (10)

/** \~russian   . */
/** \~english Maximum weight critter can carry. */
#define ST_CARRY_WEIGHT             (11)

#define ST_SEQUENCE                 (12)

/** \~russian   ,    (  ). */
/** \~english Number of hit points that are renewed periodically. */
#define ST_HEALING_RATE             (13)

/** \~russian    . */
/** \~english Chance to cause critical-hit. */
#define ST_CRITICAL_CHANCE          (14)

#define ST_MAX_CRITICAL             (15)

#define ST_NORMAL_ABSORB            (16)

#define ST_LASER_ABSORB             (17)

#define ST_FIRE_ABSORB              (18)

#define ST_PLASMA_ABSORB            (19)

#define ST_ELECTRO_ABSORB           (20)

#define ST_EMP_ABSORB               (21)

#define ST_EXPLODE_ABSORB           (22)

#define ST_NORMAL_RESIST            (23)

#define ST_LASER_RESIST             (24)

#define ST_FIRE_RESIST              (25)

#define ST_PLASMA_RESIST            (26)

#define ST_ELECTRO_RESIST           (27)

#define ST_EMP_RESIST               (28)

#define ST_EXPLODE_RESIST           (29)

#define ST_RADIATION_RESISTANCE     (30)

#define ST_POISON_RESISTANCE        (31)

#define ST_STRENGTH_EXT             (32)
#define ST_PERCEPTION_EXT           (33)
#define ST_ENDURANCE_EXT            (34)
#define ST_CHARISMA_EXT             (35)
#define ST_INTELLECT_EXT            (36)
#define ST_AGILITY_EXT              (37)
#define ST_LUCK_EXT                 (38)
#define ST_MAX_LIFE_EXT             (39)
#define ST_ACTION_POINTS_EXT        (40)
#define ST_ARMOR_CLASS_EXT          (41)
#define ST_MELEE_DAMAGE_EXT         (42)
#define ST_CARRY_WEIGHT_EXT         (43)
#define ST_SEQUENCE_EXT             (44)
#define ST_HEALING_RATE_EXT         (45)
#define ST_CRITICAL_CHANCE_EXT      (46)
#define ST_MAX_CRITICAL_EXT         (47)
#define ST_NORMAL_ABSORB_EXT        (48)
#define ST_LASER_ABSORB_EXT         (49)
#define ST_FIRE_ABSORB_EXT          (50)
#define ST_PLASMA_ABSORB_EXT        (51)
#define ST_ELECTRO_ABSORB_EXT       (52)
#define ST_EMP_ABSORB_EXT           (53)
#define ST_EXPLODE_ABSORB_EXT       (54)
#define ST_NORMAL_RESIST_EXT        (55)
#define ST_LASER_RESIST_EXT         (56)
#define ST_FIRE_RESIST_EXT          (57)
#define ST_PLASMA_RESIST_EXT        (58)
#define ST_ELECTRO_RESIST_EXT       (59)
#define ST_EMP_RESIST_EXT           (60)
#define ST_EXPLODE_RESIST_EXT       (61)
#define ST_RADIATION_RESISTANCE_EXT (62)
#define ST_POISON_RESISTANCE_EXT    (63) // Used in engine ---
#define ST_TOXIC                    (64)
#define ST_RADIOACTIVE              (65)
#define ST_KILL_EXPERIENCE          (66)

/** \~russian   .
 *
 * . @link BodyTypes Body types@endlink.
 *
 */
#define ST_BODY_TYPE                (67)

#define ST_LOCOMOTION_TYPE          (68)
#define ST_DAMAGE_TYPE              (69)
#define ST_AGE                      (70) // Used in engine
#define ST_GENDER                   (71) // Used in engine
#define ST_CURRENT_HP               (72) // Used in engine
#define ST_POISONING_LEVEL          (73) // Used in engine
#define ST_RADIATION_LEVEL          (74) // Used in engine
#define ST_CURRENT_AP               (75) // Used in engine
#define ST_EXPERIENCE               (76) // Used in engine
#define ST_LEVEL                    (77) // Used in engine
#define ST_UNSPENT_SKILL_POINTS     (78) // Used in engine
#define ST_UNSPENT_PERKS            (79) // Used in engine
#define ST_KARMA                    (80) // Used in engine
#define ST_FOLLOW_CRIT              (81) // Used in engine
#define ST_REPLICATION_MONEY        (82) // Used in engine
#define ST_REPLICATION_COUNT        (83) // Used in engine
#define ST_REPLICATION_TIME         (84) // Used in engine
#define ST_REPLICATION_COST         (85) // Used in engine
#define ST_TURN_BASED_AC            (86) // Used in engine
#define ST_MAX_MOVE_AP              (87) // Used in engine
#define ST_MOVE_AP                  (88) // Used in engine
#define ST_NPC_ROLE                 (89) // Used in engine

/** \~russian  ,       - . */
/** \~english Additional stat that can be used to store any kind of info. */
#define ST_VAR0                     (90)

/** \~russian  ,       - . */
/** \~english Additional stat that can be used to store any kind of info. */
#define ST_VAR1                     (91)

/** \~russian  ,       - . */
/** \~english Additional stat that can be used to store any kind of info. */
#define ST_VAR2                     (92)

/** \~russian  ,       - . */
/** \~english Additional stat that can be used to store any kind of info. */
#define ST_VAR3                     (93)

/** \~russian  ,       - . */
/** \~english Additional stat that can be used to store any kind of info. */
#define ST_VAR4                     (94)

/** \~russian  ,       - . */
/** \~english Additional stat that can be used to store any kind of info. */
#define ST_VAR5                     (95)

/** \~russian  ,       - . */
/** \~english Additional stat that can be used to store any kind of info. */
#define ST_VAR6                     (96)

/** \~russian  ,       - . */
/** \~english Additional stat that can be used to store any kind of info. */
#define ST_VAR7                     (97)

/** \~russian  ,       - . */
/** \~english Additional stat that can be used to store any kind of info. */
#define ST_VAR8                     (98)

/** \~russian  ,       - . */
/** \~english Additional stat that can be used to store any kind of info. */
#define ST_VAR9                     (99)

#define ST_PLAYER_KARMA             (100)
#define ST_BONUS_LOOK               (101) // Used in engine
#define ST_RATE_OBJECT              (102) // Used in engine
#define ST_FREE_BARTER_PLAYER       (103) // Used in engine

/** \~russian  ,   .
 *
 * C. @b _dialogs.fos, @b dialogs.lst.
 *
 * \~english Returns the id number of critter's dialog.
 *
 * See: @b _dialogs.fos, @b dialogs.lst.
 */
#define ST_DIALOG_ID                (104) // Used in engine

#define ST_AI_ID                    (105) // Used in engine

/** \~russian   .
 *
 * C. @b _teams.fos, @b TEAMS.TXT.
 *
 * @return    .
 *
 ** \~english Returns the id number of critter's AI team.
 *
 * See: @b _teams.fos, @b TEAMS.TXT.
 */
#define ST_TEAM_ID                  (106) // Used in engine

/** \~russian   .
 *
 * C. @b _bags.fos, @b BAGS.TXT.
 *
 * @return  .
 *
 * @see    ::GetBagItems
 *         Critter::SetBagRefreshTime
 */
#define ST_BAG_ID                   (107) // Used in engine

#define ST_LAST_STEAL_CR_ID         (108)
#define ST_STEAL_COUNT              (109)
#define ST_LAST_WEAPON_ID           (110)
#define ST_LAST_WEAPON_USE          (111)
#define ST_BASE_CRTYPE              (112) // Used in engine
#define ST_DEAD_BLOCKER_ID          (113)
#define ST_CURRENT_ARMOR_PERK       (114)

/** \~russian   ,       NPC.
 *
 * @remarks     @c 0,        #__TalkDistance.
 *
 ** \~ @see __TalkDistance
 */
#define ST_TALK_DISTANCE            (115)

#define ST_SCALE_FACTOR             (116) // Used in engine

#define ST_WALK_TIME                (117) // Hardcoded
#define ST_RUN_TIME                 (118) // Hardcoded
#define ST_EXT_SNEAK                (119) // extra sneak from armour, for faster check_look
#define ST_HEALTH_LEVEL             (120) // critter damage level; updated on hp change, sent to process simple look clientside
#define ST_FACTION_RANK             (121) // former tens digit of teamid
#define ST_FACTION_MODE             (122) // former units digit of teamid
#define ST_SNEAK_FLAGS              (123) // has motion sensor etc.
#define ST_REP_DECAY				(130) // for slow reputation decay in critter_idle
#define ST_SCENARIO			        (131) // index of the scenario critter participates in actually (it was rather for some prototype, not used currently)
#define ST_BLUEPRINTS_CONSUMED		(132)

/*@}*/
