Here ID's with special functions are noted.
2 john's AI - melee
4 henry's AI - long ranged
5 rudolf's AI - long ranged, 10hp when opointed by self
6 louis' AI - melee, armor defense 1 when frame < 20 or state4/5/7 doesn't resist fire/ice, 085.wav when hit, hit_ja available when hp < 1/3 (or lf2.net enabled)
7 firen's AI - melee, fuse to id: 51 frame 290 with 8 when hp < 1/3 (or lf2.net enabled)
8 freeze' AI - melee, fuse to id: 51 frame 290 with 7 when hp < 1/3 (or lf2.net enabled), balls turn into id: 209 when hit (see 209 for details)
9 dennis' AI - melee
10 woody's AI - melee
11 davis' AI - melee
30 bandit's AI - melee, randomly selected with id 3000 in stage
31 hunter's AI - long ranged, randomly selected with id 3000 in stage
32 mark's AI - melee
33 jack's AI - melee
34 sorcerer's AI - melee
35 monk's AI - melee
36 jan's AI - melee
37 knight's AI - melee, armor defense 15 doesn't resist fire/ice, 085.wav when hit
38 bat's AI - melee
39 justin's AI - melee
50 louisEX' AI - melee, state: 9995 turns any object into id: 50
51 firzen's AI - melee, fusion of 7 and 8, fast mp regeneration, enemies in stage mode×2
52 julian's AI - melee, 10hp when opointed by self, armor defense 15 resists fire/ice, 002.wav when hit, fast mp regeneration, enemies in stage mode×3
0-29 - characters included in the random function if not in the first line
30-39 & 50-59 - locked character ids, unlocked with lf2.net
30-37 & 39 - no pink "com" in stage mode & does not blink when getting up from lying.
40-41 no pink "com" in stage mode, but still blinks when getting up from lying.
100 stick - broken id: 999 frame 10-17, 039.wav when hitting id: 121
101 hoe - broken id: 999 frame 20-27, 30-33
120 knife - broken id: 999 frame 30-33, 54-57, >A throw
121 baseball - broken id: 999 frame 60-63
122 milk - broken id: 999 frame 70-77, 80-83, if held with state: 17 object hp decreases and character hp and mp increases
123 beer - broken id: 999 frame 160-167, 80-83, if held with state: 17 object hp decreases and character mp increases fast
124 boomerang - broken id: 999 frame 170-173, >A throw, can be blocked from any direction.
150 stone - broken id: 999 frame 0-7
151 box - broken id: 999 frame 40-47, 50-57
Only these IDs will be picked up by the AI, ID 122 has the highest priority and Coms holding this weapon will try to escape.
100-199 - dropped at random or upon F8
201 - broken id: 999 frame 4-7, disappears upon hitting a character
202 - disappears upon hitting the ground
209 - (energy)balls 200,203,205,206,207,215,216 turn into id: 209 frame 40 when hit
213 - broken id: 999 frame 150-157, converts energy balls to iceballs (see 209 for details)
217 - broken id: 999 frame 174-177, created 4 times by state: 9996
218 - broken id: 999 frame 174-177, created by state: 9996
219 - created by hit_Fa: 5, ratio chasing your team
220 - created by hit_Fa: 6, jans ratio attack
221 - created by hit_Fa: 9, firzens ratio attack
222 - created by hit_Fa: 9, firzens ratio attack
223 - no shadow, can't move on z-axis
224 - no shadow, can't move on z-axis
225 - created by hit_Fa: 8, bats ratio attack
300 - case sensitive bodys available (e.g.: kind: 1080 leads to frame 80 when hit)
998 - frame 0 created upon DJDJ, frame 2 created upon DDDD, frame 4 created upon DADA, frame 6 created upon enemy joining your team
999 - ice effect frame 120-123, 125-128, 130-133, 135-138, fire effect frame 140-143
edit: things like com writing in stage mode and random ids for stage mode are still missing
by YinYin