Template:XC1 enemy data

Arts
Disclaimer: This is the list of arts the enemy can use. The enemy will not necessarily choose to use them.

Drops
Item drop formula explanation The item drop forumla is best explained by example. For this enemy, there is a % chance of a gold chest, a % chance of a silver chest, and a % chance of a wood chest. The game first checks for a gold chest. If it succeeds, it stops there and moves to the next layer. If it doesn't, it checks for a silver chest. This process repeats in the given order until a chest is successfully picked; if nothing is picked, the game goes back to the start of the list and tries again. (Unless all the values are 0, in which case you get nothing.) This is the case for every "layer" in the process: the layers are chest type, item category, and exact item. If a chest contains two of a same item category, duplicates are not allowed. As a result of these rules, the resulting probabilities can vary wildly from the raw percentage values, but it is the raw values that matter for effects that alter them, such as Riki's chest-manipulating skills.

Extra notes:
 * Silver and gold chests cannot have common materials; they can only have rare ones.
 * Displayed percentages are calculated via brute force to 0.1% precision.

This is for holding technical data of enemy stats in XC1. All inputs are equal to the labels of the BTL_enelist bdat tables; if you don't know what that means or where to find it, you probably shouldn't be trying to use it.

Drop data is also folded in here, because the vast majority of enemies use independent (i.e. not shared) arrays anyways. For drop table columns (from the drop_nmllist, drop_rarlist, and drop_sprlist tables), prepend the column label with drop_nml_, drop_rar_, or drop_spr_ accordingly.

Crystal data is also also folded in here, because they're relatively simple and would require a lot of query chaining to do something else with. Their data comes from ITM_dropcrystallist, and is prepended with drop_rar_crystal1_ and drop_rar_crystal2_.

Other extra inputs taken from poplist tables:
 * pop_level_1, ..., pop_level_5: For displaying EXP/AP values of enemies spawned at non-base levels. Up to 5 are supported. Defined in order of appearance.
 * questID, quest_STFLG, S_FLG_MIN, S_FLG_MAX: For denoting whether an enemy is quest-exclusive or story-limited. For S_FLG_MIN and S_FLG_MAX, only include the lowest/highest.

Assumptions, which may not be proven but are strongly suspected:
 * No enemy has two functionally different auto-attacks. (Most only have 1 anyway.)
 * No chest can give more than 2 of any item rarity. (So the no-duplicates rule only matters for one at a time.)
 * All drops are in order; no enemies have a weapon 3 drop without also having weapons 1 and 2. (Even if the game says otherwise, we can fake it, and nothing will change.)
 * All enemies have exactly two crystal drops. (The game allows fewer; none seem to have fewer.)
 * No enemy can drop an art book from a silver chest. (The game has room for it, but they're all 0.)
 * No enemy can drop more than 5 unique weapons, 5 unique equipments, or 4 art books. (The game has room for max 8.)