Indexing is 0-based Hex number is the enemy entry number in each section->difficulty table
0.2 x 0x4a attack0
unknown
0.2 x 0x11 movement0
0.2 x 0x11 movement1
0.2 x 0x11 movement2
0x4 movement6
0x5 movement6
0.2 x 0x1a movement7
0.2 x 0x1a movement6
0.2 x ATP
0.2 x idle movement speed (x30)
0.2 x 0x31 movement2
0.2 x idle_animation_speed (49 0x31)
'idle_animation_speed'@0xf * .2 + 1
'idle_move_speed'@0xf + 1
0xf movement2 + 1
0.2 x movement[9]
0.2 x movement[9]
0.2 x 0x07 movement1
0.2 x 0x09 movement1
0.2 x 0x1d movement8
0xd movement8 x 0.2
min: 0.2 x 0xd movement9 max: double
Tech level = 0xA one of movement6,7,8. (Values are same N-VH) Damage = (Tech power + 0.5 * 0xA MST)/5
Tech level = 0xA one of movement6,7,8. (Values are same N-VH) Damage = (Tech power + 0.5 * 0xA MST)/5
Tech level = 0xA one of movement6,7. (Values are same) Damage = (Tech power + 0.5 * 0xA MST)/5
Level comes from either 0xA movement6 or 0xA movement7
0.2 x 0x1e movement9
0x36 mov[8]/5+mst/10
Level comes from 0x36 movement6 Damage = (Tech power + 0.5 0x36 MST)/5
Level comes from 0x36 movement7 Damage = (Tech power + 0.5 0x36 MST)/5
0x36 mov[8]/5+mst/10 USES DARK FALZ 1 ROW PARAMETER BUT ITS OWN MST
50 + 0.2 0x37mst + 0x37 movement7
Level comes from 0x36 movement6 Damage = (Tech power + 0.5 0x37 MST)/5
Level comes from 0x36 movement7 Damage = (Tech power + 0.5 0x37 MST)/5
.1 x 0x38 mst + .2 x 0x38movement10
0.2 0x38 atp + 0.1 0x38 mst
movement 0x38,unknown_a4 (0-based)
Tech level from 0x38 movement6 Damage = (Tech power + 0.5 0x38 MST)/5