# This is a randomizer file for the Simple Randomizer Maker.
# This file must be named randomizer.py in order to work.
# For more information on what each variable means, see "Readme (Tutorial).md"

from classes import *

def value(name):
	for att in Attributes:
		if att.name == name:
			return att
	print("This attribute does not exist: "+name)
	return None

########################
# EDIT BELOW THIS LINE #
########################

Program_Name = "Tales of Keroro Randomizer Beta V0.4"
Rom_Name = ["EnemyData", "ItemData", "ItemInfo"]
Rom_File_Format = ["DAT", "DAT", "DAT"] # File format (nes, gba, etc.)
About_Page_Text = "My discord: Dawnbomb#3408 My server: https://discord.gg/G9hWFVq"
Timeout = 15
Slow_Mode = False

#Attributes simply describes what the things the randomizer touches
#Attributes modifies these things nomatter what your settings are
#consider them mandatory / absolute changes as part of the randomizer.
Attributes = [ #Enemy Resistances
    #Attribute
	#	name="Enemy Resistances",  #The name of what we are editing. This means nothing, used to keep track of things.
	#	addresses=[0x0002A8, 0x0002A9, 0x0002AA, 0x0002AB, 0x00052C, 0x00052D, 0x00052E, 0x00052F, 0x0007B0, 0x0007B1, 0x0007B2, 0x0007B3, 0x000A34, 0x000A35, 0x000A36, 0x000A37, 0x000CB8, 0x000CB9, 0x000CBA, 0x000CBB, 0x000F3C, 0x000F3D, 0x000F3E, 0x000F3F, 0x0011C0, 0x0011C1, 0x0011C2, 0x0011C3, 0x001444, 0x001445, 0x001446, 0x001447, 0x0016C8, 0x0016C9, 0x0016CA, 0x0016CB, 0x00194C, 0x00194D, 0x00194E, 0x00194F, 0x001BD0, 0x001BD1, 0x001BD2, 0x001BD3, 0x001E54, 0x001E55, 0x001E56, 0x001E57, 0x0020D8, 0x0020D9, 0x0020DA, 0x0020DB, 0x00235C, 0x00235D, 0x00235E, 0x00235F, 0x0025E0, 0x0025E1, 0x0025E2, 0x0025E3, 0x002864, 0x002865, 0x002866, 0x002867, 0x002AE8, 0x002AE9, 0x002AEA, 0x002AEB, 0x002D6C, 0x002D6D, 0x002D6E, 0x002D6F, 0x002FF0, 0x002FF1, 0x002FF2, 0x002FF3, 0x003274, 0x003275, 0x003276, 0x003277, 0x0034F8, 0x0034F9, 0x0034FA, 0x0034FB, 0x00377C, 0x00377D, 0x00377E, 0x00377F, 0x003A00, 0x003A01, 0x003A02, 0x003A03, 0x003C84, 0x003C85, 0x003C86, 0x003C87, 0x003F08, 0x003F09, 0x003F0A, 0x003F0B, 0x00418C, 0x00418D, 0x00418E, 0x00418F, 0x004410, 0x004411, 0x004412, 0x004413, 0x004694, 0x004695, 0x004696, 0x004697, 0x004918, 0x004919, 0x00491A, 0x00491B, 0x004B9C, 0x004B9D, 0x004B9E, 0x004B9F, 0x004E20, 0x004E21, 0x004E22, 0x004E23, 0x0050A4, 0x0050A5, 0x0050A6, 0x0050A7, 0x005328, 0x005329, 0x00532A, 0x00532B, 0x0055AC, 0x0055AD, 0x0055AE, 0x0055AF, 0x005830, 0x005831, 0x005832, 0x005833, 0x005AB4, 0x005AB5, 0x005AB6, 0x005AB7, 0x005D38, 0x005D39, 0x005D3A, 0x005D3B, 0x005FBC, 0x005FBD, 0x005FBE, 0x005FBF, 0x006240, 0x006241, 0x006242, 0x006243, 0x0064C4, 0x0064C5, 0x0064C6, 0x0064C7, 0x006748, 0x006749, 0x00674A, 0x00674B, 0x0069CC, 0x0069CD, 0x0069CE, 0x0069CF, 0x006C50, 0x006C51, 0x006C52, 0x006C53, 0x006ED4, 0x006ED5, 0x006ED6, 0x006ED7, 0x007158, 0x007159, 0x00715A, 0x00715B, 0x0073DC, 0x0073DD, 0x0073DE, 0x0073DF, 0x007660, 0x007661, 0x007662, 0x007663, 0x0078E4, 0x0078E5, 0x0078E6, 0x0078E7, 0x007B68, 0x007B69, 0x007B6A, 0x007B6B, 0x007DEC, 0x007DED, 0x007DEE, 0x007DEF, 0x008070, 0x008071, 0x008072, 0x008073, 0x0082F4, 0x0082F5, 0x0082F6, 0x0082F7, 0x008578, 0x008579, 0x00857A, 0x00857B, 0x0087FC, 0x0087FD, 0x0087FE, 0x0087FF, 0x008A80, 0x008A81, 0x008A82, 0x008A83, 0x008D04, 0x008D05, 0x008D06, 0x008D07, 0x008F88, 0x008F89, 0x008F8A, 0x008F8B, 0x00920C, 0x00920D, 0x00920E, 0x00920F, 0x009490, 0x009491, 0x009492, 0x009493, 0x009714, 0x009715, 0x009716, 0x009717, 0x009998, 0x009999, 0x00999A, 0x00999B, 0x009C1C, 0x009C1D, 0x009C1E, 0x009C1F, 0x009EA0, 0x009EA1, 0x009EA2, 0x009EA3, 0x00A124, 0x00A125, 0x00A126, 0x00A127, 0x00A3A8, 0x00A3A9, 0x00A3AA, 0x00A3AB, 0x00A62C, 0x00A62D, 0x00A62E, 0x00A62F, 0x00A8B0, 0x00A8B1, 0x00A8B2, 0x00A8B3, 0x00AB34, 0x00AB35, 0x00AB36, 0x00AB37, 0x00ADB8, 0x00ADB9, 0x00ADBA, 0x00ADBB, 0x00B03C, 0x00B03D, 0x00B03E, 0x00B03F, 0x00B2C0, 0x00B2C1, 0x00B2C2, 0x00B2C3, 0x00B544, 0x00B545, 0x00B546, 0x00B547, 0x00B7C8, 0x00B7C9, 0x00B7CA, 0x00B7CB, 0x00BA4C, 0x00BA4D, 0x00BA4E, 0x00BA4F, 0x00BCD0, 0x00BCD1, 0x00BCD2, 0x00BCD3, 0x00BF54, 0x00BF55, 0x00BF56, 0x00BF57, 0x00C1D8, 0x00C1D9, 0x00C1DA, 0x00C1DB, 0x00C45C, 0x00C45D, 0x00C45E, 0x00C45F, 0x00C6E0, 0x00C6E1, 0x00C6E2, 0x00C6E3, 0x00C964, 0x00C965, 0x00C966, 0x00C967, 0x00CBE8, 0x00CBE9, 0x00CBEA, 0x00CBEB, 0x00CE6C, 0x00CE6D, 0x00CE6E, 0x00CE6F, 0x00D0F0, 0x00D0F1, 0x00D0F2, 0x00D0F3, 0x00D374, 0x00D375, 0x00D376, 0x00D377, 0x00D5F8, 0x00D5F9, 0x00D5FA, 0x00D5FB, 0x00D87C, 0x00D87D, 0x00D87E, 0x00D87F, 0x00DB00, 0x00DB01, 0x00DB02, 0x00DB03, 0x00DD84, 0x00DD85, 0x00DD86, 0x00DD87, 0x00E008, 0x00E009, 0x00E00A, 0x00E00B, 0x00E28C, 0x00E28D, 0x00E28E, 0x00E28F, 0x00E510, 0x00E511, 0x00E512, 0x00E513, 0x00E794, 0x00E795, 0x00E796, 0x00E797, 0x00EA18, 0x00EA19, 0x00EA1A, 0x00EA1B, 0x00EC9C, 0x00EC9D, 0x00EC9E, 0x00EC9F, 0x00EF20, 0x00EF21, 0x00EF22, 0x00EF23, 0x00F1A4, 0x00F1A5, 0x00F1A6, 0x00F1A7, 0x00F428, 0x00F429, 0x00F42A, 0x00F42B, 0x00F6AC, 0x00F6AD, 0x00F6AE, 0x00F6AF, 0x00F930, 0x00F931, 0x00F932, 0x00F933, 0x00FBB4, 0x00FBB5, 0x00FBB6, 0x00FBB7, 0x00FE38, 0x00FE39, 0x00FE3A, 0x00FE3B, 0x0100BC, 0x0100BD, 0x0100BE, 0x0100BF, 0x010340, 0x010341, 0x010342, 0x010343, 0x0105C4, 0x0105C5, 0x0105C6, 0x0105C7, 0x010848, 0x010849, 0x01084A, 0x01084B, 0x010ACC, 0x010ACD, 0x010ACE, 0x010ACF, 0x010D50, 0x010D51, 0x010D52, 0x010D53, 0x010FD4, 0x010FD5, 0x010FD6, 0x010FD7, 0x011258, 0x011259, 0x01125A, 0x01125B, 0x0114DC, 0x0114DD, 0x0114DE, 0x0114DF, 0x011760, 0x011761, 0x011762, 0x011763, 0x0119E4, 0x0119E5, 0x0119E6, 0x0119E7, 0x011C68, 0x011C69, 0x011C6A, 0x011C6B, 0x011EEC, 0x011EED, 0x011EEE, 0x011EEF, 0x012170, 0x012171, 0x012172, 0x012173, 0x0123F4, 0x0123F5, 0x0123F6, 0x0123F7, 0x012678, 0x012679, 0x01267A, 0x01267B, 0x0128FC, 0x0128FD, 0x0128FE, 0x0128FF, 0x012B80, 0x012B81, 0x012B82, 0x012B83, 0x012E04, 0x012E05, 0x012E06, 0x012E07, 0x013088, 0x013089, 0x01308A, 0x01308B, 0x01330C, 0x01330D, 0x01330E, 0x01330F, 0x013590, 0x013591, 0x013592, 0x013593, 0x013814, 0x013815, 0x013816, 0x013817, 0x013A98, 0x013A99, 0x013A9A, 0x013A9B, 0x013D1C, 0x013D1D, 0x013D1E, 0x013D1F, 0x013FA0, 0x013FA1, 0x013FA2, 0x013FA3, 0x014224, 0x014225, 0x014226, 0x014227, 0x0144A8, 0x0144A9, 0x0144AA, 0x0144AB, 0x01472C, 0x01472D, 0x01472E, 0x01472F, 0x0149B0, 0x0149B1, 0x0149B2, 0x0149B3, 0x014C34, 0x014C35, 0x014C36, 0x014C37, 0x014EB8, 0x014EB9, 0x014EBA, 0x014EBB, 0x01513C, 0x01513D, 0x01513E, 0x01513F, 0x0153C0, 0x0153C1, 0x0153C2, 0x0153C3, 0x015644, 0x015645, 0x015646, 0x015647, 0x0158C8, 0x0158C9, 0x0158CA, 0x0158CB, 0x015B4C, 0x015B4D, 0x015B4E, 0x015B4F, 0x015DD0, 0x015DD1, 0x015DD2, 0x015DD3, 0x016054, 0x016055, 0x016056, 0x016057, 0x0162D8, 0x0162D9, 0x0162DA, 0x0162DB, 0x01655C, 0x01655D, 0x01655E, 0x01655F, 0x0167E0, 0x0167E1, 0x0167E2, 0x0167E3, 0x016A64, 0x016A65, 0x016A66, 0x016A67, 0x016CE8, 0x016CE9, 0x016CEA, 0x016CEB, 0x016F6C, 0x016F6D, 0x016F6E, 0x016F6F, 0x0171F0, 0x0171F1, 0x0171F2, 0x0171F3, 0x017474, 0x017475, 0x017476, 0x017477],  #The hex address of what we are editing, multiple addresses edits them all.
	#	number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
	#	is_little_endian=False,  #if it reads as little (True), or big(False) indian.
	#	possible_values=None, # the possible results. Use None if you do not want specific possible values.
	#	min_value=0,  #Only used if above is none, then it becomed Min~Max
	#	max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
	#	min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
    #   ),
      Attribute( #Enemy Elemental weaknesses and resistances
                name="Enemy 1 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x000024],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 1 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x000025],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 1 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x000026],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 1 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x000027],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
               Attribute(
                name="Enemy 2 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x0002A8],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 2 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x0002A9],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 2 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x0002AA],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 2 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x0002AB],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 3 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00052C],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 3 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00052D],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 3 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00052E],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 3 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00052F],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 4 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x0007B0],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 4 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x0007B1],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 4 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x0007B2],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 4 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x0007B3],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 5 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x000A34],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 5 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x000A35],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 5 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x000A36],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 5 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x000A37],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 6 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x000CB8],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 6 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x000CB9],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 6 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x000CBA],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 6 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x000CBB],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 7 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x000F3C],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 7 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x000F3D],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 7 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x000F3E],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 7 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x000F3F],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 8 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x0011C0],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 8 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x0011C1],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 8 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x0011C2],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 8 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x0011C3],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 9 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x001444],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 9 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x001445],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 9 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x001446],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 9 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x001447],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 10 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x0016C8],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 10 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x0016C9],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 10 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x0016CA],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 10 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x0016CB],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 11 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00194C],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 11 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00194D],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 11 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00194E],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 11 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00194F],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 12 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x001BD0],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 12 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x001BD1],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 12 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x001BD2],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 12 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x001BD3],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 13 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x001E54],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 13 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x001E55],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 13 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x001E56],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 13 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x001E57],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 14 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x0020D8],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 14 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x0020D9],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 14 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x0020DA],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 14 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x0020DB],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 15 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00235C],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 15 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00235D],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 15 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00235E],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 15 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00235F],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 16 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x0025E0],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 16 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x0025E1],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 16 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x0025E2],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 16 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x0025E3],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 17 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x002864],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 17 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x002865],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 17 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x002866],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 17 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x002867],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 18 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x002AE8],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 18 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x002AE9],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 18 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x002AEA],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 18 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x002AEB],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 19 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x002D6C],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 19 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x002D6D],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 19 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x002D6E],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 19 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x002D6F],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 20 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x002FF0],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 20 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x002FF1],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 20 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x002FF2],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 20 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x002FF3],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 21 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x003274],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 21 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x003275],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 21 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x003276],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 21 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x003277],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 22 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x0034F8],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 22 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x0034F9],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 22 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x0034FA],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 22 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x0034FB],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 23 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00377C],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 23 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00377D],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 23 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00377E],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 23 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00377F],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 24 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x003A00],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 24 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x003A01],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 24 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x003A02],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 24 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x003A03],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 25 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x003C84],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 25 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x003C85],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 25 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x003C86],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 25 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x003C87],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 26 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x003F08],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 26 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x003F09],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 26 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x003F0A],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 26 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x003F0B],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 27 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00418C],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 27 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00418D],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 27 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00418E],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 27 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00418F],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 28 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x004410],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 28 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x004411],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 28 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x004412],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 28 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x004413],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 29 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x004694],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 29 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x004695],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 29 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x004696],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 29 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x004697],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 30 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x004918],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 30 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x004919],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 30 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00491A],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 30 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00491B],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 31 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x004B9C],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 31 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x004B9D],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 31 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x004B9E],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 31 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x004B9F],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 32 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x004E20],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 32 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x004E21],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 32 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x004E22],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 32 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x004E23],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 33 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x0050A4],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 33 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x0050A5],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 33 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x0050A6],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 33 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x0050A7],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 34 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x005328],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 34 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x005329],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 34 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00532A],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 34 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00532B],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 35 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x0055AC],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 35 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x0055AD],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 35 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x0055AE],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 35 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x0055AF],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 36 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x005830],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 36 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x005831],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 36 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x005832],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 36 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x005833],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 37 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x005AB4],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 37 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x005AB5],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 37 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x005AB6],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 37 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x005AB7],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 38 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x005D38],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 38 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x005D39],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 38 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x005D3A],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 38 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x005D3B],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 39 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x005FBC],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 39 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x005FBD],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 39 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x005FBE],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 39 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x005FBF],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 40 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x006240],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 40 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x006241],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 40 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x006242],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 40 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x006243],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 41 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x0064C4],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 41 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x0064C5],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 41 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x0064C6],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 41 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x0064C7],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 42 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x006748],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 42 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x006749],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 42 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00674A],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 42 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00674B],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 43 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x0069CC],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 43 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x0069CD],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 43 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x0069CE],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 43 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x0069CF],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 44 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x006C50],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 44 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x006C51],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 44 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x006C52],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 44 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x006C53],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 45 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x006ED4],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 45 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x006ED5],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 45 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x006ED6],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 45 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x006ED7],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 46 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x007158],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 46 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x007159],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 46 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00715A],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 46 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00715B],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 47 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x0073DC],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 47 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x0073DD],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 47 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x0073DE],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 47 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x0073DF],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 48 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x007660],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 48 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x007661],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 48 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x007662],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 48 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x007663],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 49 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x0078E4],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 49 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x0078E5],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 49 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x0078E6],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 49 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x0078E7],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 50 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x007B68],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 50 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x007B69],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 50 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x007B6A],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 50 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x007B6B],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 51 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x007DEC],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 51 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x007DED],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 51 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x007DEE],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 51 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x007DEF],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 52 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x008070],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 52 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x008071],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 52 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x008072],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 52 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x008073],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 53 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x0082F4],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 53 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x0082F5],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 53 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x0082F6],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 53 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x0082F7],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 54 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x008578],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 54 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x008579],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 54 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00857A],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 54 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00857B],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 55 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x0087FC],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 55 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x0087FD],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 55 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x0087FE],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 55 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x0087FF],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 56 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x008A80],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 56 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x008A81],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 56 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x008A82],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 56 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x008A83],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 57 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x008D04],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 57 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x008D05],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 57 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x008D06],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 57 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x008D07],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 58 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x008F88],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 58 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x008F89],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 58 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x008F8A],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 58 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x008F8B],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 59 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00920C],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 59 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00920D],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 59 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00920E],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 59 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00920F],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 60 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x009490],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 60 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x009491],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 60 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x009492],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 60 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x009493],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 61 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x009714],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 61 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x009715],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 61 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x009716],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 61 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x009717],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 62 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x009998],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 62 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x009999],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 62 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00999A],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 62 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00999B],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 63 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x009C1C],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 63 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x009C1D],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 63 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x009C1E],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 63 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x009C1F],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 64 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x009EA0],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 64 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x009EA1],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 64 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x009EA2],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 64 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x009EA3],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 65 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00A124],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 65 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00A125],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 65 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00A126],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 65 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00A127],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 66 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00A3A8],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 66 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00A3A9],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 66 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00A3AA],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 66 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00A3AB],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 67 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00A62C],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 67 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00A62D],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 67 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00A62E],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 67 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00A62F],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 68 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00A8B0],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 68 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00A8B1],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 68 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00A8B2],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 68 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00A8B3],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 69 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00AB34],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 69 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00AB35],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 69 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00AB36],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 69 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00AB37],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 70 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00ADB8],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 70 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00ADB9],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 70 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00ADBA],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 70 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00ADBB],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 71 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00B03C],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 71 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00B03D],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 71 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00B03E],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 71 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00B03F],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 72 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00B2C0],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 72 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00B2C1],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 72 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00B2C2],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 72 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00B2C3],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 73 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00B544],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 73 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00B545],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 73 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00B546],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 73 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00B547],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 74 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00B7C8],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 74 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00B7C9],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 74 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00B7CA],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 74 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00B7CB],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 75 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00BA4C],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 75 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00BA4D],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 75 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00BA4E],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 75 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00BA4F],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 76 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00BCD0],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 76 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00BCD1],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 76 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00BCD2],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 76 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00BCD3],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 77 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00BF54],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 77 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00BF55],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 77 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00BF56],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 77 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00BF57],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 78 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00C1D8],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 78 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00C1D9],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 78 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00C1DA],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 78 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00C1DB],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 79 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00C45C],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 79 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00C45D],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 79 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00C45E],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 79 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00C45F],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 80 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00C6E0],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 80 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00C6E1],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 80 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00C6E2],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 80 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00C6E3],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 81 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00C964],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 81 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00C965],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 81 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00C966],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 81 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00C967],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 82 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00CBE8],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 82 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00CBE9],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 82 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00CBEA],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 82 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00CBEB],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 83 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00CE6C],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 83 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00CE6D],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 83 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00CE6E],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 83 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00CE6F],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 84 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00D0F0],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 84 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00D0F1],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 84 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00D0F2],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 84 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00D0F3],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 85 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00D374],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 85 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00D375],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 85 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00D376],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 85 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00D377],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 86 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00D5F8],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 86 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00D5F9],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 86 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00D5FA],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 86 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00D5FB],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 87 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00D87C],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 87 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00D87D],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 87 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00D87E],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 87 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00D87F],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 88 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00DB00],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 88 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00DB01],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 88 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00DB02],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 88 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00DB03],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 89 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00DD84],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 89 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00DD85],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 89 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00DD86],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 89 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00DD87],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 90 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00E008],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 90 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00E009],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 90 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00E00A],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 90 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00E00B],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 91 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00E28C],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 91 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00E28D],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 91 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00E28E],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 91 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00E28F],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 92 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00E510],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 92 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00E511],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 92 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00E512],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 92 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00E513],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 93 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00E794],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 93 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00E795],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 93 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00E796],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 93 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00E797],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 94 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00EA18],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 94 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00EA19],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 94 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00EA1A],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 94 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00EA1B],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 95 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00EC9C],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 95 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00EC9D],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 95 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00EC9E],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 95 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00EC9F],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 96 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00EF20],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 96 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00EF21],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 96 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00EF22],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 96 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00EF23],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 97 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00F1A4],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 97 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00F1A5],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 97 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00F1A6],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 97 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00F1A7],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 98 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00F428],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 98 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00F429],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 98 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00F42A],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 98 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00F42B],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 99 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00F6AC],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 99 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00F6AD],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 99 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00F6AE],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 99 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00F6AF],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 100 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00F930],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 100 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00F931],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 100 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00F932],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 100 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00F933],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 101 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00FBB4],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 101 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00FBB5],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 101 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00FBB6],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 101 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00FBB7],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 102 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00FE38],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 102 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00FE39],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 102 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00FE3A],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 102 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x00FE3B],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 103 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x0100BC],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 103 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x0100BD],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 103 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x0100BE],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 103 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x0100BF],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 104 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x010340],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 104 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x010341],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 104 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x010342],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 104 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x010343],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 105 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x0105C4],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 105 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x0105C5],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 105 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x0105C6],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 105 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x0105C7],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 106 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x010848],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 106 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x010849],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 106 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x01084A],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 106 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x01084B],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 107 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x010ACC],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 107 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x010ACD],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 107 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x010ACE],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 107 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x010ACF],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 108 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x010D50],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 108 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x010D51],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 108 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x010D52],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 108 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x010D53],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 109 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x010FD4],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 109 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x010FD5],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 109 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x010FD6],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 109 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x010FD7],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 110 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x011258],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 110 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x011259],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 110 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x01125A],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 110 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x01125B],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 111 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x0114DC],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 111 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x0114DD],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 111 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x0114DE],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 111 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x0114DF],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 112 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x011760],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 112 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x011761],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 112 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x011762],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 112 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x011763],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 113 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x0119E4],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 113 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x0119E5],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 113 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x0119E6],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 113 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x0119E7],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 114 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x011C68],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 114 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x011C69],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 114 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x011C6A],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 114 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x011C6B],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 115 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x011EEC],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 115 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x011EED],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 115 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x011EEE],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 115 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x011EEF],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 116 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x012170],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 116 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x012171],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 116 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x012172],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 116 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x012173],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 117 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x0123F4],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 117 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x0123F5],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 117 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x0123F6],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 117 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x0123F7],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 118 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x012678],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 118 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x012679],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 118 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x01267A],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 118 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x01267B],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 119 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x0128FC],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 119 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x0128FD],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 119 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x0128FE],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 119 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x0128FF],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 120 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x012B80],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 120 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x012B81],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 120 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x012B82],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 120 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x012B83],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 121 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x012E04],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 121 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x012E05],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 121 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x012E06],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 121 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x012E07],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 122 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x013088],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 122 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x013089],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 122 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x01308A],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 122 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x01308B],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 123 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x01330C],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 123 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x01330D],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 123 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x01330E],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 123 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x01330F],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 124 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x013590],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 124 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x013591],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 124 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x013592],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 124 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x013593],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 125 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x013814],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 125 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x013815],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 125 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x013816],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 125 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x013817],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 126 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x013A98],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 126 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x013A99],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 126 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x013A9A],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 126 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x013A9B],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 127 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x013D1C],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 127 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x013D1D],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 127 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x013D1E],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 127 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x013D1F],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 128 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x013FA0],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 128 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x013FA1],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 128 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x013FA2],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 128 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x013FA3],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 129 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x014224],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 129 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x014225],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 129 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x014226],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 129 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x014227],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 130 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x0144A8],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 130 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x0144A9],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 130 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x0144AA],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 130 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x0144AB],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 131 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x01472C],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 131 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x01472D],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 131 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x01472E],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 131 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x01472F],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 132 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x0149B0],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 132 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x0149B1],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 132 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x0149B2],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 132 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x0149B3],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 133 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x014C34],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 133 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x014C35],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 133 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x014C36],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 133 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x014C37],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 134 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x014EB8],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 134 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x014EB9],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 134 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x014EBA],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 134 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x014EBB],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 135 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x01513C],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 135 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x01513D],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 135 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x01513E],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 135 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x01513F],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 136 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x0153C0],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 136 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x0153C1],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 136 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x0153C2],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 136 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x0153C3],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 137 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x015644],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 137 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x015645],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 137 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x015646],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 137 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x015647],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 138 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x0158C8],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 138 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x0158C9],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 138 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x0158CA],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 138 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x0158CB],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 139 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x015B4C],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 139 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x015B4D],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 139 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x015B4E],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 139 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x015B4F],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 140 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x015DD0],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 140 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x015DD1],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 140 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x015DD2],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 140 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x015DD3],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 141 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x016054],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 141 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x016055],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 141 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x016056],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 141 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x016057],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 142 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x0162D8],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 142 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x0162D9],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 142 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x0162DA],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 142 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x0162DB],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 143 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x01655C],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 143 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x01655D],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 143 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x01655E],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 143 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x01655F],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 144 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x0167E0],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 144 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x0167E1],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 144 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x0167E2],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 144 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x0167E3],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 145 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x016A64],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 145 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x016A65],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 145 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x016A66],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 145 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x016A67],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 146 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x016CE8],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 146 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x016CE9],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 146 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x016CEA],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 146 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x016CEB],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 147 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x016F6C],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 147 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x016F6D],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 147 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x016F6E],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 147 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x016F6F],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 148 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x0171F0],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 148 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x0171F1],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 148 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x0171F2],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 148 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x0171F3],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 149 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x017474],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 149 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x017475],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 149 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x017476],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 149 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x017477],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 150 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x0176F8],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 150 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x0176F9],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 150 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x0176FA],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 150 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x0176FB],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 151 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x01797C],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 151 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x01797D],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 151 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x01797E],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 151 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x01797F],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 152 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x017C00],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 152 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x017C01],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 152 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x017C02],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 152 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x017C03],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 153 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x017E84],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 153 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x017E85],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 153 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x017E86],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 153 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x017E87],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 154 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x018108],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 154 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x018109],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 154 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x01810A],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 154 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x01810B],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 155 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x01838C],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 155 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x01838D],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 155 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x01838E],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 155 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x01838F],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 156 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x018610],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 156 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x018611],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 156 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x018612],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 156 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x018613],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 157 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x018894],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 157 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x018895],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 157 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x018896],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 157 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x018897],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 158 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x018B18],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 158 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x018B19],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 158 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x018B1A],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 158 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x018B1B],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 159 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x018D9C],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 159 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x018D9D],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 159 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x018D9E],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 159 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x018D9F],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 160 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x019020],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 160 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x019021],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 160 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x019022],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 160 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x019023],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 161 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x0192A4],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 161 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x0192A5],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 161 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x0192A6],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 161 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x0192A7],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 162 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x019528],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 162 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x019529],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 162 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x01952A],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 162 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x01952B],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 163 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x0197AC],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 163 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x0197AD],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 163 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x0197AE],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 163 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x0197AF],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 164 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x019A30],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 164 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x019A31],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 164 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x019A32],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 164 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x019A33],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 165 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x019CB4],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 165 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x019CB5],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 165 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x019CB6],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 165 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x019CB7],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 166 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x019F38],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 166 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x019F39],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 166 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x019F3A],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 166 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x019F3B],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 167 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x01A1BC],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 167 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x01A1BD],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 167 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x01A1BE],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 167 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x01A1BF],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 168 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x01A440],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 168 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x01A441],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 168 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x01A442],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 168 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x01A443],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 169 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x01A6C4],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 169 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x01A6C5],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 169 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x01A6C6],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 169 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x01A6C7],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 170 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x01A948],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 170 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x01A949],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 170 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x01A94A],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 170 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x01A94B],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 171 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x01ABCC],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 171 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x01ABCD],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 171 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x01ABCE],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 171 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x01ABCF],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 172 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x01AE50],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 172 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x01AE51],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 172 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x01AE52],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 172 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x01AE53],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 173 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x01B0D4],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 173 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x01B0D5],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 173 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x01B0D6],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 173 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x01B0D7],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 174 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x01B358],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 174 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x01B359],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 174 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x01B35A],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 174 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x01B35B],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 175 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x01B5DC],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 175 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x01B5DD],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 175 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x01B5DE],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 175 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x01B5DF],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 176 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x01B860],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 176 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x01B861],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 176 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x01B862],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 176 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x01B863],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 177 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x01BAE4],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 177 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x01BAE5],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 177 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x01BAE6],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 177 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x01BAE7],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 178 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x01BD68],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 178 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x01BD69],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 178 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x01BD6A],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 178 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x01BD6B],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 179 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x01BFEC],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 179 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x01BFED],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 179 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x01BFEE],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 179 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x01BFEF],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 180 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x01C270],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 180 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x01C271],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 180 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x01C272],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 180 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x01C273],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 181 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x01C4F4],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 181 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x01C4F5],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 181 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x01C4F6],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 181 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x01C4F7],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 182 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x01C778],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 182 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x01C779],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 182 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x01C77A],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 182 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x01C77B],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 183 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x01C9FC],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 183 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x01C9FD],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 183 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x01C9FE],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 183 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x01C9FF],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 184 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x01CC80],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 184 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x01CC81],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 184 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x01CC82],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 184 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x01CC83],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 185 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x01CF04],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 185 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x01CF05],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 185 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x01CF06],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 185 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x01CF07],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 186 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x01D188],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 186 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x01D189],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 186 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x01D18A],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 186 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x01D18B],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 187 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x01D40C],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 187 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x01D40D],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 187 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x01D40E],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 187 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x01D40F],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 188 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x01D690],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 188 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x01D691],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 188 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x01D692],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 188 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x01D693],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 189 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x01D914],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 189 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x01D915],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 189 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x01D916],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 189 Wind Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x01D917],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 190 Fire Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x01DB98],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 190 Water Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x01DB99],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),
       Attribute(
                name="Enemy 190 Earth Resistance",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[0x01DB9A],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=None, # the possible results. Use None if you do not want specific possible values.
                min_value=0,  #Only used if above is none, then it becomed Min~Max
                max_value=4,  #As a reminder, all values are in hex, so 10 = 16, and 0F = 15
                min_max_interval=1,  #1 = 1/2/3/4/5, 3= 3/6/9/12/15, ect, between min and max. Like 5% Fire emblem growths.
        ),   
]

Attributes = [ #Item Data (Names + What it does) & Info (Descriptions)
    Attribute( #Apple Gel
                name="Apple Gel Healing",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[(0x00001A, 2)],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=[0x1E, 0x23, 0x19, 0x0F], # the possible results. Use None if you do not want specific possible values.
                lock_unless_enabled=["Easy Items", "Hard Items", "Expert Items"],
        ),
     Attribute( #Item Addresses
                name="Apple Gel Description",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[(0x000011, 3)],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=2,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=[0x3330, 0x3235, 0x3235, 0x3135], # the possible results. Use None if you do not want specific possible values.
                lock_unless_enabled=["Easy Items", "Hard Items", "Expert Items"],               
        ),
     Attribute( #Item Addresses
                name="Apple Gel Count",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[(0x000018, 2)],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=[0x0A, 0x0F, 0x09, 0x07], # the possible results. Use None if you do not want specific possible values.
                lock_unless_enabled=["Easy Items", "Hard Items", "Expert Items"],
        ),

    Attribute( #Peach Gel
                name="Peach Gel Healing",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[(0x00003E, 2)],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=[0x32, 0x3C, 0x28, 0x19], # the possible results. Use None if you do not want specific possible values.
                lock_unless_enabled=["Easy Items", "Hard Items", "Expert Items"],
        ),
     Attribute( #Item Addresses
                name="Peach Gel Description",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[(0x0000FD, 3)],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=2,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=[0x3530, 0x3630, 0x3430, 0x3235], # the possible results. Use None if you do not want specific possible values.
                lock_unless_enabled=["Easy Items", "Hard Items", "Expert Items"],
        ),
     Attribute( #Item Addresses
                name="Peach Gel Count",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[(0x00003C, 2)],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=[0x0A, 0x0F, 0x08, 0x06,], # the possible results. Use None if you do not want specific possible values.
                lock_unless_enabled=["Easy Items", "Hard Items", "Expert Items"],
        ),
        
        
    Attribute( #Lemon Gel
                name="Lemon Gel Healing",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[(0x000062, 2)],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=[0x4B, 0x50, 0x3C, 0x21], # the possible results. Use None if you do not want specific possible values.
                lock_unless_enabled=["Easy Items", "Hard Items", "Expert Items"],
        ),
     Attribute( #Item Addresses
                name="Lemon Gel Description",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[(0x0001E9, 3)],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=2,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=[0x3735, 0x3830, 0x3630, 0x3333], # the possible results. Use None if you do not want specific possible values.
                lock_unless_enabled=["Easy Items", "Hard Items", "Expert Items"],
                
        ),
     Attribute( #Item Addresses
                name="Lemon Gel Count",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[(0x000060, 2)],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=[0x0A, 0x0F, 0x07, 0x05,], # the possible results. Use None if you do not want specific possible values.
                lock_unless_enabled=["Easy Items", "Hard Items", "Expert Items"],
        ),
        
        
    Attribute( #Grape Gel
                name="Grape Gel Healing",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[(0x000086, 2)],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=[0x64, 0x5A, 0x32], # the possible results. Use None if you do not want specific possible values.
                lock_unless_enabled=["Easy Items", "Hard Items", "Expert Items"],
        ),
     Attribute( #Item Addresses
                name="Grape Gel Description",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[(0x0002D5, 3)],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=3,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=[0x313030, 0x203930, 0x203530], # the possible results. Use None if you do not want specific possible values.
                lock_unless_enabled=["Easy Items", "Hard Items", "Expert Items"],
        ),
     Attribute( #Item Addresses
                name="Grape Gel Count",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[(0x000084, 2)],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=[0x0A, 0x0F, 0x06, 0x03], # the possible results. Use None if you do not want specific possible values.
                lock_unless_enabled=["Easy Items", "Hard Items", "Expert Items"],
        ),
        
        
    Attribute( #Life Bottle
                name="Life Bottle Healing",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[(0x00025A, 2)],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=[0x28, 0x32, 0x19, 0x0A], # the possible results. Use None if you do not want specific possible values.
                lock_unless_enabled=["Easy Items", "Hard Items", "Expert Items"],
        ),
     Attribute( #Item Addresses
                name="Life Bottle Description",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[(0x000EE3, 3)],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=2,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=[0x3430, 0x3530, 0x3235, 0x3130], # the possible results. Use None if you do not want specific possible values.
                lock_unless_enabled=["Easy Items", "Hard Items", "Expert Items"],
        ),
     Attribute( #Item Addresses
                name="Life Bottle Count",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[(0x000258, 2)],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=[0x0A, 0x0F, 0x05, 0x02], # the possible results. Use None if you do not want specific possible values.
                lock_unless_enabled=["Easy Items", "Hard Items", "Expert Items"],
        ),
        

     Attribute( #Item Addresses
                name="Elixer Count",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[(0x00027C, 2)],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=[0x0A, 0x0F, 0x03, 0x01], # the possible results. Use None if you do not want specific possible values.
                lock_unless_enabled=["Easy Items", "Hard Items", "Expert Items"],
        ),

     Attribute( #Item Addresses
                name="Megalixer Count",  #The name of what we are editing. This means nothing, used to keep track of things.
                addresses=[(0x0002A0, 2)],  #The hex address of what we are editing, multiple addresses edits them all.
                number_of_bytes=1,  #If it is 1 byte (2hexes), 2byte (9hexes), or 3byte (6hexes).
                is_little_endian=False,  #if it reads as little (True), or big(False) indian.
                possible_values=[0x0A, 0x0F, 0x03, 0x01], # the possible results. Use None if you do not want specific possible values.
                lock_unless_enabled=["Easy Items", "Hard Items", "Expert Items"],
        ),


 
]

Required_Rules = [

]

Optional_Rulesets = [
    Ruleset( #Min 1 Weakness
		name="Minimum 1 Enemy Weakness",
		description="All enemies are weak to atleast 1 damage type",
		rules=[
                                 Rule(
                                description="Enemy 1",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 1 Fire Resistance"), value("Enemy 1 Water Resistance"), value("Enemy 1 Earth Resistance"), value("Enemy 1 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 2",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 2 Fire Resistance"), value("Enemy 2 Water Resistance"), value("Enemy 2 Earth Resistance"), value("Enemy 2 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 3",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 3 Fire Resistance"), value("Enemy 3 Water Resistance"), value("Enemy 3 Earth Resistance"), value("Enemy 3 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 4",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 4 Fire Resistance"), value("Enemy 4 Water Resistance"), value("Enemy 4 Earth Resistance"), value("Enemy 4 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 5",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 5 Fire Resistance"), value("Enemy 5 Water Resistance"), value("Enemy 5 Earth Resistance"), value("Enemy 5 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 6",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 6 Fire Resistance"), value("Enemy 6 Water Resistance"), value("Enemy 6 Earth Resistance"), value("Enemy 6 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 7",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 7 Fire Resistance"), value("Enemy 7 Water Resistance"), value("Enemy 7 Earth Resistance"), value("Enemy 7 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 8",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 8 Fire Resistance"), value("Enemy 8 Water Resistance"), value("Enemy 8 Earth Resistance"), value("Enemy 8 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 9",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 9 Fire Resistance"), value("Enemy 9 Water Resistance"), value("Enemy 9 Earth Resistance"), value("Enemy 9 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 10",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 10 Fire Resistance"), value("Enemy 10 Water Resistance"), value("Enemy 10 Earth Resistance"), value("Enemy 10 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 11",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 11 Fire Resistance"), value("Enemy 11 Water Resistance"), value("Enemy 11 Earth Resistance"), value("Enemy 11 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 12",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 12 Fire Resistance"), value("Enemy 12 Water Resistance"), value("Enemy 12 Earth Resistance"), value("Enemy 12 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 13",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 13 Fire Resistance"), value("Enemy 13 Water Resistance"), value("Enemy 13 Earth Resistance"), value("Enemy 13 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 14",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 14 Fire Resistance"), value("Enemy 14 Water Resistance"), value("Enemy 14 Earth Resistance"), value("Enemy 14 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 15",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 15 Fire Resistance"), value("Enemy 15 Water Resistance"), value("Enemy 15 Earth Resistance"), value("Enemy 15 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 16",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 16 Fire Resistance"), value("Enemy 16 Water Resistance"), value("Enemy 16 Earth Resistance"), value("Enemy 16 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 17",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 17 Fire Resistance"), value("Enemy 17 Water Resistance"), value("Enemy 17 Earth Resistance"), value("Enemy 17 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 18",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 18 Fire Resistance"), value("Enemy 18 Water Resistance"), value("Enemy 18 Earth Resistance"), value("Enemy 18 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 19",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 19 Fire Resistance"), value("Enemy 19 Water Resistance"), value("Enemy 19 Earth Resistance"), value("Enemy 19 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 20",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 20 Fire Resistance"), value("Enemy 20 Water Resistance"), value("Enemy 20 Earth Resistance"), value("Enemy 20 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 21",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 21 Fire Resistance"), value("Enemy 21 Water Resistance"), value("Enemy 21 Earth Resistance"), value("Enemy 21 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 22",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 22 Fire Resistance"), value("Enemy 22 Water Resistance"), value("Enemy 22 Earth Resistance"), value("Enemy 22 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 23",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 23 Fire Resistance"), value("Enemy 23 Water Resistance"), value("Enemy 23 Earth Resistance"), value("Enemy 23 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 24",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 24 Fire Resistance"), value("Enemy 24 Water Resistance"), value("Enemy 24 Earth Resistance"), value("Enemy 24 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 25",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 25 Fire Resistance"), value("Enemy 25 Water Resistance"), value("Enemy 25 Earth Resistance"), value("Enemy 25 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 26",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 26 Fire Resistance"), value("Enemy 26 Water Resistance"), value("Enemy 26 Earth Resistance"), value("Enemy 26 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 27",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 27 Fire Resistance"), value("Enemy 27 Water Resistance"), value("Enemy 27 Earth Resistance"), value("Enemy 27 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 28",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 28 Fire Resistance"), value("Enemy 28 Water Resistance"), value("Enemy 28 Earth Resistance"), value("Enemy 28 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 29",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 29 Fire Resistance"), value("Enemy 29 Water Resistance"), value("Enemy 29 Earth Resistance"), value("Enemy 29 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 30",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 30 Fire Resistance"), value("Enemy 30 Water Resistance"), value("Enemy 30 Earth Resistance"), value("Enemy 30 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 31",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 31 Fire Resistance"), value("Enemy 31 Water Resistance"), value("Enemy 31 Earth Resistance"), value("Enemy 31 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 32",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 32 Fire Resistance"), value("Enemy 32 Water Resistance"), value("Enemy 32 Earth Resistance"), value("Enemy 32 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 33",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 33 Fire Resistance"), value("Enemy 33 Water Resistance"), value("Enemy 33 Earth Resistance"), value("Enemy 33 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 34",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 34 Fire Resistance"), value("Enemy 34 Water Resistance"), value("Enemy 34 Earth Resistance"), value("Enemy 34 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 35",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 35 Fire Resistance"), value("Enemy 35 Water Resistance"), value("Enemy 35 Earth Resistance"), value("Enemy 35 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 36",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 36 Fire Resistance"), value("Enemy 36 Water Resistance"), value("Enemy 36 Earth Resistance"), value("Enemy 36 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 37",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 37 Fire Resistance"), value("Enemy 37 Water Resistance"), value("Enemy 37 Earth Resistance"), value("Enemy 37 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 38",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 38 Fire Resistance"), value("Enemy 38 Water Resistance"), value("Enemy 38 Earth Resistance"), value("Enemy 38 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 39",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 39 Fire Resistance"), value("Enemy 39 Water Resistance"), value("Enemy 39 Earth Resistance"), value("Enemy 39 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 40",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 40 Fire Resistance"), value("Enemy 40 Water Resistance"), value("Enemy 40 Earth Resistance"), value("Enemy 40 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 41",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 41 Fire Resistance"), value("Enemy 41 Water Resistance"), value("Enemy 41 Earth Resistance"), value("Enemy 41 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 42",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 42 Fire Resistance"), value("Enemy 42 Water Resistance"), value("Enemy 42 Earth Resistance"), value("Enemy 42 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 43",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 43 Fire Resistance"), value("Enemy 43 Water Resistance"), value("Enemy 43 Earth Resistance"), value("Enemy 43 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 44",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 44 Fire Resistance"), value("Enemy 44 Water Resistance"), value("Enemy 44 Earth Resistance"), value("Enemy 44 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 45",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 45 Fire Resistance"), value("Enemy 45 Water Resistance"), value("Enemy 45 Earth Resistance"), value("Enemy 45 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 46",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 46 Fire Resistance"), value("Enemy 46 Water Resistance"), value("Enemy 46 Earth Resistance"), value("Enemy 46 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 47",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 47 Fire Resistance"), value("Enemy 47 Water Resistance"), value("Enemy 47 Earth Resistance"), value("Enemy 47 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 48",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 48 Fire Resistance"), value("Enemy 48 Water Resistance"), value("Enemy 48 Earth Resistance"), value("Enemy 48 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 49",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 49 Fire Resistance"), value("Enemy 49 Water Resistance"), value("Enemy 49 Earth Resistance"), value("Enemy 49 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 50",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 50 Fire Resistance"), value("Enemy 50 Water Resistance"), value("Enemy 50 Earth Resistance"), value("Enemy 50 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 51",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 51 Fire Resistance"), value("Enemy 51 Water Resistance"), value("Enemy 51 Earth Resistance"), value("Enemy 51 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 52",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 52 Fire Resistance"), value("Enemy 52 Water Resistance"), value("Enemy 52 Earth Resistance"), value("Enemy 52 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 53",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 53 Fire Resistance"), value("Enemy 53 Water Resistance"), value("Enemy 53 Earth Resistance"), value("Enemy 53 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 54",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 54 Fire Resistance"), value("Enemy 54 Water Resistance"), value("Enemy 54 Earth Resistance"), value("Enemy 54 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 55",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 55 Fire Resistance"), value("Enemy 55 Water Resistance"), value("Enemy 55 Earth Resistance"), value("Enemy 55 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 56",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 56 Fire Resistance"), value("Enemy 56 Water Resistance"), value("Enemy 56 Earth Resistance"), value("Enemy 56 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 57",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 57 Fire Resistance"), value("Enemy 57 Water Resistance"), value("Enemy 57 Earth Resistance"), value("Enemy 57 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 58",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 58 Fire Resistance"), value("Enemy 58 Water Resistance"), value("Enemy 58 Earth Resistance"), value("Enemy 58 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 59",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 59 Fire Resistance"), value("Enemy 59 Water Resistance"), value("Enemy 59 Earth Resistance"), value("Enemy 59 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 60",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 60 Fire Resistance"), value("Enemy 60 Water Resistance"), value("Enemy 60 Earth Resistance"), value("Enemy 60 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 61",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 61 Fire Resistance"), value("Enemy 61 Water Resistance"), value("Enemy 61 Earth Resistance"), value("Enemy 61 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 62",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 62 Fire Resistance"), value("Enemy 62 Water Resistance"), value("Enemy 62 Earth Resistance"), value("Enemy 62 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 63",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 63 Fire Resistance"), value("Enemy 63 Water Resistance"), value("Enemy 63 Earth Resistance"), value("Enemy 63 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 64",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 64 Fire Resistance"), value("Enemy 64 Water Resistance"), value("Enemy 64 Earth Resistance"), value("Enemy 64 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 65",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 65 Fire Resistance"), value("Enemy 65 Water Resistance"), value("Enemy 65 Earth Resistance"), value("Enemy 65 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 66",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 66 Fire Resistance"), value("Enemy 66 Water Resistance"), value("Enemy 66 Earth Resistance"), value("Enemy 66 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 67",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 67 Fire Resistance"), value("Enemy 67 Water Resistance"), value("Enemy 67 Earth Resistance"), value("Enemy 67 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 68",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 68 Fire Resistance"), value("Enemy 68 Water Resistance"), value("Enemy 68 Earth Resistance"), value("Enemy 68 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 69",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 69 Fire Resistance"), value("Enemy 69 Water Resistance"), value("Enemy 69 Earth Resistance"), value("Enemy 69 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 70",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 70 Fire Resistance"), value("Enemy 70 Water Resistance"), value("Enemy 70 Earth Resistance"), value("Enemy 70 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 71",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 71 Fire Resistance"), value("Enemy 71 Water Resistance"), value("Enemy 71 Earth Resistance"), value("Enemy 71 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 72",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 72 Fire Resistance"), value("Enemy 72 Water Resistance"), value("Enemy 72 Earth Resistance"), value("Enemy 72 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 73",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 73 Fire Resistance"), value("Enemy 73 Water Resistance"), value("Enemy 73 Earth Resistance"), value("Enemy 73 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 74",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 74 Fire Resistance"), value("Enemy 74 Water Resistance"), value("Enemy 74 Earth Resistance"), value("Enemy 74 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 75",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 75 Fire Resistance"), value("Enemy 75 Water Resistance"), value("Enemy 75 Earth Resistance"), value("Enemy 75 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 76",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 76 Fire Resistance"), value("Enemy 76 Water Resistance"), value("Enemy 76 Earth Resistance"), value("Enemy 76 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 77",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 77 Fire Resistance"), value("Enemy 77 Water Resistance"), value("Enemy 77 Earth Resistance"), value("Enemy 77 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 78",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 78 Fire Resistance"), value("Enemy 78 Water Resistance"), value("Enemy 78 Earth Resistance"), value("Enemy 78 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 79",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 79 Fire Resistance"), value("Enemy 79 Water Resistance"), value("Enemy 79 Earth Resistance"), value("Enemy 79 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 80",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 80 Fire Resistance"), value("Enemy 80 Water Resistance"), value("Enemy 80 Earth Resistance"), value("Enemy 80 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 81",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 81 Fire Resistance"), value("Enemy 81 Water Resistance"), value("Enemy 81 Earth Resistance"), value("Enemy 81 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 82",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 82 Fire Resistance"), value("Enemy 82 Water Resistance"), value("Enemy 82 Earth Resistance"), value("Enemy 82 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 83",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 83 Fire Resistance"), value("Enemy 83 Water Resistance"), value("Enemy 83 Earth Resistance"), value("Enemy 83 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 84",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 84 Fire Resistance"), value("Enemy 84 Water Resistance"), value("Enemy 84 Earth Resistance"), value("Enemy 84 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 85",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 85 Fire Resistance"), value("Enemy 85 Water Resistance"), value("Enemy 85 Earth Resistance"), value("Enemy 85 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 86",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 86 Fire Resistance"), value("Enemy 86 Water Resistance"), value("Enemy 86 Earth Resistance"), value("Enemy 86 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 87",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 87 Fire Resistance"), value("Enemy 87 Water Resistance"), value("Enemy 87 Earth Resistance"), value("Enemy 87 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 88",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 88 Fire Resistance"), value("Enemy 88 Water Resistance"), value("Enemy 88 Earth Resistance"), value("Enemy 88 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 89",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 89 Fire Resistance"), value("Enemy 89 Water Resistance"), value("Enemy 89 Earth Resistance"), value("Enemy 89 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 90",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 90 Fire Resistance"), value("Enemy 90 Water Resistance"), value("Enemy 90 Earth Resistance"), value("Enemy 90 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 91",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 91 Fire Resistance"), value("Enemy 91 Water Resistance"), value("Enemy 91 Earth Resistance"), value("Enemy 91 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 92",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 92 Fire Resistance"), value("Enemy 92 Water Resistance"), value("Enemy 92 Earth Resistance"), value("Enemy 92 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 93",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 93 Fire Resistance"), value("Enemy 93 Water Resistance"), value("Enemy 93 Earth Resistance"), value("Enemy 93 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 94",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 94 Fire Resistance"), value("Enemy 94 Water Resistance"), value("Enemy 94 Earth Resistance"), value("Enemy 94 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 95",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 95 Fire Resistance"), value("Enemy 95 Water Resistance"), value("Enemy 95 Earth Resistance"), value("Enemy 95 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 96",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 96 Fire Resistance"), value("Enemy 96 Water Resistance"), value("Enemy 96 Earth Resistance"), value("Enemy 96 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 97",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 97 Fire Resistance"), value("Enemy 97 Water Resistance"), value("Enemy 97 Earth Resistance"), value("Enemy 97 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 98",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 98 Fire Resistance"), value("Enemy 98 Water Resistance"), value("Enemy 98 Earth Resistance"), value("Enemy 98 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 99",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 99 Fire Resistance"), value("Enemy 99 Water Resistance"), value("Enemy 99 Earth Resistance"), value("Enemy 99 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 100",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 100 Fire Resistance"), value("Enemy 100 Water Resistance"), value("Enemy 100 Earth Resistance"), value("Enemy 100 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 101",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 101 Fire Resistance"), value("Enemy 101 Water Resistance"), value("Enemy 101 Earth Resistance"), value("Enemy 101 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 102",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 102 Fire Resistance"), value("Enemy 102 Water Resistance"), value("Enemy 102 Earth Resistance"), value("Enemy 102 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 103",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 103 Fire Resistance"), value("Enemy 103 Water Resistance"), value("Enemy 103 Earth Resistance"), value("Enemy 103 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 104",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 104 Fire Resistance"), value("Enemy 104 Water Resistance"), value("Enemy 104 Earth Resistance"), value("Enemy 104 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 105",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 105 Fire Resistance"), value("Enemy 105 Water Resistance"), value("Enemy 105 Earth Resistance"), value("Enemy 105 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 106",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 106 Fire Resistance"), value("Enemy 106 Water Resistance"), value("Enemy 106 Earth Resistance"), value("Enemy 106 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 107",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 107 Fire Resistance"), value("Enemy 107 Water Resistance"), value("Enemy 107 Earth Resistance"), value("Enemy 107 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 108",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 108 Fire Resistance"), value("Enemy 108 Water Resistance"), value("Enemy 108 Earth Resistance"), value("Enemy 108 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 109",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 109 Fire Resistance"), value("Enemy 109 Water Resistance"), value("Enemy 109 Earth Resistance"), value("Enemy 109 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 110",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 110 Fire Resistance"), value("Enemy 110 Water Resistance"), value("Enemy 110 Earth Resistance"), value("Enemy 110 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 111",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 111 Fire Resistance"), value("Enemy 111 Water Resistance"), value("Enemy 111 Earth Resistance"), value("Enemy 111 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 112",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 112 Fire Resistance"), value("Enemy 112 Water Resistance"), value("Enemy 112 Earth Resistance"), value("Enemy 112 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 113",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 113 Fire Resistance"), value("Enemy 113 Water Resistance"), value("Enemy 113 Earth Resistance"), value("Enemy 113 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 114",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 114 Fire Resistance"), value("Enemy 114 Water Resistance"), value("Enemy 114 Earth Resistance"), value("Enemy 114 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 115",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 115 Fire Resistance"), value("Enemy 115 Water Resistance"), value("Enemy 115 Earth Resistance"), value("Enemy 115 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 116",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 116 Fire Resistance"), value("Enemy 116 Water Resistance"), value("Enemy 116 Earth Resistance"), value("Enemy 116 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 117",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 117 Fire Resistance"), value("Enemy 117 Water Resistance"), value("Enemy 117 Earth Resistance"), value("Enemy 117 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 118",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 118 Fire Resistance"), value("Enemy 118 Water Resistance"), value("Enemy 118 Earth Resistance"), value("Enemy 118 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 119",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 119 Fire Resistance"), value("Enemy 119 Water Resistance"), value("Enemy 119 Earth Resistance"), value("Enemy 119 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 120",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 120 Fire Resistance"), value("Enemy 120 Water Resistance"), value("Enemy 120 Earth Resistance"), value("Enemy 120 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 121",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 121 Fire Resistance"), value("Enemy 121 Water Resistance"), value("Enemy 121 Earth Resistance"), value("Enemy 121 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 122",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 122 Fire Resistance"), value("Enemy 122 Water Resistance"), value("Enemy 122 Earth Resistance"), value("Enemy 122 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 123",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 123 Fire Resistance"), value("Enemy 123 Water Resistance"), value("Enemy 123 Earth Resistance"), value("Enemy 123 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 124",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 124 Fire Resistance"), value("Enemy 124 Water Resistance"), value("Enemy 124 Earth Resistance"), value("Enemy 124 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 125",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 125 Fire Resistance"), value("Enemy 125 Water Resistance"), value("Enemy 125 Earth Resistance"), value("Enemy 125 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 126",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 126 Fire Resistance"), value("Enemy 126 Water Resistance"), value("Enemy 126 Earth Resistance"), value("Enemy 126 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 127",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 127 Fire Resistance"), value("Enemy 127 Water Resistance"), value("Enemy 127 Earth Resistance"), value("Enemy 127 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 128",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 128 Fire Resistance"), value("Enemy 128 Water Resistance"), value("Enemy 128 Earth Resistance"), value("Enemy 128 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 129",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 129 Fire Resistance"), value("Enemy 129 Water Resistance"), value("Enemy 129 Earth Resistance"), value("Enemy 129 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 130",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 130 Fire Resistance"), value("Enemy 130 Water Resistance"), value("Enemy 130 Earth Resistance"), value("Enemy 130 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 131",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 131 Fire Resistance"), value("Enemy 131 Water Resistance"), value("Enemy 131 Earth Resistance"), value("Enemy 131 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 132",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 132 Fire Resistance"), value("Enemy 132 Water Resistance"), value("Enemy 132 Earth Resistance"), value("Enemy 132 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 133",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 133 Fire Resistance"), value("Enemy 133 Water Resistance"), value("Enemy 133 Earth Resistance"), value("Enemy 133 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 134",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 134 Fire Resistance"), value("Enemy 134 Water Resistance"), value("Enemy 134 Earth Resistance"), value("Enemy 134 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 135",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 135 Fire Resistance"), value("Enemy 135 Water Resistance"), value("Enemy 135 Earth Resistance"), value("Enemy 135 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 136",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 136 Fire Resistance"), value("Enemy 136 Water Resistance"), value("Enemy 136 Earth Resistance"), value("Enemy 136 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 137",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 137 Fire Resistance"), value("Enemy 137 Water Resistance"), value("Enemy 137 Earth Resistance"), value("Enemy 137 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 138",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 138 Fire Resistance"), value("Enemy 138 Water Resistance"), value("Enemy 138 Earth Resistance"), value("Enemy 138 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 139",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 139 Fire Resistance"), value("Enemy 139 Water Resistance"), value("Enemy 139 Earth Resistance"), value("Enemy 139 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 140",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 140 Fire Resistance"), value("Enemy 140 Water Resistance"), value("Enemy 140 Earth Resistance"), value("Enemy 140 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 141",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 141 Fire Resistance"), value("Enemy 141 Water Resistance"), value("Enemy 141 Earth Resistance"), value("Enemy 141 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 142",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 142 Fire Resistance"), value("Enemy 142 Water Resistance"), value("Enemy 142 Earth Resistance"), value("Enemy 142 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 143",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 143 Fire Resistance"), value("Enemy 143 Water Resistance"), value("Enemy 143 Earth Resistance"), value("Enemy 143 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 144",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 144 Fire Resistance"), value("Enemy 144 Water Resistance"), value("Enemy 144 Earth Resistance"), value("Enemy 144 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 145",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 145 Fire Resistance"), value("Enemy 145 Water Resistance"), value("Enemy 145 Earth Resistance"), value("Enemy 145 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 146",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 146 Fire Resistance"), value("Enemy 146 Water Resistance"), value("Enemy 146 Earth Resistance"), value("Enemy 146 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 147",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 147 Fire Resistance"), value("Enemy 147 Water Resistance"), value("Enemy 147 Earth Resistance"), value("Enemy 147 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 148",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 148 Fire Resistance"), value("Enemy 148 Water Resistance"), value("Enemy 148 Earth Resistance"), value("Enemy 148 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 149",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 149 Fire Resistance"), value("Enemy 149 Water Resistance"), value("Enemy 149 Earth Resistance"), value("Enemy 149 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 150",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 150 Fire Resistance"), value("Enemy 150 Water Resistance"), value("Enemy 150 Earth Resistance"), value("Enemy 150 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 151",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 151 Fire Resistance"), value("Enemy 151 Water Resistance"), value("Enemy 151 Earth Resistance"), value("Enemy 151 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 152",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 152 Fire Resistance"), value("Enemy 152 Water Resistance"), value("Enemy 152 Earth Resistance"), value("Enemy 152 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 153",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 153 Fire Resistance"), value("Enemy 153 Water Resistance"), value("Enemy 153 Earth Resistance"), value("Enemy 153 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 154",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 154 Fire Resistance"), value("Enemy 154 Water Resistance"), value("Enemy 154 Earth Resistance"), value("Enemy 154 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 155",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 155 Fire Resistance"), value("Enemy 155 Water Resistance"), value("Enemy 155 Earth Resistance"), value("Enemy 155 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 156",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 156 Fire Resistance"), value("Enemy 156 Water Resistance"), value("Enemy 156 Earth Resistance"), value("Enemy 156 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 157",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 157 Fire Resistance"), value("Enemy 157 Water Resistance"), value("Enemy 157 Earth Resistance"), value("Enemy 157 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 158",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 158 Fire Resistance"), value("Enemy 158 Water Resistance"), value("Enemy 158 Earth Resistance"), value("Enemy 158 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 159",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 159 Fire Resistance"), value("Enemy 159 Water Resistance"), value("Enemy 159 Earth Resistance"), value("Enemy 159 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 160",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 160 Fire Resistance"), value("Enemy 160 Water Resistance"), value("Enemy 160 Earth Resistance"), value("Enemy 160 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 161",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 161 Fire Resistance"), value("Enemy 161 Water Resistance"), value("Enemy 161 Earth Resistance"), value("Enemy 161 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 162",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 162 Fire Resistance"), value("Enemy 162 Water Resistance"), value("Enemy 162 Earth Resistance"), value("Enemy 162 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 163",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 163 Fire Resistance"), value("Enemy 163 Water Resistance"), value("Enemy 163 Earth Resistance"), value("Enemy 163 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 164",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 164 Fire Resistance"), value("Enemy 164 Water Resistance"), value("Enemy 164 Earth Resistance"), value("Enemy 164 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 165",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 165 Fire Resistance"), value("Enemy 165 Water Resistance"), value("Enemy 165 Earth Resistance"), value("Enemy 165 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 166",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 166 Fire Resistance"), value("Enemy 166 Water Resistance"), value("Enemy 166 Earth Resistance"), value("Enemy 166 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 167",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 167 Fire Resistance"), value("Enemy 167 Water Resistance"), value("Enemy 167 Earth Resistance"), value("Enemy 167 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 168",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 168 Fire Resistance"), value("Enemy 168 Water Resistance"), value("Enemy 168 Earth Resistance"), value("Enemy 168 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 169",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 169 Fire Resistance"), value("Enemy 169 Water Resistance"), value("Enemy 169 Earth Resistance"), value("Enemy 169 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 170",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 170 Fire Resistance"), value("Enemy 170 Water Resistance"), value("Enemy 170 Earth Resistance"), value("Enemy 170 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 171",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 171 Fire Resistance"), value("Enemy 171 Water Resistance"), value("Enemy 171 Earth Resistance"), value("Enemy 171 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 172",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 172 Fire Resistance"), value("Enemy 172 Water Resistance"), value("Enemy 172 Earth Resistance"), value("Enemy 172 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 173",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 173 Fire Resistance"), value("Enemy 173 Water Resistance"), value("Enemy 173 Earth Resistance"), value("Enemy 173 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 174",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 174 Fire Resistance"), value("Enemy 174 Water Resistance"), value("Enemy 174 Earth Resistance"), value("Enemy 174 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 175",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 175 Fire Resistance"), value("Enemy 175 Water Resistance"), value("Enemy 175 Earth Resistance"), value("Enemy 175 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 176",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 176 Fire Resistance"), value("Enemy 176 Water Resistance"), value("Enemy 176 Earth Resistance"), value("Enemy 176 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 177",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 177 Fire Resistance"), value("Enemy 177 Water Resistance"), value("Enemy 177 Earth Resistance"), value("Enemy 177 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 178",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 178 Fire Resistance"), value("Enemy 178 Water Resistance"), value("Enemy 178 Earth Resistance"), value("Enemy 178 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 179",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 179 Fire Resistance"), value("Enemy 179 Water Resistance"), value("Enemy 179 Earth Resistance"), value("Enemy 179 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 180",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 180 Fire Resistance"), value("Enemy 180 Water Resistance"), value("Enemy 180 Earth Resistance"), value("Enemy 180 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 181",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 181 Fire Resistance"), value("Enemy 181 Water Resistance"), value("Enemy 181 Earth Resistance"), value("Enemy 181 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 182",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 182 Fire Resistance"), value("Enemy 182 Water Resistance"), value("Enemy 182 Earth Resistance"), value("Enemy 182 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 183",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 183 Fire Resistance"), value("Enemy 183 Water Resistance"), value("Enemy 183 Earth Resistance"), value("Enemy 183 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 184",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 184 Fire Resistance"), value("Enemy 184 Water Resistance"), value("Enemy 184 Earth Resistance"), value("Enemy 184 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 185",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 185 Fire Resistance"), value("Enemy 185 Water Resistance"), value("Enemy 185 Earth Resistance"), value("Enemy 185 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 186",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 186 Fire Resistance"), value("Enemy 186 Water Resistance"), value("Enemy 186 Earth Resistance"), value("Enemy 186 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 187",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 187 Fire Resistance"), value("Enemy 187 Water Resistance"), value("Enemy 187 Earth Resistance"), value("Enemy 187 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 188",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 188 Fire Resistance"), value("Enemy 188 Water Resistance"), value("Enemy 188 Earth Resistance"), value("Enemy 188 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 189",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 189 Fire Resistance"), value("Enemy 189 Water Resistance"), value("Enemy 189 Earth Resistance"), value("Enemy 189 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 190",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 190 Fire Resistance"), value("Enemy 190 Water Resistance"), value("Enemy 190 Earth Resistance"), value("Enemy 190 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x01, ">=", 1)
                        ),   
        ],
        must_be_enabled=None,
		must_be_disabled=None,
    ),
	Ruleset( #Min 1 Resistance
		name="Minimum 1 Enemy Resistances",
		description="All enemies are resistant to atleast 1 damage type",
		rules=[
			                        Rule(
                                description="Enemy 1",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 1 Fire Resistance"), value("Enemy 1 Water Resistance"), value("Enemy 1 Earth Resistance"), value("Enemy 1 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
            Rule(
				description="Enemy 2",  #this does nothing, same as using hashtag?
				left_side=[value("Enemy 2 Fire Resistance"), value("Enemy 2 Water Resistance"), value("Enemy 2 Earth Resistance"), value("Enemy 2 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
				rule_type="count",
				right_side=("==", 0x03, ">=", 1)
			),
                        Rule(
                                description="Enemy 3",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 3 Fire Resistance"), value("Enemy 3 Water Resistance"), value("Enemy 3 Earth Resistance"), value("Enemy 3 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 4",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 4 Fire Resistance"), value("Enemy 4 Water Resistance"), value("Enemy 4 Earth Resistance"), value("Enemy 4 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 5",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 5 Fire Resistance"), value("Enemy 5 Water Resistance"), value("Enemy 5 Earth Resistance"), value("Enemy 5 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 6",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 6 Fire Resistance"), value("Enemy 6 Water Resistance"), value("Enemy 6 Earth Resistance"), value("Enemy 6 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 7",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 7 Fire Resistance"), value("Enemy 7 Water Resistance"), value("Enemy 7 Earth Resistance"), value("Enemy 7 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 8",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 8 Fire Resistance"), value("Enemy 8 Water Resistance"), value("Enemy 8 Earth Resistance"), value("Enemy 8 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 9",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 9 Fire Resistance"), value("Enemy 9 Water Resistance"), value("Enemy 9 Earth Resistance"), value("Enemy 9 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 10",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 10 Fire Resistance"), value("Enemy 10 Water Resistance"), value("Enemy 10 Earth Resistance"), value("Enemy 10 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 11",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 11 Fire Resistance"), value("Enemy 11 Water Resistance"), value("Enemy 11 Earth Resistance"), value("Enemy 11 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 12",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 12 Fire Resistance"), value("Enemy 12 Water Resistance"), value("Enemy 12 Earth Resistance"), value("Enemy 12 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 13",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 13 Fire Resistance"), value("Enemy 13 Water Resistance"), value("Enemy 13 Earth Resistance"), value("Enemy 13 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 14",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 14 Fire Resistance"), value("Enemy 14 Water Resistance"), value("Enemy 14 Earth Resistance"), value("Enemy 14 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 15",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 15 Fire Resistance"), value("Enemy 15 Water Resistance"), value("Enemy 15 Earth Resistance"), value("Enemy 15 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 16",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 16 Fire Resistance"), value("Enemy 16 Water Resistance"), value("Enemy 16 Earth Resistance"), value("Enemy 16 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 17",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 17 Fire Resistance"), value("Enemy 17 Water Resistance"), value("Enemy 17 Earth Resistance"), value("Enemy 17 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 18",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 18 Fire Resistance"), value("Enemy 18 Water Resistance"), value("Enemy 18 Earth Resistance"), value("Enemy 18 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 19",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 19 Fire Resistance"), value("Enemy 19 Water Resistance"), value("Enemy 19 Earth Resistance"), value("Enemy 19 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 20",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 20 Fire Resistance"), value("Enemy 20 Water Resistance"), value("Enemy 20 Earth Resistance"), value("Enemy 20 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 21",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 21 Fire Resistance"), value("Enemy 21 Water Resistance"), value("Enemy 21 Earth Resistance"), value("Enemy 21 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 22",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 22 Fire Resistance"), value("Enemy 22 Water Resistance"), value("Enemy 22 Earth Resistance"), value("Enemy 22 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 23",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 23 Fire Resistance"), value("Enemy 23 Water Resistance"), value("Enemy 23 Earth Resistance"), value("Enemy 23 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 24",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 24 Fire Resistance"), value("Enemy 24 Water Resistance"), value("Enemy 24 Earth Resistance"), value("Enemy 24 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 25",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 25 Fire Resistance"), value("Enemy 25 Water Resistance"), value("Enemy 25 Earth Resistance"), value("Enemy 25 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 26",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 26 Fire Resistance"), value("Enemy 26 Water Resistance"), value("Enemy 26 Earth Resistance"), value("Enemy 26 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 27",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 27 Fire Resistance"), value("Enemy 27 Water Resistance"), value("Enemy 27 Earth Resistance"), value("Enemy 27 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 28",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 28 Fire Resistance"), value("Enemy 28 Water Resistance"), value("Enemy 28 Earth Resistance"), value("Enemy 28 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 29",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 29 Fire Resistance"), value("Enemy 29 Water Resistance"), value("Enemy 29 Earth Resistance"), value("Enemy 29 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 30",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 30 Fire Resistance"), value("Enemy 30 Water Resistance"), value("Enemy 30 Earth Resistance"), value("Enemy 30 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 31",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 31 Fire Resistance"), value("Enemy 31 Water Resistance"), value("Enemy 31 Earth Resistance"), value("Enemy 31 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 32",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 32 Fire Resistance"), value("Enemy 32 Water Resistance"), value("Enemy 32 Earth Resistance"), value("Enemy 32 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 33",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 33 Fire Resistance"), value("Enemy 33 Water Resistance"), value("Enemy 33 Earth Resistance"), value("Enemy 33 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 34",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 34 Fire Resistance"), value("Enemy 34 Water Resistance"), value("Enemy 34 Earth Resistance"), value("Enemy 34 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 35",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 35 Fire Resistance"), value("Enemy 35 Water Resistance"), value("Enemy 35 Earth Resistance"), value("Enemy 35 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 36",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 36 Fire Resistance"), value("Enemy 36 Water Resistance"), value("Enemy 36 Earth Resistance"), value("Enemy 36 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 37",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 37 Fire Resistance"), value("Enemy 37 Water Resistance"), value("Enemy 37 Earth Resistance"), value("Enemy 37 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 38",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 38 Fire Resistance"), value("Enemy 38 Water Resistance"), value("Enemy 38 Earth Resistance"), value("Enemy 38 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 39",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 39 Fire Resistance"), value("Enemy 39 Water Resistance"), value("Enemy 39 Earth Resistance"), value("Enemy 39 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 40",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 40 Fire Resistance"), value("Enemy 40 Water Resistance"), value("Enemy 40 Earth Resistance"), value("Enemy 40 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 41",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 41 Fire Resistance"), value("Enemy 41 Water Resistance"), value("Enemy 41 Earth Resistance"), value("Enemy 41 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 42",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 42 Fire Resistance"), value("Enemy 42 Water Resistance"), value("Enemy 42 Earth Resistance"), value("Enemy 42 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 43",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 43 Fire Resistance"), value("Enemy 43 Water Resistance"), value("Enemy 43 Earth Resistance"), value("Enemy 43 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 44",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 44 Fire Resistance"), value("Enemy 44 Water Resistance"), value("Enemy 44 Earth Resistance"), value("Enemy 44 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 45",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 45 Fire Resistance"), value("Enemy 45 Water Resistance"), value("Enemy 45 Earth Resistance"), value("Enemy 45 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 46",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 46 Fire Resistance"), value("Enemy 46 Water Resistance"), value("Enemy 46 Earth Resistance"), value("Enemy 46 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 47",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 47 Fire Resistance"), value("Enemy 47 Water Resistance"), value("Enemy 47 Earth Resistance"), value("Enemy 47 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 48",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 48 Fire Resistance"), value("Enemy 48 Water Resistance"), value("Enemy 48 Earth Resistance"), value("Enemy 48 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 49",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 49 Fire Resistance"), value("Enemy 49 Water Resistance"), value("Enemy 49 Earth Resistance"), value("Enemy 49 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 50",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 50 Fire Resistance"), value("Enemy 50 Water Resistance"), value("Enemy 50 Earth Resistance"), value("Enemy 50 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 51",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 51 Fire Resistance"), value("Enemy 51 Water Resistance"), value("Enemy 51 Earth Resistance"), value("Enemy 51 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 52",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 52 Fire Resistance"), value("Enemy 52 Water Resistance"), value("Enemy 52 Earth Resistance"), value("Enemy 52 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 53",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 53 Fire Resistance"), value("Enemy 53 Water Resistance"), value("Enemy 53 Earth Resistance"), value("Enemy 53 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 54",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 54 Fire Resistance"), value("Enemy 54 Water Resistance"), value("Enemy 54 Earth Resistance"), value("Enemy 54 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 55",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 55 Fire Resistance"), value("Enemy 55 Water Resistance"), value("Enemy 55 Earth Resistance"), value("Enemy 55 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 56",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 56 Fire Resistance"), value("Enemy 56 Water Resistance"), value("Enemy 56 Earth Resistance"), value("Enemy 56 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 57",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 57 Fire Resistance"), value("Enemy 57 Water Resistance"), value("Enemy 57 Earth Resistance"), value("Enemy 57 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 58",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 58 Fire Resistance"), value("Enemy 58 Water Resistance"), value("Enemy 58 Earth Resistance"), value("Enemy 58 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 59",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 59 Fire Resistance"), value("Enemy 59 Water Resistance"), value("Enemy 59 Earth Resistance"), value("Enemy 59 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 60",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 60 Fire Resistance"), value("Enemy 60 Water Resistance"), value("Enemy 60 Earth Resistance"), value("Enemy 60 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 61",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 61 Fire Resistance"), value("Enemy 61 Water Resistance"), value("Enemy 61 Earth Resistance"), value("Enemy 61 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 62",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 62 Fire Resistance"), value("Enemy 62 Water Resistance"), value("Enemy 62 Earth Resistance"), value("Enemy 62 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 63",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 63 Fire Resistance"), value("Enemy 63 Water Resistance"), value("Enemy 63 Earth Resistance"), value("Enemy 63 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 64",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 64 Fire Resistance"), value("Enemy 64 Water Resistance"), value("Enemy 64 Earth Resistance"), value("Enemy 64 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 65",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 65 Fire Resistance"), value("Enemy 65 Water Resistance"), value("Enemy 65 Earth Resistance"), value("Enemy 65 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 66",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 66 Fire Resistance"), value("Enemy 66 Water Resistance"), value("Enemy 66 Earth Resistance"), value("Enemy 66 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 67",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 67 Fire Resistance"), value("Enemy 67 Water Resistance"), value("Enemy 67 Earth Resistance"), value("Enemy 67 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 68",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 68 Fire Resistance"), value("Enemy 68 Water Resistance"), value("Enemy 68 Earth Resistance"), value("Enemy 68 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 69",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 69 Fire Resistance"), value("Enemy 69 Water Resistance"), value("Enemy 69 Earth Resistance"), value("Enemy 69 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 70",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 70 Fire Resistance"), value("Enemy 70 Water Resistance"), value("Enemy 70 Earth Resistance"), value("Enemy 70 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 71",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 71 Fire Resistance"), value("Enemy 71 Water Resistance"), value("Enemy 71 Earth Resistance"), value("Enemy 71 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 72",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 72 Fire Resistance"), value("Enemy 72 Water Resistance"), value("Enemy 72 Earth Resistance"), value("Enemy 72 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 73",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 73 Fire Resistance"), value("Enemy 73 Water Resistance"), value("Enemy 73 Earth Resistance"), value("Enemy 73 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 74",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 74 Fire Resistance"), value("Enemy 74 Water Resistance"), value("Enemy 74 Earth Resistance"), value("Enemy 74 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 75",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 75 Fire Resistance"), value("Enemy 75 Water Resistance"), value("Enemy 75 Earth Resistance"), value("Enemy 75 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 76",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 76 Fire Resistance"), value("Enemy 76 Water Resistance"), value("Enemy 76 Earth Resistance"), value("Enemy 76 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 77",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 77 Fire Resistance"), value("Enemy 77 Water Resistance"), value("Enemy 77 Earth Resistance"), value("Enemy 77 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 78",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 78 Fire Resistance"), value("Enemy 78 Water Resistance"), value("Enemy 78 Earth Resistance"), value("Enemy 78 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 79",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 79 Fire Resistance"), value("Enemy 79 Water Resistance"), value("Enemy 79 Earth Resistance"), value("Enemy 79 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 80",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 80 Fire Resistance"), value("Enemy 80 Water Resistance"), value("Enemy 80 Earth Resistance"), value("Enemy 80 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 81",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 81 Fire Resistance"), value("Enemy 81 Water Resistance"), value("Enemy 81 Earth Resistance"), value("Enemy 81 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 82",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 82 Fire Resistance"), value("Enemy 82 Water Resistance"), value("Enemy 82 Earth Resistance"), value("Enemy 82 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 83",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 83 Fire Resistance"), value("Enemy 83 Water Resistance"), value("Enemy 83 Earth Resistance"), value("Enemy 83 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 84",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 84 Fire Resistance"), value("Enemy 84 Water Resistance"), value("Enemy 84 Earth Resistance"), value("Enemy 84 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 85",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 85 Fire Resistance"), value("Enemy 85 Water Resistance"), value("Enemy 85 Earth Resistance"), value("Enemy 85 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 86",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 86 Fire Resistance"), value("Enemy 86 Water Resistance"), value("Enemy 86 Earth Resistance"), value("Enemy 86 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 87",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 87 Fire Resistance"), value("Enemy 87 Water Resistance"), value("Enemy 87 Earth Resistance"), value("Enemy 87 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 88",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 88 Fire Resistance"), value("Enemy 88 Water Resistance"), value("Enemy 88 Earth Resistance"), value("Enemy 88 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 89",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 89 Fire Resistance"), value("Enemy 89 Water Resistance"), value("Enemy 89 Earth Resistance"), value("Enemy 89 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 90",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 90 Fire Resistance"), value("Enemy 90 Water Resistance"), value("Enemy 90 Earth Resistance"), value("Enemy 90 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 91",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 91 Fire Resistance"), value("Enemy 91 Water Resistance"), value("Enemy 91 Earth Resistance"), value("Enemy 91 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 92",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 92 Fire Resistance"), value("Enemy 92 Water Resistance"), value("Enemy 92 Earth Resistance"), value("Enemy 92 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 93",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 93 Fire Resistance"), value("Enemy 93 Water Resistance"), value("Enemy 93 Earth Resistance"), value("Enemy 93 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 94",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 94 Fire Resistance"), value("Enemy 94 Water Resistance"), value("Enemy 94 Earth Resistance"), value("Enemy 94 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 95",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 95 Fire Resistance"), value("Enemy 95 Water Resistance"), value("Enemy 95 Earth Resistance"), value("Enemy 95 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 96",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 96 Fire Resistance"), value("Enemy 96 Water Resistance"), value("Enemy 96 Earth Resistance"), value("Enemy 96 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 97",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 97 Fire Resistance"), value("Enemy 97 Water Resistance"), value("Enemy 97 Earth Resistance"), value("Enemy 97 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 98",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 98 Fire Resistance"), value("Enemy 98 Water Resistance"), value("Enemy 98 Earth Resistance"), value("Enemy 98 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 99",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 99 Fire Resistance"), value("Enemy 99 Water Resistance"), value("Enemy 99 Earth Resistance"), value("Enemy 99 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 100",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 100 Fire Resistance"), value("Enemy 100 Water Resistance"), value("Enemy 100 Earth Resistance"), value("Enemy 100 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 101",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 101 Fire Resistance"), value("Enemy 101 Water Resistance"), value("Enemy 101 Earth Resistance"), value("Enemy 101 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 102",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 102 Fire Resistance"), value("Enemy 102 Water Resistance"), value("Enemy 102 Earth Resistance"), value("Enemy 102 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 103",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 103 Fire Resistance"), value("Enemy 103 Water Resistance"), value("Enemy 103 Earth Resistance"), value("Enemy 103 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 104",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 104 Fire Resistance"), value("Enemy 104 Water Resistance"), value("Enemy 104 Earth Resistance"), value("Enemy 104 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 105",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 105 Fire Resistance"), value("Enemy 105 Water Resistance"), value("Enemy 105 Earth Resistance"), value("Enemy 105 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 106",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 106 Fire Resistance"), value("Enemy 106 Water Resistance"), value("Enemy 106 Earth Resistance"), value("Enemy 106 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 107",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 107 Fire Resistance"), value("Enemy 107 Water Resistance"), value("Enemy 107 Earth Resistance"), value("Enemy 107 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 108",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 108 Fire Resistance"), value("Enemy 108 Water Resistance"), value("Enemy 108 Earth Resistance"), value("Enemy 108 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 109",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 109 Fire Resistance"), value("Enemy 109 Water Resistance"), value("Enemy 109 Earth Resistance"), value("Enemy 109 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 110",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 110 Fire Resistance"), value("Enemy 110 Water Resistance"), value("Enemy 110 Earth Resistance"), value("Enemy 110 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 111",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 111 Fire Resistance"), value("Enemy 111 Water Resistance"), value("Enemy 111 Earth Resistance"), value("Enemy 111 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 112",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 112 Fire Resistance"), value("Enemy 112 Water Resistance"), value("Enemy 112 Earth Resistance"), value("Enemy 112 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 113",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 113 Fire Resistance"), value("Enemy 113 Water Resistance"), value("Enemy 113 Earth Resistance"), value("Enemy 113 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 114",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 114 Fire Resistance"), value("Enemy 114 Water Resistance"), value("Enemy 114 Earth Resistance"), value("Enemy 114 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 115",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 115 Fire Resistance"), value("Enemy 115 Water Resistance"), value("Enemy 115 Earth Resistance"), value("Enemy 115 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 116",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 116 Fire Resistance"), value("Enemy 116 Water Resistance"), value("Enemy 116 Earth Resistance"), value("Enemy 116 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 117",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 117 Fire Resistance"), value("Enemy 117 Water Resistance"), value("Enemy 117 Earth Resistance"), value("Enemy 117 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 118",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 118 Fire Resistance"), value("Enemy 118 Water Resistance"), value("Enemy 118 Earth Resistance"), value("Enemy 118 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 119",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 119 Fire Resistance"), value("Enemy 119 Water Resistance"), value("Enemy 119 Earth Resistance"), value("Enemy 119 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 120",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 120 Fire Resistance"), value("Enemy 120 Water Resistance"), value("Enemy 120 Earth Resistance"), value("Enemy 120 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 121",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 121 Fire Resistance"), value("Enemy 121 Water Resistance"), value("Enemy 121 Earth Resistance"), value("Enemy 121 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 122",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 122 Fire Resistance"), value("Enemy 122 Water Resistance"), value("Enemy 122 Earth Resistance"), value("Enemy 122 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 123",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 123 Fire Resistance"), value("Enemy 123 Water Resistance"), value("Enemy 123 Earth Resistance"), value("Enemy 123 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 124",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 124 Fire Resistance"), value("Enemy 124 Water Resistance"), value("Enemy 124 Earth Resistance"), value("Enemy 124 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 125",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 125 Fire Resistance"), value("Enemy 125 Water Resistance"), value("Enemy 125 Earth Resistance"), value("Enemy 125 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 126",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 126 Fire Resistance"), value("Enemy 126 Water Resistance"), value("Enemy 126 Earth Resistance"), value("Enemy 126 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 127",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 127 Fire Resistance"), value("Enemy 127 Water Resistance"), value("Enemy 127 Earth Resistance"), value("Enemy 127 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 128",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 128 Fire Resistance"), value("Enemy 128 Water Resistance"), value("Enemy 128 Earth Resistance"), value("Enemy 128 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 129",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 129 Fire Resistance"), value("Enemy 129 Water Resistance"), value("Enemy 129 Earth Resistance"), value("Enemy 129 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 130",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 130 Fire Resistance"), value("Enemy 130 Water Resistance"), value("Enemy 130 Earth Resistance"), value("Enemy 130 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 131",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 131 Fire Resistance"), value("Enemy 131 Water Resistance"), value("Enemy 131 Earth Resistance"), value("Enemy 131 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 132",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 132 Fire Resistance"), value("Enemy 132 Water Resistance"), value("Enemy 132 Earth Resistance"), value("Enemy 132 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 133",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 133 Fire Resistance"), value("Enemy 133 Water Resistance"), value("Enemy 133 Earth Resistance"), value("Enemy 133 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 134",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 134 Fire Resistance"), value("Enemy 134 Water Resistance"), value("Enemy 134 Earth Resistance"), value("Enemy 134 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 135",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 135 Fire Resistance"), value("Enemy 135 Water Resistance"), value("Enemy 135 Earth Resistance"), value("Enemy 135 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 136",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 136 Fire Resistance"), value("Enemy 136 Water Resistance"), value("Enemy 136 Earth Resistance"), value("Enemy 136 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 137",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 137 Fire Resistance"), value("Enemy 137 Water Resistance"), value("Enemy 137 Earth Resistance"), value("Enemy 137 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 138",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 138 Fire Resistance"), value("Enemy 138 Water Resistance"), value("Enemy 138 Earth Resistance"), value("Enemy 138 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 139",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 139 Fire Resistance"), value("Enemy 139 Water Resistance"), value("Enemy 139 Earth Resistance"), value("Enemy 139 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 140",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 140 Fire Resistance"), value("Enemy 140 Water Resistance"), value("Enemy 140 Earth Resistance"), value("Enemy 140 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 141",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 141 Fire Resistance"), value("Enemy 141 Water Resistance"), value("Enemy 141 Earth Resistance"), value("Enemy 141 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 142",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 142 Fire Resistance"), value("Enemy 142 Water Resistance"), value("Enemy 142 Earth Resistance"), value("Enemy 142 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 143",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 143 Fire Resistance"), value("Enemy 143 Water Resistance"), value("Enemy 143 Earth Resistance"), value("Enemy 143 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 144",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 144 Fire Resistance"), value("Enemy 144 Water Resistance"), value("Enemy 144 Earth Resistance"), value("Enemy 144 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 145",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 145 Fire Resistance"), value("Enemy 145 Water Resistance"), value("Enemy 145 Earth Resistance"), value("Enemy 145 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 146",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 146 Fire Resistance"), value("Enemy 146 Water Resistance"), value("Enemy 146 Earth Resistance"), value("Enemy 146 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 147",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 147 Fire Resistance"), value("Enemy 147 Water Resistance"), value("Enemy 147 Earth Resistance"), value("Enemy 147 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 148",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 148 Fire Resistance"), value("Enemy 148 Water Resistance"), value("Enemy 148 Earth Resistance"), value("Enemy 148 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 149",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 149 Fire Resistance"), value("Enemy 149 Water Resistance"), value("Enemy 149 Earth Resistance"), value("Enemy 149 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 150",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 150 Fire Resistance"), value("Enemy 150 Water Resistance"), value("Enemy 150 Earth Resistance"), value("Enemy 150 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 151",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 151 Fire Resistance"), value("Enemy 151 Water Resistance"), value("Enemy 151 Earth Resistance"), value("Enemy 151 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 152",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 152 Fire Resistance"), value("Enemy 152 Water Resistance"), value("Enemy 152 Earth Resistance"), value("Enemy 152 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 153",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 153 Fire Resistance"), value("Enemy 153 Water Resistance"), value("Enemy 153 Earth Resistance"), value("Enemy 153 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 154",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 154 Fire Resistance"), value("Enemy 154 Water Resistance"), value("Enemy 154 Earth Resistance"), value("Enemy 154 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 155",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 155 Fire Resistance"), value("Enemy 155 Water Resistance"), value("Enemy 155 Earth Resistance"), value("Enemy 155 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 156",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 156 Fire Resistance"), value("Enemy 156 Water Resistance"), value("Enemy 156 Earth Resistance"), value("Enemy 156 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 157",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 157 Fire Resistance"), value("Enemy 157 Water Resistance"), value("Enemy 157 Earth Resistance"), value("Enemy 157 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 158",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 158 Fire Resistance"), value("Enemy 158 Water Resistance"), value("Enemy 158 Earth Resistance"), value("Enemy 158 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 159",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 159 Fire Resistance"), value("Enemy 159 Water Resistance"), value("Enemy 159 Earth Resistance"), value("Enemy 159 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 160",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 160 Fire Resistance"), value("Enemy 160 Water Resistance"), value("Enemy 160 Earth Resistance"), value("Enemy 160 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 161",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 161 Fire Resistance"), value("Enemy 161 Water Resistance"), value("Enemy 161 Earth Resistance"), value("Enemy 161 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 162",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 162 Fire Resistance"), value("Enemy 162 Water Resistance"), value("Enemy 162 Earth Resistance"), value("Enemy 162 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 163",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 163 Fire Resistance"), value("Enemy 163 Water Resistance"), value("Enemy 163 Earth Resistance"), value("Enemy 163 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 164",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 164 Fire Resistance"), value("Enemy 164 Water Resistance"), value("Enemy 164 Earth Resistance"), value("Enemy 164 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 165",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 165 Fire Resistance"), value("Enemy 165 Water Resistance"), value("Enemy 165 Earth Resistance"), value("Enemy 165 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 166",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 166 Fire Resistance"), value("Enemy 166 Water Resistance"), value("Enemy 166 Earth Resistance"), value("Enemy 166 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 167",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 167 Fire Resistance"), value("Enemy 167 Water Resistance"), value("Enemy 167 Earth Resistance"), value("Enemy 167 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 168",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 168 Fire Resistance"), value("Enemy 168 Water Resistance"), value("Enemy 168 Earth Resistance"), value("Enemy 168 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 169",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 169 Fire Resistance"), value("Enemy 169 Water Resistance"), value("Enemy 169 Earth Resistance"), value("Enemy 169 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 170",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 170 Fire Resistance"), value("Enemy 170 Water Resistance"), value("Enemy 170 Earth Resistance"), value("Enemy 170 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 171",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 171 Fire Resistance"), value("Enemy 171 Water Resistance"), value("Enemy 171 Earth Resistance"), value("Enemy 171 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 172",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 172 Fire Resistance"), value("Enemy 172 Water Resistance"), value("Enemy 172 Earth Resistance"), value("Enemy 172 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 173",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 173 Fire Resistance"), value("Enemy 173 Water Resistance"), value("Enemy 173 Earth Resistance"), value("Enemy 173 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 174",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 174 Fire Resistance"), value("Enemy 174 Water Resistance"), value("Enemy 174 Earth Resistance"), value("Enemy 174 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 175",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 175 Fire Resistance"), value("Enemy 175 Water Resistance"), value("Enemy 175 Earth Resistance"), value("Enemy 175 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 176",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 176 Fire Resistance"), value("Enemy 176 Water Resistance"), value("Enemy 176 Earth Resistance"), value("Enemy 176 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 177",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 177 Fire Resistance"), value("Enemy 177 Water Resistance"), value("Enemy 177 Earth Resistance"), value("Enemy 177 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 178",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 178 Fire Resistance"), value("Enemy 178 Water Resistance"), value("Enemy 178 Earth Resistance"), value("Enemy 178 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 179",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 179 Fire Resistance"), value("Enemy 179 Water Resistance"), value("Enemy 179 Earth Resistance"), value("Enemy 179 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 180",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 180 Fire Resistance"), value("Enemy 180 Water Resistance"), value("Enemy 180 Earth Resistance"), value("Enemy 180 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 181",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 181 Fire Resistance"), value("Enemy 181 Water Resistance"), value("Enemy 181 Earth Resistance"), value("Enemy 181 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 182",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 182 Fire Resistance"), value("Enemy 182 Water Resistance"), value("Enemy 182 Earth Resistance"), value("Enemy 182 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 183",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 183 Fire Resistance"), value("Enemy 183 Water Resistance"), value("Enemy 183 Earth Resistance"), value("Enemy 183 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 184",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 184 Fire Resistance"), value("Enemy 184 Water Resistance"), value("Enemy 184 Earth Resistance"), value("Enemy 184 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 185",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 185 Fire Resistance"), value("Enemy 185 Water Resistance"), value("Enemy 185 Earth Resistance"), value("Enemy 185 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 186",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 186 Fire Resistance"), value("Enemy 186 Water Resistance"), value("Enemy 186 Earth Resistance"), value("Enemy 186 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 187",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 187 Fire Resistance"), value("Enemy 187 Water Resistance"), value("Enemy 187 Earth Resistance"), value("Enemy 187 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 188",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 188 Fire Resistance"), value("Enemy 188 Water Resistance"), value("Enemy 188 Earth Resistance"), value("Enemy 188 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 189",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 189 Fire Resistance"), value("Enemy 189 Water Resistance"), value("Enemy 189 Earth Resistance"), value("Enemy 189 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 190",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 190 Fire Resistance"), value("Enemy 190 Water Resistance"), value("Enemy 190 Earth Resistance"), value("Enemy 190 Wind Resistance")], #What this rule controls, use name from attribute, if multiple use [value(), value(), value(),]
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 1)
                        ),            
		],
		must_be_enabled=None,
		must_be_disabled=["Minimum 2 Enemy Resistances"],
	),
    Ruleset( #Min 2 Resistance
		name="Minimum 2 Enemy Resistances",
		description="All enemies are resistant to atleast 2 damage types",
		rules=[
                                            Rule(
                                description="Enemy 1",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 1 Fire Resistance"), value("Enemy 1 Water Resistance"), value("Enemy 1 Earth Resistance"), value("Enemy 1 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 2",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 2 Fire Resistance"), value("Enemy 2 Water Resistance"), value("Enemy 2 Earth Resistance"), value("Enemy 2 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 3",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 3 Fire Resistance"), value("Enemy 3 Water Resistance"), value("Enemy 3 Earth Resistance"), value("Enemy 3 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 4",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 4 Fire Resistance"), value("Enemy 4 Water Resistance"), value("Enemy 4 Earth Resistance"), value("Enemy 4 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 5",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 5 Fire Resistance"), value("Enemy 5 Water Resistance"), value("Enemy 5 Earth Resistance"), value("Enemy 5 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 6",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 6 Fire Resistance"), value("Enemy 6 Water Resistance"), value("Enemy 6 Earth Resistance"), value("Enemy 6 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 7",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 7 Fire Resistance"), value("Enemy 7 Water Resistance"), value("Enemy 7 Earth Resistance"), value("Enemy 7 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 8",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 8 Fire Resistance"), value("Enemy 8 Water Resistance"), value("Enemy 8 Earth Resistance"), value("Enemy 8 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 9",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 9 Fire Resistance"), value("Enemy 9 Water Resistance"), value("Enemy 9 Earth Resistance"), value("Enemy 9 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 10",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 10 Fire Resistance"), value("Enemy 10 Water Resistance"), value("Enemy 10 Earth Resistance"), value("Enemy 10 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 11",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 11 Fire Resistance"), value("Enemy 11 Water Resistance"), value("Enemy 11 Earth Resistance"), value("Enemy 11 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 12",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 12 Fire Resistance"), value("Enemy 12 Water Resistance"), value("Enemy 12 Earth Resistance"), value("Enemy 12 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 13",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 13 Fire Resistance"), value("Enemy 13 Water Resistance"), value("Enemy 13 Earth Resistance"), value("Enemy 13 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 14",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 14 Fire Resistance"), value("Enemy 14 Water Resistance"), value("Enemy 14 Earth Resistance"), value("Enemy 14 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 15",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 15 Fire Resistance"), value("Enemy 15 Water Resistance"), value("Enemy 15 Earth Resistance"), value("Enemy 15 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 16",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 16 Fire Resistance"), value("Enemy 16 Water Resistance"), value("Enemy 16 Earth Resistance"), value("Enemy 16 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 17",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 17 Fire Resistance"), value("Enemy 17 Water Resistance"), value("Enemy 17 Earth Resistance"), value("Enemy 17 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 18",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 18 Fire Resistance"), value("Enemy 18 Water Resistance"), value("Enemy 18 Earth Resistance"), value("Enemy 18 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 19",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 19 Fire Resistance"), value("Enemy 19 Water Resistance"), value("Enemy 19 Earth Resistance"), value("Enemy 19 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 20",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 20 Fire Resistance"), value("Enemy 20 Water Resistance"), value("Enemy 20 Earth Resistance"), value("Enemy 20 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 21",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 21 Fire Resistance"), value("Enemy 21 Water Resistance"), value("Enemy 21 Earth Resistance"), value("Enemy 21 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 22",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 22 Fire Resistance"), value("Enemy 22 Water Resistance"), value("Enemy 22 Earth Resistance"), value("Enemy 22 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 23",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 23 Fire Resistance"), value("Enemy 23 Water Resistance"), value("Enemy 23 Earth Resistance"), value("Enemy 23 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 24",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 24 Fire Resistance"), value("Enemy 24 Water Resistance"), value("Enemy 24 Earth Resistance"), value("Enemy 24 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 25",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 25 Fire Resistance"), value("Enemy 25 Water Resistance"), value("Enemy 25 Earth Resistance"), value("Enemy 25 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 26",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 26 Fire Resistance"), value("Enemy 26 Water Resistance"), value("Enemy 26 Earth Resistance"), value("Enemy 26 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 27",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 27 Fire Resistance"), value("Enemy 27 Water Resistance"), value("Enemy 27 Earth Resistance"), value("Enemy 27 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 28",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 28 Fire Resistance"), value("Enemy 28 Water Resistance"), value("Enemy 28 Earth Resistance"), value("Enemy 28 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 29",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 29 Fire Resistance"), value("Enemy 29 Water Resistance"), value("Enemy 29 Earth Resistance"), value("Enemy 29 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 30",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 30 Fire Resistance"), value("Enemy 30 Water Resistance"), value("Enemy 30 Earth Resistance"), value("Enemy 30 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 31",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 31 Fire Resistance"), value("Enemy 31 Water Resistance"), value("Enemy 31 Earth Resistance"), value("Enemy 31 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 32",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 32 Fire Resistance"), value("Enemy 32 Water Resistance"), value("Enemy 32 Earth Resistance"), value("Enemy 32 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 33",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 33 Fire Resistance"), value("Enemy 33 Water Resistance"), value("Enemy 33 Earth Resistance"), value("Enemy 33 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 34",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 34 Fire Resistance"), value("Enemy 34 Water Resistance"), value("Enemy 34 Earth Resistance"), value("Enemy 34 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 35",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 35 Fire Resistance"), value("Enemy 35 Water Resistance"), value("Enemy 35 Earth Resistance"), value("Enemy 35 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 36",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 36 Fire Resistance"), value("Enemy 36 Water Resistance"), value("Enemy 36 Earth Resistance"), value("Enemy 36 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 37",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 37 Fire Resistance"), value("Enemy 37 Water Resistance"), value("Enemy 37 Earth Resistance"), value("Enemy 37 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 38",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 38 Fire Resistance"), value("Enemy 38 Water Resistance"), value("Enemy 38 Earth Resistance"), value("Enemy 38 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 39",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 39 Fire Resistance"), value("Enemy 39 Water Resistance"), value("Enemy 39 Earth Resistance"), value("Enemy 39 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 40",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 40 Fire Resistance"), value("Enemy 40 Water Resistance"), value("Enemy 40 Earth Resistance"), value("Enemy 40 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 41",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 41 Fire Resistance"), value("Enemy 41 Water Resistance"), value("Enemy 41 Earth Resistance"), value("Enemy 41 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 42",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 42 Fire Resistance"), value("Enemy 42 Water Resistance"), value("Enemy 42 Earth Resistance"), value("Enemy 42 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 43",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 43 Fire Resistance"), value("Enemy 43 Water Resistance"), value("Enemy 43 Earth Resistance"), value("Enemy 43 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 44",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 44 Fire Resistance"), value("Enemy 44 Water Resistance"), value("Enemy 44 Earth Resistance"), value("Enemy 44 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 45",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 45 Fire Resistance"), value("Enemy 45 Water Resistance"), value("Enemy 45 Earth Resistance"), value("Enemy 45 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 46",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 46 Fire Resistance"), value("Enemy 46 Water Resistance"), value("Enemy 46 Earth Resistance"), value("Enemy 46 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 47",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 47 Fire Resistance"), value("Enemy 47 Water Resistance"), value("Enemy 47 Earth Resistance"), value("Enemy 47 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 48",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 48 Fire Resistance"), value("Enemy 48 Water Resistance"), value("Enemy 48 Earth Resistance"), value("Enemy 48 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 49",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 49 Fire Resistance"), value("Enemy 49 Water Resistance"), value("Enemy 49 Earth Resistance"), value("Enemy 49 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 50",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 50 Fire Resistance"), value("Enemy 50 Water Resistance"), value("Enemy 50 Earth Resistance"), value("Enemy 50 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 51",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 51 Fire Resistance"), value("Enemy 51 Water Resistance"), value("Enemy 51 Earth Resistance"), value("Enemy 51 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 52",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 52 Fire Resistance"), value("Enemy 52 Water Resistance"), value("Enemy 52 Earth Resistance"), value("Enemy 52 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 53",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 53 Fire Resistance"), value("Enemy 53 Water Resistance"), value("Enemy 53 Earth Resistance"), value("Enemy 53 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 54",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 54 Fire Resistance"), value("Enemy 54 Water Resistance"), value("Enemy 54 Earth Resistance"), value("Enemy 54 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 55",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 55 Fire Resistance"), value("Enemy 55 Water Resistance"), value("Enemy 55 Earth Resistance"), value("Enemy 55 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 56",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 56 Fire Resistance"), value("Enemy 56 Water Resistance"), value("Enemy 56 Earth Resistance"), value("Enemy 56 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 57",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 57 Fire Resistance"), value("Enemy 57 Water Resistance"), value("Enemy 57 Earth Resistance"), value("Enemy 57 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 58",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 58 Fire Resistance"), value("Enemy 58 Water Resistance"), value("Enemy 58 Earth Resistance"), value("Enemy 58 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 59",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 59 Fire Resistance"), value("Enemy 59 Water Resistance"), value("Enemy 59 Earth Resistance"), value("Enemy 59 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 60",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 60 Fire Resistance"), value("Enemy 60 Water Resistance"), value("Enemy 60 Earth Resistance"), value("Enemy 60 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 61",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 61 Fire Resistance"), value("Enemy 61 Water Resistance"), value("Enemy 61 Earth Resistance"), value("Enemy 61 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 62",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 62 Fire Resistance"), value("Enemy 62 Water Resistance"), value("Enemy 62 Earth Resistance"), value("Enemy 62 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 63",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 63 Fire Resistance"), value("Enemy 63 Water Resistance"), value("Enemy 63 Earth Resistance"), value("Enemy 63 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 64",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 64 Fire Resistance"), value("Enemy 64 Water Resistance"), value("Enemy 64 Earth Resistance"), value("Enemy 64 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 65",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 65 Fire Resistance"), value("Enemy 65 Water Resistance"), value("Enemy 65 Earth Resistance"), value("Enemy 65 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 66",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 66 Fire Resistance"), value("Enemy 66 Water Resistance"), value("Enemy 66 Earth Resistance"), value("Enemy 66 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 67",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 67 Fire Resistance"), value("Enemy 67 Water Resistance"), value("Enemy 67 Earth Resistance"), value("Enemy 67 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 68",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 68 Fire Resistance"), value("Enemy 68 Water Resistance"), value("Enemy 68 Earth Resistance"), value("Enemy 68 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 69",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 69 Fire Resistance"), value("Enemy 69 Water Resistance"), value("Enemy 69 Earth Resistance"), value("Enemy 69 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 70",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 70 Fire Resistance"), value("Enemy 70 Water Resistance"), value("Enemy 70 Earth Resistance"), value("Enemy 70 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 71",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 71 Fire Resistance"), value("Enemy 71 Water Resistance"), value("Enemy 71 Earth Resistance"), value("Enemy 71 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 72",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 72 Fire Resistance"), value("Enemy 72 Water Resistance"), value("Enemy 72 Earth Resistance"), value("Enemy 72 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 73",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 73 Fire Resistance"), value("Enemy 73 Water Resistance"), value("Enemy 73 Earth Resistance"), value("Enemy 73 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 74",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 74 Fire Resistance"), value("Enemy 74 Water Resistance"), value("Enemy 74 Earth Resistance"), value("Enemy 74 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 75",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 75 Fire Resistance"), value("Enemy 75 Water Resistance"), value("Enemy 75 Earth Resistance"), value("Enemy 75 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 76",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 76 Fire Resistance"), value("Enemy 76 Water Resistance"), value("Enemy 76 Earth Resistance"), value("Enemy 76 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 77",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 77 Fire Resistance"), value("Enemy 77 Water Resistance"), value("Enemy 77 Earth Resistance"), value("Enemy 77 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 78",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 78 Fire Resistance"), value("Enemy 78 Water Resistance"), value("Enemy 78 Earth Resistance"), value("Enemy 78 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 79",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 79 Fire Resistance"), value("Enemy 79 Water Resistance"), value("Enemy 79 Earth Resistance"), value("Enemy 79 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 80",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 80 Fire Resistance"), value("Enemy 80 Water Resistance"), value("Enemy 80 Earth Resistance"), value("Enemy 80 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 81",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 81 Fire Resistance"), value("Enemy 81 Water Resistance"), value("Enemy 81 Earth Resistance"), value("Enemy 81 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 82",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 82 Fire Resistance"), value("Enemy 82 Water Resistance"), value("Enemy 82 Earth Resistance"), value("Enemy 82 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 83",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 83 Fire Resistance"), value("Enemy 83 Water Resistance"), value("Enemy 83 Earth Resistance"), value("Enemy 83 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 84",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 84 Fire Resistance"), value("Enemy 84 Water Resistance"), value("Enemy 84 Earth Resistance"), value("Enemy 84 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 85",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 85 Fire Resistance"), value("Enemy 85 Water Resistance"), value("Enemy 85 Earth Resistance"), value("Enemy 85 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 86",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 86 Fire Resistance"), value("Enemy 86 Water Resistance"), value("Enemy 86 Earth Resistance"), value("Enemy 86 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 87",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 87 Fire Resistance"), value("Enemy 87 Water Resistance"), value("Enemy 87 Earth Resistance"), value("Enemy 87 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 88",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 88 Fire Resistance"), value("Enemy 88 Water Resistance"), value("Enemy 88 Earth Resistance"), value("Enemy 88 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 89",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 89 Fire Resistance"), value("Enemy 89 Water Resistance"), value("Enemy 89 Earth Resistance"), value("Enemy 89 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 90",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 90 Fire Resistance"), value("Enemy 90 Water Resistance"), value("Enemy 90 Earth Resistance"), value("Enemy 90 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 91",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 91 Fire Resistance"), value("Enemy 91 Water Resistance"), value("Enemy 91 Earth Resistance"), value("Enemy 91 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 92",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 92 Fire Resistance"), value("Enemy 92 Water Resistance"), value("Enemy 92 Earth Resistance"), value("Enemy 92 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 93",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 93 Fire Resistance"), value("Enemy 93 Water Resistance"), value("Enemy 93 Earth Resistance"), value("Enemy 93 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 94",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 94 Fire Resistance"), value("Enemy 94 Water Resistance"), value("Enemy 94 Earth Resistance"), value("Enemy 94 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 95",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 95 Fire Resistance"), value("Enemy 95 Water Resistance"), value("Enemy 95 Earth Resistance"), value("Enemy 95 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 96",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 96 Fire Resistance"), value("Enemy 96 Water Resistance"), value("Enemy 96 Earth Resistance"), value("Enemy 96 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 97",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 97 Fire Resistance"), value("Enemy 97 Water Resistance"), value("Enemy 97 Earth Resistance"), value("Enemy 97 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 98",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 98 Fire Resistance"), value("Enemy 98 Water Resistance"), value("Enemy 98 Earth Resistance"), value("Enemy 98 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 99",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 99 Fire Resistance"), value("Enemy 99 Water Resistance"), value("Enemy 99 Earth Resistance"), value("Enemy 99 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 100",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 100 Fire Resistance"), value("Enemy 100 Water Resistance"), value("Enemy 100 Earth Resistance"), value("Enemy 100 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 101",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 101 Fire Resistance"), value("Enemy 101 Water Resistance"), value("Enemy 101 Earth Resistance"), value("Enemy 101 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 102",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 102 Fire Resistance"), value("Enemy 102 Water Resistance"), value("Enemy 102 Earth Resistance"), value("Enemy 102 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 103",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 103 Fire Resistance"), value("Enemy 103 Water Resistance"), value("Enemy 103 Earth Resistance"), value("Enemy 103 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 104",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 104 Fire Resistance"), value("Enemy 104 Water Resistance"), value("Enemy 104 Earth Resistance"), value("Enemy 104 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 105",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 105 Fire Resistance"), value("Enemy 105 Water Resistance"), value("Enemy 105 Earth Resistance"), value("Enemy 105 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 106",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 106 Fire Resistance"), value("Enemy 106 Water Resistance"), value("Enemy 106 Earth Resistance"), value("Enemy 106 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 107",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 107 Fire Resistance"), value("Enemy 107 Water Resistance"), value("Enemy 107 Earth Resistance"), value("Enemy 107 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 108",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 108 Fire Resistance"), value("Enemy 108 Water Resistance"), value("Enemy 108 Earth Resistance"), value("Enemy 108 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 109",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 109 Fire Resistance"), value("Enemy 109 Water Resistance"), value("Enemy 109 Earth Resistance"), value("Enemy 109 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 110",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 110 Fire Resistance"), value("Enemy 110 Water Resistance"), value("Enemy 110 Earth Resistance"), value("Enemy 110 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 111",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 111 Fire Resistance"), value("Enemy 111 Water Resistance"), value("Enemy 111 Earth Resistance"), value("Enemy 111 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 112",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 112 Fire Resistance"), value("Enemy 112 Water Resistance"), value("Enemy 112 Earth Resistance"), value("Enemy 112 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 113",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 113 Fire Resistance"), value("Enemy 113 Water Resistance"), value("Enemy 113 Earth Resistance"), value("Enemy 113 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 114",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 114 Fire Resistance"), value("Enemy 114 Water Resistance"), value("Enemy 114 Earth Resistance"), value("Enemy 114 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 115",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 115 Fire Resistance"), value("Enemy 115 Water Resistance"), value("Enemy 115 Earth Resistance"), value("Enemy 115 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 116",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 116 Fire Resistance"), value("Enemy 116 Water Resistance"), value("Enemy 116 Earth Resistance"), value("Enemy 116 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 117",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 117 Fire Resistance"), value("Enemy 117 Water Resistance"), value("Enemy 117 Earth Resistance"), value("Enemy 117 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 118",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 118 Fire Resistance"), value("Enemy 118 Water Resistance"), value("Enemy 118 Earth Resistance"), value("Enemy 118 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 119",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 119 Fire Resistance"), value("Enemy 119 Water Resistance"), value("Enemy 119 Earth Resistance"), value("Enemy 119 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 120",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 120 Fire Resistance"), value("Enemy 120 Water Resistance"), value("Enemy 120 Earth Resistance"), value("Enemy 120 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 121",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 121 Fire Resistance"), value("Enemy 121 Water Resistance"), value("Enemy 121 Earth Resistance"), value("Enemy 121 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 122",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 122 Fire Resistance"), value("Enemy 122 Water Resistance"), value("Enemy 122 Earth Resistance"), value("Enemy 122 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 123",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 123 Fire Resistance"), value("Enemy 123 Water Resistance"), value("Enemy 123 Earth Resistance"), value("Enemy 123 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 124",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 124 Fire Resistance"), value("Enemy 124 Water Resistance"), value("Enemy 124 Earth Resistance"), value("Enemy 124 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 125",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 125 Fire Resistance"), value("Enemy 125 Water Resistance"), value("Enemy 125 Earth Resistance"), value("Enemy 125 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 126",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 126 Fire Resistance"), value("Enemy 126 Water Resistance"), value("Enemy 126 Earth Resistance"), value("Enemy 126 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 127",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 127 Fire Resistance"), value("Enemy 127 Water Resistance"), value("Enemy 127 Earth Resistance"), value("Enemy 127 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 128",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 128 Fire Resistance"), value("Enemy 128 Water Resistance"), value("Enemy 128 Earth Resistance"), value("Enemy 128 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 129",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 129 Fire Resistance"), value("Enemy 129 Water Resistance"), value("Enemy 129 Earth Resistance"), value("Enemy 129 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 130",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 130 Fire Resistance"), value("Enemy 130 Water Resistance"), value("Enemy 130 Earth Resistance"), value("Enemy 130 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 131",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 131 Fire Resistance"), value("Enemy 131 Water Resistance"), value("Enemy 131 Earth Resistance"), value("Enemy 131 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 132",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 132 Fire Resistance"), value("Enemy 132 Water Resistance"), value("Enemy 132 Earth Resistance"), value("Enemy 132 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 133",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 133 Fire Resistance"), value("Enemy 133 Water Resistance"), value("Enemy 133 Earth Resistance"), value("Enemy 133 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 134",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 134 Fire Resistance"), value("Enemy 134 Water Resistance"), value("Enemy 134 Earth Resistance"), value("Enemy 134 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 135",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 135 Fire Resistance"), value("Enemy 135 Water Resistance"), value("Enemy 135 Earth Resistance"), value("Enemy 135 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 136",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 136 Fire Resistance"), value("Enemy 136 Water Resistance"), value("Enemy 136 Earth Resistance"), value("Enemy 136 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 137",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 137 Fire Resistance"), value("Enemy 137 Water Resistance"), value("Enemy 137 Earth Resistance"), value("Enemy 137 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 138",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 138 Fire Resistance"), value("Enemy 138 Water Resistance"), value("Enemy 138 Earth Resistance"), value("Enemy 138 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 139",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 139 Fire Resistance"), value("Enemy 139 Water Resistance"), value("Enemy 139 Earth Resistance"), value("Enemy 139 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 140",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 140 Fire Resistance"), value("Enemy 140 Water Resistance"), value("Enemy 140 Earth Resistance"), value("Enemy 140 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 141",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 141 Fire Resistance"), value("Enemy 141 Water Resistance"), value("Enemy 141 Earth Resistance"), value("Enemy 141 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 142",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 142 Fire Resistance"), value("Enemy 142 Water Resistance"), value("Enemy 142 Earth Resistance"), value("Enemy 142 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 143",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 143 Fire Resistance"), value("Enemy 143 Water Resistance"), value("Enemy 143 Earth Resistance"), value("Enemy 143 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 144",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 144 Fire Resistance"), value("Enemy 144 Water Resistance"), value("Enemy 144 Earth Resistance"), value("Enemy 144 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 145",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 145 Fire Resistance"), value("Enemy 145 Water Resistance"), value("Enemy 145 Earth Resistance"), value("Enemy 145 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 146",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 146 Fire Resistance"), value("Enemy 146 Water Resistance"), value("Enemy 146 Earth Resistance"), value("Enemy 146 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 147",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 147 Fire Resistance"), value("Enemy 147 Water Resistance"), value("Enemy 147 Earth Resistance"), value("Enemy 147 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 148",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 148 Fire Resistance"), value("Enemy 148 Water Resistance"), value("Enemy 148 Earth Resistance"), value("Enemy 148 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 149",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 149 Fire Resistance"), value("Enemy 149 Water Resistance"), value("Enemy 149 Earth Resistance"), value("Enemy 149 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 150",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 150 Fire Resistance"), value("Enemy 150 Water Resistance"), value("Enemy 150 Earth Resistance"), value("Enemy 150 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 151",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 151 Fire Resistance"), value("Enemy 151 Water Resistance"), value("Enemy 151 Earth Resistance"), value("Enemy 151 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 152",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 152 Fire Resistance"), value("Enemy 152 Water Resistance"), value("Enemy 152 Earth Resistance"), value("Enemy 152 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 153",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 153 Fire Resistance"), value("Enemy 153 Water Resistance"), value("Enemy 153 Earth Resistance"), value("Enemy 153 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 154",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 154 Fire Resistance"), value("Enemy 154 Water Resistance"), value("Enemy 154 Earth Resistance"), value("Enemy 154 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 155",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 155 Fire Resistance"), value("Enemy 155 Water Resistance"), value("Enemy 155 Earth Resistance"), value("Enemy 155 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 156",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 156 Fire Resistance"), value("Enemy 156 Water Resistance"), value("Enemy 156 Earth Resistance"), value("Enemy 156 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 157",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 157 Fire Resistance"), value("Enemy 157 Water Resistance"), value("Enemy 157 Earth Resistance"), value("Enemy 157 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 158",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 158 Fire Resistance"), value("Enemy 158 Water Resistance"), value("Enemy 158 Earth Resistance"), value("Enemy 158 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 159",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 159 Fire Resistance"), value("Enemy 159 Water Resistance"), value("Enemy 159 Earth Resistance"), value("Enemy 159 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 160",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 160 Fire Resistance"), value("Enemy 160 Water Resistance"), value("Enemy 160 Earth Resistance"), value("Enemy 160 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 161",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 161 Fire Resistance"), value("Enemy 161 Water Resistance"), value("Enemy 161 Earth Resistance"), value("Enemy 161 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 162",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 162 Fire Resistance"), value("Enemy 162 Water Resistance"), value("Enemy 162 Earth Resistance"), value("Enemy 162 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 163",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 163 Fire Resistance"), value("Enemy 163 Water Resistance"), value("Enemy 163 Earth Resistance"), value("Enemy 163 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 164",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 164 Fire Resistance"), value("Enemy 164 Water Resistance"), value("Enemy 164 Earth Resistance"), value("Enemy 164 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 165",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 165 Fire Resistance"), value("Enemy 165 Water Resistance"), value("Enemy 165 Earth Resistance"), value("Enemy 165 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 166",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 166 Fire Resistance"), value("Enemy 166 Water Resistance"), value("Enemy 166 Earth Resistance"), value("Enemy 166 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 167",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 167 Fire Resistance"), value("Enemy 167 Water Resistance"), value("Enemy 167 Earth Resistance"), value("Enemy 167 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 168",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 168 Fire Resistance"), value("Enemy 168 Water Resistance"), value("Enemy 168 Earth Resistance"), value("Enemy 168 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 169",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 169 Fire Resistance"), value("Enemy 169 Water Resistance"), value("Enemy 169 Earth Resistance"), value("Enemy 169 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 170",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 170 Fire Resistance"), value("Enemy 170 Water Resistance"), value("Enemy 170 Earth Resistance"), value("Enemy 170 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 171",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 171 Fire Resistance"), value("Enemy 171 Water Resistance"), value("Enemy 171 Earth Resistance"), value("Enemy 171 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 172",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 172 Fire Resistance"), value("Enemy 172 Water Resistance"), value("Enemy 172 Earth Resistance"), value("Enemy 172 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 173",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 173 Fire Resistance"), value("Enemy 173 Water Resistance"), value("Enemy 173 Earth Resistance"), value("Enemy 173 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 174",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 174 Fire Resistance"), value("Enemy 174 Water Resistance"), value("Enemy 174 Earth Resistance"), value("Enemy 174 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 175",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 175 Fire Resistance"), value("Enemy 175 Water Resistance"), value("Enemy 175 Earth Resistance"), value("Enemy 175 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 176",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 176 Fire Resistance"), value("Enemy 176 Water Resistance"), value("Enemy 176 Earth Resistance"), value("Enemy 176 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 177",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 177 Fire Resistance"), value("Enemy 177 Water Resistance"), value("Enemy 177 Earth Resistance"), value("Enemy 177 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 178",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 178 Fire Resistance"), value("Enemy 178 Water Resistance"), value("Enemy 178 Earth Resistance"), value("Enemy 178 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 179",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 179 Fire Resistance"), value("Enemy 179 Water Resistance"), value("Enemy 179 Earth Resistance"), value("Enemy 179 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 180",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 180 Fire Resistance"), value("Enemy 180 Water Resistance"), value("Enemy 180 Earth Resistance"), value("Enemy 180 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 181",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 181 Fire Resistance"), value("Enemy 181 Water Resistance"), value("Enemy 181 Earth Resistance"), value("Enemy 181 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 182",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 182 Fire Resistance"), value("Enemy 182 Water Resistance"), value("Enemy 182 Earth Resistance"), value("Enemy 182 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 183",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 183 Fire Resistance"), value("Enemy 183 Water Resistance"), value("Enemy 183 Earth Resistance"), value("Enemy 183 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 184",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 184 Fire Resistance"), value("Enemy 184 Water Resistance"), value("Enemy 184 Earth Resistance"), value("Enemy 184 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 185",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 185 Fire Resistance"), value("Enemy 185 Water Resistance"), value("Enemy 185 Earth Resistance"), value("Enemy 185 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 186",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 186 Fire Resistance"), value("Enemy 186 Water Resistance"), value("Enemy 186 Earth Resistance"), value("Enemy 186 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 187",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 187 Fire Resistance"), value("Enemy 187 Water Resistance"), value("Enemy 187 Earth Resistance"), value("Enemy 187 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 188",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 188 Fire Resistance"), value("Enemy 188 Water Resistance"), value("Enemy 188 Earth Resistance"), value("Enemy 188 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 189",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 189 Fire Resistance"), value("Enemy 189 Water Resistance"), value("Enemy 189 Earth Resistance"), value("Enemy 189 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 190",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 190 Fire Resistance"), value("Enemy 190 Water Resistance"), value("Enemy 190 Earth Resistance"), value("Enemy 190 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x03, ">=", 2)
                        ),
                        
                        
                        
        ],
        must_be_enabled=None,
		must_be_disabled=["Minimum 1 Enemy Resistances"],
    ),
    Ruleset( #Min 1 Immunity
    
		name="Minimum 1 Enemy Immunity",
		description="All enemies are immune to atleast 1 damage type",
		rules=[
                                Rule(
                                description="Enemy 1",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 1 Fire Resistance"), value("Enemy 1 Water Resistance"), value("Enemy 1 Earth Resistance"), value("Enemy 1 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 2",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 2 Fire Resistance"), value("Enemy 2 Water Resistance"), value("Enemy 2 Earth Resistance"), value("Enemy 2 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 3",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 3 Fire Resistance"), value("Enemy 3 Water Resistance"), value("Enemy 3 Earth Resistance"), value("Enemy 3 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 4",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 4 Fire Resistance"), value("Enemy 4 Water Resistance"), value("Enemy 4 Earth Resistance"), value("Enemy 4 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 5",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 5 Fire Resistance"), value("Enemy 5 Water Resistance"), value("Enemy 5 Earth Resistance"), value("Enemy 5 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 6",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 6 Fire Resistance"), value("Enemy 6 Water Resistance"), value("Enemy 6 Earth Resistance"), value("Enemy 6 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 7",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 7 Fire Resistance"), value("Enemy 7 Water Resistance"), value("Enemy 7 Earth Resistance"), value("Enemy 7 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 8",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 8 Fire Resistance"), value("Enemy 8 Water Resistance"), value("Enemy 8 Earth Resistance"), value("Enemy 8 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 9",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 9 Fire Resistance"), value("Enemy 9 Water Resistance"), value("Enemy 9 Earth Resistance"), value("Enemy 9 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 10",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 10 Fire Resistance"), value("Enemy 10 Water Resistance"), value("Enemy 10 Earth Resistance"), value("Enemy 10 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 11",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 11 Fire Resistance"), value("Enemy 11 Water Resistance"), value("Enemy 11 Earth Resistance"), value("Enemy 11 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 12",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 12 Fire Resistance"), value("Enemy 12 Water Resistance"), value("Enemy 12 Earth Resistance"), value("Enemy 12 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 13",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 13 Fire Resistance"), value("Enemy 13 Water Resistance"), value("Enemy 13 Earth Resistance"), value("Enemy 13 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 14",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 14 Fire Resistance"), value("Enemy 14 Water Resistance"), value("Enemy 14 Earth Resistance"), value("Enemy 14 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 15",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 15 Fire Resistance"), value("Enemy 15 Water Resistance"), value("Enemy 15 Earth Resistance"), value("Enemy 15 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 16",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 16 Fire Resistance"), value("Enemy 16 Water Resistance"), value("Enemy 16 Earth Resistance"), value("Enemy 16 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 17",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 17 Fire Resistance"), value("Enemy 17 Water Resistance"), value("Enemy 17 Earth Resistance"), value("Enemy 17 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 18",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 18 Fire Resistance"), value("Enemy 18 Water Resistance"), value("Enemy 18 Earth Resistance"), value("Enemy 18 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 19",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 19 Fire Resistance"), value("Enemy 19 Water Resistance"), value("Enemy 19 Earth Resistance"), value("Enemy 19 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 20",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 20 Fire Resistance"), value("Enemy 20 Water Resistance"), value("Enemy 20 Earth Resistance"), value("Enemy 20 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 21",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 21 Fire Resistance"), value("Enemy 21 Water Resistance"), value("Enemy 21 Earth Resistance"), value("Enemy 21 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 22",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 22 Fire Resistance"), value("Enemy 22 Water Resistance"), value("Enemy 22 Earth Resistance"), value("Enemy 22 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 23",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 23 Fire Resistance"), value("Enemy 23 Water Resistance"), value("Enemy 23 Earth Resistance"), value("Enemy 23 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 24",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 24 Fire Resistance"), value("Enemy 24 Water Resistance"), value("Enemy 24 Earth Resistance"), value("Enemy 24 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 25",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 25 Fire Resistance"), value("Enemy 25 Water Resistance"), value("Enemy 25 Earth Resistance"), value("Enemy 25 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 26",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 26 Fire Resistance"), value("Enemy 26 Water Resistance"), value("Enemy 26 Earth Resistance"), value("Enemy 26 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 27",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 27 Fire Resistance"), value("Enemy 27 Water Resistance"), value("Enemy 27 Earth Resistance"), value("Enemy 27 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 28",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 28 Fire Resistance"), value("Enemy 28 Water Resistance"), value("Enemy 28 Earth Resistance"), value("Enemy 28 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 29",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 29 Fire Resistance"), value("Enemy 29 Water Resistance"), value("Enemy 29 Earth Resistance"), value("Enemy 29 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 30",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 30 Fire Resistance"), value("Enemy 30 Water Resistance"), value("Enemy 30 Earth Resistance"), value("Enemy 30 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 31",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 31 Fire Resistance"), value("Enemy 31 Water Resistance"), value("Enemy 31 Earth Resistance"), value("Enemy 31 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 32",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 32 Fire Resistance"), value("Enemy 32 Water Resistance"), value("Enemy 32 Earth Resistance"), value("Enemy 32 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 33",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 33 Fire Resistance"), value("Enemy 33 Water Resistance"), value("Enemy 33 Earth Resistance"), value("Enemy 33 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 34",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 34 Fire Resistance"), value("Enemy 34 Water Resistance"), value("Enemy 34 Earth Resistance"), value("Enemy 34 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 35",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 35 Fire Resistance"), value("Enemy 35 Water Resistance"), value("Enemy 35 Earth Resistance"), value("Enemy 35 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 36",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 36 Fire Resistance"), value("Enemy 36 Water Resistance"), value("Enemy 36 Earth Resistance"), value("Enemy 36 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 37",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 37 Fire Resistance"), value("Enemy 37 Water Resistance"), value("Enemy 37 Earth Resistance"), value("Enemy 37 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 38",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 38 Fire Resistance"), value("Enemy 38 Water Resistance"), value("Enemy 38 Earth Resistance"), value("Enemy 38 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 39",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 39 Fire Resistance"), value("Enemy 39 Water Resistance"), value("Enemy 39 Earth Resistance"), value("Enemy 39 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 40",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 40 Fire Resistance"), value("Enemy 40 Water Resistance"), value("Enemy 40 Earth Resistance"), value("Enemy 40 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 41",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 41 Fire Resistance"), value("Enemy 41 Water Resistance"), value("Enemy 41 Earth Resistance"), value("Enemy 41 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 42",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 42 Fire Resistance"), value("Enemy 42 Water Resistance"), value("Enemy 42 Earth Resistance"), value("Enemy 42 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 43",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 43 Fire Resistance"), value("Enemy 43 Water Resistance"), value("Enemy 43 Earth Resistance"), value("Enemy 43 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 44",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 44 Fire Resistance"), value("Enemy 44 Water Resistance"), value("Enemy 44 Earth Resistance"), value("Enemy 44 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 45",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 45 Fire Resistance"), value("Enemy 45 Water Resistance"), value("Enemy 45 Earth Resistance"), value("Enemy 45 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 46",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 46 Fire Resistance"), value("Enemy 46 Water Resistance"), value("Enemy 46 Earth Resistance"), value("Enemy 46 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 47",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 47 Fire Resistance"), value("Enemy 47 Water Resistance"), value("Enemy 47 Earth Resistance"), value("Enemy 47 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 48",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 48 Fire Resistance"), value("Enemy 48 Water Resistance"), value("Enemy 48 Earth Resistance"), value("Enemy 48 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 49",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 49 Fire Resistance"), value("Enemy 49 Water Resistance"), value("Enemy 49 Earth Resistance"), value("Enemy 49 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 50",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 50 Fire Resistance"), value("Enemy 50 Water Resistance"), value("Enemy 50 Earth Resistance"), value("Enemy 50 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 51",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 51 Fire Resistance"), value("Enemy 51 Water Resistance"), value("Enemy 51 Earth Resistance"), value("Enemy 51 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 52",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 52 Fire Resistance"), value("Enemy 52 Water Resistance"), value("Enemy 52 Earth Resistance"), value("Enemy 52 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 53",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 53 Fire Resistance"), value("Enemy 53 Water Resistance"), value("Enemy 53 Earth Resistance"), value("Enemy 53 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 54",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 54 Fire Resistance"), value("Enemy 54 Water Resistance"), value("Enemy 54 Earth Resistance"), value("Enemy 54 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 55",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 55 Fire Resistance"), value("Enemy 55 Water Resistance"), value("Enemy 55 Earth Resistance"), value("Enemy 55 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 56",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 56 Fire Resistance"), value("Enemy 56 Water Resistance"), value("Enemy 56 Earth Resistance"), value("Enemy 56 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 57",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 57 Fire Resistance"), value("Enemy 57 Water Resistance"), value("Enemy 57 Earth Resistance"), value("Enemy 57 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 58",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 58 Fire Resistance"), value("Enemy 58 Water Resistance"), value("Enemy 58 Earth Resistance"), value("Enemy 58 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 59",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 59 Fire Resistance"), value("Enemy 59 Water Resistance"), value("Enemy 59 Earth Resistance"), value("Enemy 59 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 60",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 60 Fire Resistance"), value("Enemy 60 Water Resistance"), value("Enemy 60 Earth Resistance"), value("Enemy 60 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 61",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 61 Fire Resistance"), value("Enemy 61 Water Resistance"), value("Enemy 61 Earth Resistance"), value("Enemy 61 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 62",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 62 Fire Resistance"), value("Enemy 62 Water Resistance"), value("Enemy 62 Earth Resistance"), value("Enemy 62 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 63",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 63 Fire Resistance"), value("Enemy 63 Water Resistance"), value("Enemy 63 Earth Resistance"), value("Enemy 63 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 64",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 64 Fire Resistance"), value("Enemy 64 Water Resistance"), value("Enemy 64 Earth Resistance"), value("Enemy 64 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 65",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 65 Fire Resistance"), value("Enemy 65 Water Resistance"), value("Enemy 65 Earth Resistance"), value("Enemy 65 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 66",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 66 Fire Resistance"), value("Enemy 66 Water Resistance"), value("Enemy 66 Earth Resistance"), value("Enemy 66 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 67",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 67 Fire Resistance"), value("Enemy 67 Water Resistance"), value("Enemy 67 Earth Resistance"), value("Enemy 67 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 68",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 68 Fire Resistance"), value("Enemy 68 Water Resistance"), value("Enemy 68 Earth Resistance"), value("Enemy 68 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 69",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 69 Fire Resistance"), value("Enemy 69 Water Resistance"), value("Enemy 69 Earth Resistance"), value("Enemy 69 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 70",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 70 Fire Resistance"), value("Enemy 70 Water Resistance"), value("Enemy 70 Earth Resistance"), value("Enemy 70 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 71",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 71 Fire Resistance"), value("Enemy 71 Water Resistance"), value("Enemy 71 Earth Resistance"), value("Enemy 71 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 72",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 72 Fire Resistance"), value("Enemy 72 Water Resistance"), value("Enemy 72 Earth Resistance"), value("Enemy 72 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 73",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 73 Fire Resistance"), value("Enemy 73 Water Resistance"), value("Enemy 73 Earth Resistance"), value("Enemy 73 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 74",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 74 Fire Resistance"), value("Enemy 74 Water Resistance"), value("Enemy 74 Earth Resistance"), value("Enemy 74 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 75",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 75 Fire Resistance"), value("Enemy 75 Water Resistance"), value("Enemy 75 Earth Resistance"), value("Enemy 75 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 76",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 76 Fire Resistance"), value("Enemy 76 Water Resistance"), value("Enemy 76 Earth Resistance"), value("Enemy 76 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 77",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 77 Fire Resistance"), value("Enemy 77 Water Resistance"), value("Enemy 77 Earth Resistance"), value("Enemy 77 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 78",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 78 Fire Resistance"), value("Enemy 78 Water Resistance"), value("Enemy 78 Earth Resistance"), value("Enemy 78 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 79",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 79 Fire Resistance"), value("Enemy 79 Water Resistance"), value("Enemy 79 Earth Resistance"), value("Enemy 79 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 80",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 80 Fire Resistance"), value("Enemy 80 Water Resistance"), value("Enemy 80 Earth Resistance"), value("Enemy 80 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 81",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 81 Fire Resistance"), value("Enemy 81 Water Resistance"), value("Enemy 81 Earth Resistance"), value("Enemy 81 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 82",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 82 Fire Resistance"), value("Enemy 82 Water Resistance"), value("Enemy 82 Earth Resistance"), value("Enemy 82 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 83",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 83 Fire Resistance"), value("Enemy 83 Water Resistance"), value("Enemy 83 Earth Resistance"), value("Enemy 83 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 84",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 84 Fire Resistance"), value("Enemy 84 Water Resistance"), value("Enemy 84 Earth Resistance"), value("Enemy 84 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 85",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 85 Fire Resistance"), value("Enemy 85 Water Resistance"), value("Enemy 85 Earth Resistance"), value("Enemy 85 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 86",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 86 Fire Resistance"), value("Enemy 86 Water Resistance"), value("Enemy 86 Earth Resistance"), value("Enemy 86 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 87",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 87 Fire Resistance"), value("Enemy 87 Water Resistance"), value("Enemy 87 Earth Resistance"), value("Enemy 87 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 88",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 88 Fire Resistance"), value("Enemy 88 Water Resistance"), value("Enemy 88 Earth Resistance"), value("Enemy 88 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 89",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 89 Fire Resistance"), value("Enemy 89 Water Resistance"), value("Enemy 89 Earth Resistance"), value("Enemy 89 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 90",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 90 Fire Resistance"), value("Enemy 90 Water Resistance"), value("Enemy 90 Earth Resistance"), value("Enemy 90 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 91",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 91 Fire Resistance"), value("Enemy 91 Water Resistance"), value("Enemy 91 Earth Resistance"), value("Enemy 91 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 92",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 92 Fire Resistance"), value("Enemy 92 Water Resistance"), value("Enemy 92 Earth Resistance"), value("Enemy 92 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 93",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 93 Fire Resistance"), value("Enemy 93 Water Resistance"), value("Enemy 93 Earth Resistance"), value("Enemy 93 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 94",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 94 Fire Resistance"), value("Enemy 94 Water Resistance"), value("Enemy 94 Earth Resistance"), value("Enemy 94 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 95",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 95 Fire Resistance"), value("Enemy 95 Water Resistance"), value("Enemy 95 Earth Resistance"), value("Enemy 95 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 96",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 96 Fire Resistance"), value("Enemy 96 Water Resistance"), value("Enemy 96 Earth Resistance"), value("Enemy 96 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 97",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 97 Fire Resistance"), value("Enemy 97 Water Resistance"), value("Enemy 97 Earth Resistance"), value("Enemy 97 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 98",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 98 Fire Resistance"), value("Enemy 98 Water Resistance"), value("Enemy 98 Earth Resistance"), value("Enemy 98 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 99",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 99 Fire Resistance"), value("Enemy 99 Water Resistance"), value("Enemy 99 Earth Resistance"), value("Enemy 99 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 100",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 100 Fire Resistance"), value("Enemy 100 Water Resistance"), value("Enemy 100 Earth Resistance"), value("Enemy 100 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 101",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 101 Fire Resistance"), value("Enemy 101 Water Resistance"), value("Enemy 101 Earth Resistance"), value("Enemy 101 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 102",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 102 Fire Resistance"), value("Enemy 102 Water Resistance"), value("Enemy 102 Earth Resistance"), value("Enemy 102 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 103",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 103 Fire Resistance"), value("Enemy 103 Water Resistance"), value("Enemy 103 Earth Resistance"), value("Enemy 103 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 104",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 104 Fire Resistance"), value("Enemy 104 Water Resistance"), value("Enemy 104 Earth Resistance"), value("Enemy 104 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 105",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 105 Fire Resistance"), value("Enemy 105 Water Resistance"), value("Enemy 105 Earth Resistance"), value("Enemy 105 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 106",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 106 Fire Resistance"), value("Enemy 106 Water Resistance"), value("Enemy 106 Earth Resistance"), value("Enemy 106 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 107",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 107 Fire Resistance"), value("Enemy 107 Water Resistance"), value("Enemy 107 Earth Resistance"), value("Enemy 107 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 108",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 108 Fire Resistance"), value("Enemy 108 Water Resistance"), value("Enemy 108 Earth Resistance"), value("Enemy 108 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 109",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 109 Fire Resistance"), value("Enemy 109 Water Resistance"), value("Enemy 109 Earth Resistance"), value("Enemy 109 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 110",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 110 Fire Resistance"), value("Enemy 110 Water Resistance"), value("Enemy 110 Earth Resistance"), value("Enemy 110 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 111",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 111 Fire Resistance"), value("Enemy 111 Water Resistance"), value("Enemy 111 Earth Resistance"), value("Enemy 111 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 112",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 112 Fire Resistance"), value("Enemy 112 Water Resistance"), value("Enemy 112 Earth Resistance"), value("Enemy 112 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 113",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 113 Fire Resistance"), value("Enemy 113 Water Resistance"), value("Enemy 113 Earth Resistance"), value("Enemy 113 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 114",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 114 Fire Resistance"), value("Enemy 114 Water Resistance"), value("Enemy 114 Earth Resistance"), value("Enemy 114 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 115",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 115 Fire Resistance"), value("Enemy 115 Water Resistance"), value("Enemy 115 Earth Resistance"), value("Enemy 115 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 116",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 116 Fire Resistance"), value("Enemy 116 Water Resistance"), value("Enemy 116 Earth Resistance"), value("Enemy 116 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 117",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 117 Fire Resistance"), value("Enemy 117 Water Resistance"), value("Enemy 117 Earth Resistance"), value("Enemy 117 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 118",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 118 Fire Resistance"), value("Enemy 118 Water Resistance"), value("Enemy 118 Earth Resistance"), value("Enemy 118 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 119",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 119 Fire Resistance"), value("Enemy 119 Water Resistance"), value("Enemy 119 Earth Resistance"), value("Enemy 119 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 120",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 120 Fire Resistance"), value("Enemy 120 Water Resistance"), value("Enemy 120 Earth Resistance"), value("Enemy 120 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 121",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 121 Fire Resistance"), value("Enemy 121 Water Resistance"), value("Enemy 121 Earth Resistance"), value("Enemy 121 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 122",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 122 Fire Resistance"), value("Enemy 122 Water Resistance"), value("Enemy 122 Earth Resistance"), value("Enemy 122 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 123",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 123 Fire Resistance"), value("Enemy 123 Water Resistance"), value("Enemy 123 Earth Resistance"), value("Enemy 123 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 124",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 124 Fire Resistance"), value("Enemy 124 Water Resistance"), value("Enemy 124 Earth Resistance"), value("Enemy 124 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 125",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 125 Fire Resistance"), value("Enemy 125 Water Resistance"), value("Enemy 125 Earth Resistance"), value("Enemy 125 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 126",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 126 Fire Resistance"), value("Enemy 126 Water Resistance"), value("Enemy 126 Earth Resistance"), value("Enemy 126 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 127",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 127 Fire Resistance"), value("Enemy 127 Water Resistance"), value("Enemy 127 Earth Resistance"), value("Enemy 127 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 128",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 128 Fire Resistance"), value("Enemy 128 Water Resistance"), value("Enemy 128 Earth Resistance"), value("Enemy 128 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 129",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 129 Fire Resistance"), value("Enemy 129 Water Resistance"), value("Enemy 129 Earth Resistance"), value("Enemy 129 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 130",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 130 Fire Resistance"), value("Enemy 130 Water Resistance"), value("Enemy 130 Earth Resistance"), value("Enemy 130 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 131",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 131 Fire Resistance"), value("Enemy 131 Water Resistance"), value("Enemy 131 Earth Resistance"), value("Enemy 131 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 132",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 132 Fire Resistance"), value("Enemy 132 Water Resistance"), value("Enemy 132 Earth Resistance"), value("Enemy 132 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 133",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 133 Fire Resistance"), value("Enemy 133 Water Resistance"), value("Enemy 133 Earth Resistance"), value("Enemy 133 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 134",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 134 Fire Resistance"), value("Enemy 134 Water Resistance"), value("Enemy 134 Earth Resistance"), value("Enemy 134 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 135",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 135 Fire Resistance"), value("Enemy 135 Water Resistance"), value("Enemy 135 Earth Resistance"), value("Enemy 135 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 136",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 136 Fire Resistance"), value("Enemy 136 Water Resistance"), value("Enemy 136 Earth Resistance"), value("Enemy 136 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 137",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 137 Fire Resistance"), value("Enemy 137 Water Resistance"), value("Enemy 137 Earth Resistance"), value("Enemy 137 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 138",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 138 Fire Resistance"), value("Enemy 138 Water Resistance"), value("Enemy 138 Earth Resistance"), value("Enemy 138 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 139",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 139 Fire Resistance"), value("Enemy 139 Water Resistance"), value("Enemy 139 Earth Resistance"), value("Enemy 139 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 140",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 140 Fire Resistance"), value("Enemy 140 Water Resistance"), value("Enemy 140 Earth Resistance"), value("Enemy 140 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 141",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 141 Fire Resistance"), value("Enemy 141 Water Resistance"), value("Enemy 141 Earth Resistance"), value("Enemy 141 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 142",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 142 Fire Resistance"), value("Enemy 142 Water Resistance"), value("Enemy 142 Earth Resistance"), value("Enemy 142 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 143",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 143 Fire Resistance"), value("Enemy 143 Water Resistance"), value("Enemy 143 Earth Resistance"), value("Enemy 143 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 144",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 144 Fire Resistance"), value("Enemy 144 Water Resistance"), value("Enemy 144 Earth Resistance"), value("Enemy 144 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 145",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 145 Fire Resistance"), value("Enemy 145 Water Resistance"), value("Enemy 145 Earth Resistance"), value("Enemy 145 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 146",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 146 Fire Resistance"), value("Enemy 146 Water Resistance"), value("Enemy 146 Earth Resistance"), value("Enemy 146 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 147",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 147 Fire Resistance"), value("Enemy 147 Water Resistance"), value("Enemy 147 Earth Resistance"), value("Enemy 147 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 148",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 148 Fire Resistance"), value("Enemy 148 Water Resistance"), value("Enemy 148 Earth Resistance"), value("Enemy 148 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 149",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 149 Fire Resistance"), value("Enemy 149 Water Resistance"), value("Enemy 149 Earth Resistance"), value("Enemy 149 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 150",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 150 Fire Resistance"), value("Enemy 150 Water Resistance"), value("Enemy 150 Earth Resistance"), value("Enemy 150 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 151",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 151 Fire Resistance"), value("Enemy 151 Water Resistance"), value("Enemy 151 Earth Resistance"), value("Enemy 151 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 152",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 152 Fire Resistance"), value("Enemy 152 Water Resistance"), value("Enemy 152 Earth Resistance"), value("Enemy 152 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 153",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 153 Fire Resistance"), value("Enemy 153 Water Resistance"), value("Enemy 153 Earth Resistance"), value("Enemy 153 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 154",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 154 Fire Resistance"), value("Enemy 154 Water Resistance"), value("Enemy 154 Earth Resistance"), value("Enemy 154 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 155",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 155 Fire Resistance"), value("Enemy 155 Water Resistance"), value("Enemy 155 Earth Resistance"), value("Enemy 155 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 156",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 156 Fire Resistance"), value("Enemy 156 Water Resistance"), value("Enemy 156 Earth Resistance"), value("Enemy 156 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 157",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 157 Fire Resistance"), value("Enemy 157 Water Resistance"), value("Enemy 157 Earth Resistance"), value("Enemy 157 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 158",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 158 Fire Resistance"), value("Enemy 158 Water Resistance"), value("Enemy 158 Earth Resistance"), value("Enemy 158 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 159",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 159 Fire Resistance"), value("Enemy 159 Water Resistance"), value("Enemy 159 Earth Resistance"), value("Enemy 159 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 160",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 160 Fire Resistance"), value("Enemy 160 Water Resistance"), value("Enemy 160 Earth Resistance"), value("Enemy 160 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 161",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 161 Fire Resistance"), value("Enemy 161 Water Resistance"), value("Enemy 161 Earth Resistance"), value("Enemy 161 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 162",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 162 Fire Resistance"), value("Enemy 162 Water Resistance"), value("Enemy 162 Earth Resistance"), value("Enemy 162 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 163",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 163 Fire Resistance"), value("Enemy 163 Water Resistance"), value("Enemy 163 Earth Resistance"), value("Enemy 163 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 164",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 164 Fire Resistance"), value("Enemy 164 Water Resistance"), value("Enemy 164 Earth Resistance"), value("Enemy 164 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 165",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 165 Fire Resistance"), value("Enemy 165 Water Resistance"), value("Enemy 165 Earth Resistance"), value("Enemy 165 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 166",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 166 Fire Resistance"), value("Enemy 166 Water Resistance"), value("Enemy 166 Earth Resistance"), value("Enemy 166 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 167",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 167 Fire Resistance"), value("Enemy 167 Water Resistance"), value("Enemy 167 Earth Resistance"), value("Enemy 167 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 168",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 168 Fire Resistance"), value("Enemy 168 Water Resistance"), value("Enemy 168 Earth Resistance"), value("Enemy 168 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 169",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 169 Fire Resistance"), value("Enemy 169 Water Resistance"), value("Enemy 169 Earth Resistance"), value("Enemy 169 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 170",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 170 Fire Resistance"), value("Enemy 170 Water Resistance"), value("Enemy 170 Earth Resistance"), value("Enemy 170 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 171",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 171 Fire Resistance"), value("Enemy 171 Water Resistance"), value("Enemy 171 Earth Resistance"), value("Enemy 171 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 172",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 172 Fire Resistance"), value("Enemy 172 Water Resistance"), value("Enemy 172 Earth Resistance"), value("Enemy 172 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 173",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 173 Fire Resistance"), value("Enemy 173 Water Resistance"), value("Enemy 173 Earth Resistance"), value("Enemy 173 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 174",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 174 Fire Resistance"), value("Enemy 174 Water Resistance"), value("Enemy 174 Earth Resistance"), value("Enemy 174 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 175",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 175 Fire Resistance"), value("Enemy 175 Water Resistance"), value("Enemy 175 Earth Resistance"), value("Enemy 175 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 176",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 176 Fire Resistance"), value("Enemy 176 Water Resistance"), value("Enemy 176 Earth Resistance"), value("Enemy 176 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 177",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 177 Fire Resistance"), value("Enemy 177 Water Resistance"), value("Enemy 177 Earth Resistance"), value("Enemy 177 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 178",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 178 Fire Resistance"), value("Enemy 178 Water Resistance"), value("Enemy 178 Earth Resistance"), value("Enemy 178 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 179",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 179 Fire Resistance"), value("Enemy 179 Water Resistance"), value("Enemy 179 Earth Resistance"), value("Enemy 179 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 180",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 180 Fire Resistance"), value("Enemy 180 Water Resistance"), value("Enemy 180 Earth Resistance"), value("Enemy 180 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 181",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 181 Fire Resistance"), value("Enemy 181 Water Resistance"), value("Enemy 181 Earth Resistance"), value("Enemy 181 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 182",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 182 Fire Resistance"), value("Enemy 182 Water Resistance"), value("Enemy 182 Earth Resistance"), value("Enemy 182 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 183",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 183 Fire Resistance"), value("Enemy 183 Water Resistance"), value("Enemy 183 Earth Resistance"), value("Enemy 183 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 184",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 184 Fire Resistance"), value("Enemy 184 Water Resistance"), value("Enemy 184 Earth Resistance"), value("Enemy 184 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 185",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 185 Fire Resistance"), value("Enemy 185 Water Resistance"), value("Enemy 185 Earth Resistance"), value("Enemy 185 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 186",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 186 Fire Resistance"), value("Enemy 186 Water Resistance"), value("Enemy 186 Earth Resistance"), value("Enemy 186 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 187",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 187 Fire Resistance"), value("Enemy 187 Water Resistance"), value("Enemy 187 Earth Resistance"), value("Enemy 187 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 188",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 188 Fire Resistance"), value("Enemy 188 Water Resistance"), value("Enemy 188 Earth Resistance"), value("Enemy 188 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 189",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 189 Fire Resistance"), value("Enemy 189 Water Resistance"), value("Enemy 189 Earth Resistance"), value("Enemy 189 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
                        Rule(
                                description="Enemy 190",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 190 Fire Resistance"), value("Enemy 190 Water Resistance"), value("Enemy 190 Earth Resistance"), value("Enemy 190 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 1)
                        ),
        ],
        must_be_enabled=None,
		must_be_disabled=["Minimum 2 Enemy Immunity"],
    ),
    Ruleset( #Min 2 Immunity
		name="Minimum 2 Enemy Immunity",
		description="All enemies are immune to atleast 2 damage types",
		rules=[
                                Rule(
                                description="Enemy 1",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 1 Fire Resistance"), value("Enemy 1 Water Resistance"), value("Enemy 1 Earth Resistance"), value("Enemy 1 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 2",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 2 Fire Resistance"), value("Enemy 2 Water Resistance"), value("Enemy 2 Earth Resistance"), value("Enemy 2 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 3",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 3 Fire Resistance"), value("Enemy 3 Water Resistance"), value("Enemy 3 Earth Resistance"), value("Enemy 3 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 4",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 4 Fire Resistance"), value("Enemy 4 Water Resistance"), value("Enemy 4 Earth Resistance"), value("Enemy 4 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 5",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 5 Fire Resistance"), value("Enemy 5 Water Resistance"), value("Enemy 5 Earth Resistance"), value("Enemy 5 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 6",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 6 Fire Resistance"), value("Enemy 6 Water Resistance"), value("Enemy 6 Earth Resistance"), value("Enemy 6 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 7",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 7 Fire Resistance"), value("Enemy 7 Water Resistance"), value("Enemy 7 Earth Resistance"), value("Enemy 7 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 8",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 8 Fire Resistance"), value("Enemy 8 Water Resistance"), value("Enemy 8 Earth Resistance"), value("Enemy 8 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 9",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 9 Fire Resistance"), value("Enemy 9 Water Resistance"), value("Enemy 9 Earth Resistance"), value("Enemy 9 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 10",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 10 Fire Resistance"), value("Enemy 10 Water Resistance"), value("Enemy 10 Earth Resistance"), value("Enemy 10 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 11",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 11 Fire Resistance"), value("Enemy 11 Water Resistance"), value("Enemy 11 Earth Resistance"), value("Enemy 11 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 12",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 12 Fire Resistance"), value("Enemy 12 Water Resistance"), value("Enemy 12 Earth Resistance"), value("Enemy 12 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 13",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 13 Fire Resistance"), value("Enemy 13 Water Resistance"), value("Enemy 13 Earth Resistance"), value("Enemy 13 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 14",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 14 Fire Resistance"), value("Enemy 14 Water Resistance"), value("Enemy 14 Earth Resistance"), value("Enemy 14 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 15",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 15 Fire Resistance"), value("Enemy 15 Water Resistance"), value("Enemy 15 Earth Resistance"), value("Enemy 15 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 16",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 16 Fire Resistance"), value("Enemy 16 Water Resistance"), value("Enemy 16 Earth Resistance"), value("Enemy 16 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 17",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 17 Fire Resistance"), value("Enemy 17 Water Resistance"), value("Enemy 17 Earth Resistance"), value("Enemy 17 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 18",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 18 Fire Resistance"), value("Enemy 18 Water Resistance"), value("Enemy 18 Earth Resistance"), value("Enemy 18 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 19",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 19 Fire Resistance"), value("Enemy 19 Water Resistance"), value("Enemy 19 Earth Resistance"), value("Enemy 19 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 20",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 20 Fire Resistance"), value("Enemy 20 Water Resistance"), value("Enemy 20 Earth Resistance"), value("Enemy 20 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 21",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 21 Fire Resistance"), value("Enemy 21 Water Resistance"), value("Enemy 21 Earth Resistance"), value("Enemy 21 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 22",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 22 Fire Resistance"), value("Enemy 22 Water Resistance"), value("Enemy 22 Earth Resistance"), value("Enemy 22 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 23",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 23 Fire Resistance"), value("Enemy 23 Water Resistance"), value("Enemy 23 Earth Resistance"), value("Enemy 23 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 24",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 24 Fire Resistance"), value("Enemy 24 Water Resistance"), value("Enemy 24 Earth Resistance"), value("Enemy 24 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 25",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 25 Fire Resistance"), value("Enemy 25 Water Resistance"), value("Enemy 25 Earth Resistance"), value("Enemy 25 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 26",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 26 Fire Resistance"), value("Enemy 26 Water Resistance"), value("Enemy 26 Earth Resistance"), value("Enemy 26 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 27",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 27 Fire Resistance"), value("Enemy 27 Water Resistance"), value("Enemy 27 Earth Resistance"), value("Enemy 27 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 28",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 28 Fire Resistance"), value("Enemy 28 Water Resistance"), value("Enemy 28 Earth Resistance"), value("Enemy 28 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 29",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 29 Fire Resistance"), value("Enemy 29 Water Resistance"), value("Enemy 29 Earth Resistance"), value("Enemy 29 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 30",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 30 Fire Resistance"), value("Enemy 30 Water Resistance"), value("Enemy 30 Earth Resistance"), value("Enemy 30 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 31",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 31 Fire Resistance"), value("Enemy 31 Water Resistance"), value("Enemy 31 Earth Resistance"), value("Enemy 31 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 32",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 32 Fire Resistance"), value("Enemy 32 Water Resistance"), value("Enemy 32 Earth Resistance"), value("Enemy 32 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 33",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 33 Fire Resistance"), value("Enemy 33 Water Resistance"), value("Enemy 33 Earth Resistance"), value("Enemy 33 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 34",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 34 Fire Resistance"), value("Enemy 34 Water Resistance"), value("Enemy 34 Earth Resistance"), value("Enemy 34 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 35",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 35 Fire Resistance"), value("Enemy 35 Water Resistance"), value("Enemy 35 Earth Resistance"), value("Enemy 35 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 36",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 36 Fire Resistance"), value("Enemy 36 Water Resistance"), value("Enemy 36 Earth Resistance"), value("Enemy 36 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 37",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 37 Fire Resistance"), value("Enemy 37 Water Resistance"), value("Enemy 37 Earth Resistance"), value("Enemy 37 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 38",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 38 Fire Resistance"), value("Enemy 38 Water Resistance"), value("Enemy 38 Earth Resistance"), value("Enemy 38 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 39",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 39 Fire Resistance"), value("Enemy 39 Water Resistance"), value("Enemy 39 Earth Resistance"), value("Enemy 39 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 40",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 40 Fire Resistance"), value("Enemy 40 Water Resistance"), value("Enemy 40 Earth Resistance"), value("Enemy 40 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 41",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 41 Fire Resistance"), value("Enemy 41 Water Resistance"), value("Enemy 41 Earth Resistance"), value("Enemy 41 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 42",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 42 Fire Resistance"), value("Enemy 42 Water Resistance"), value("Enemy 42 Earth Resistance"), value("Enemy 42 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 43",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 43 Fire Resistance"), value("Enemy 43 Water Resistance"), value("Enemy 43 Earth Resistance"), value("Enemy 43 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 44",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 44 Fire Resistance"), value("Enemy 44 Water Resistance"), value("Enemy 44 Earth Resistance"), value("Enemy 44 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 45",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 45 Fire Resistance"), value("Enemy 45 Water Resistance"), value("Enemy 45 Earth Resistance"), value("Enemy 45 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 46",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 46 Fire Resistance"), value("Enemy 46 Water Resistance"), value("Enemy 46 Earth Resistance"), value("Enemy 46 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 47",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 47 Fire Resistance"), value("Enemy 47 Water Resistance"), value("Enemy 47 Earth Resistance"), value("Enemy 47 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 48",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 48 Fire Resistance"), value("Enemy 48 Water Resistance"), value("Enemy 48 Earth Resistance"), value("Enemy 48 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 49",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 49 Fire Resistance"), value("Enemy 49 Water Resistance"), value("Enemy 49 Earth Resistance"), value("Enemy 49 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 50",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 50 Fire Resistance"), value("Enemy 50 Water Resistance"), value("Enemy 50 Earth Resistance"), value("Enemy 50 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 51",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 51 Fire Resistance"), value("Enemy 51 Water Resistance"), value("Enemy 51 Earth Resistance"), value("Enemy 51 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 52",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 52 Fire Resistance"), value("Enemy 52 Water Resistance"), value("Enemy 52 Earth Resistance"), value("Enemy 52 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 53",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 53 Fire Resistance"), value("Enemy 53 Water Resistance"), value("Enemy 53 Earth Resistance"), value("Enemy 53 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 54",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 54 Fire Resistance"), value("Enemy 54 Water Resistance"), value("Enemy 54 Earth Resistance"), value("Enemy 54 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 55",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 55 Fire Resistance"), value("Enemy 55 Water Resistance"), value("Enemy 55 Earth Resistance"), value("Enemy 55 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 56",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 56 Fire Resistance"), value("Enemy 56 Water Resistance"), value("Enemy 56 Earth Resistance"), value("Enemy 56 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 57",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 57 Fire Resistance"), value("Enemy 57 Water Resistance"), value("Enemy 57 Earth Resistance"), value("Enemy 57 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 58",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 58 Fire Resistance"), value("Enemy 58 Water Resistance"), value("Enemy 58 Earth Resistance"), value("Enemy 58 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 59",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 59 Fire Resistance"), value("Enemy 59 Water Resistance"), value("Enemy 59 Earth Resistance"), value("Enemy 59 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 60",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 60 Fire Resistance"), value("Enemy 60 Water Resistance"), value("Enemy 60 Earth Resistance"), value("Enemy 60 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 61",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 61 Fire Resistance"), value("Enemy 61 Water Resistance"), value("Enemy 61 Earth Resistance"), value("Enemy 61 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 62",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 62 Fire Resistance"), value("Enemy 62 Water Resistance"), value("Enemy 62 Earth Resistance"), value("Enemy 62 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 63",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 63 Fire Resistance"), value("Enemy 63 Water Resistance"), value("Enemy 63 Earth Resistance"), value("Enemy 63 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 64",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 64 Fire Resistance"), value("Enemy 64 Water Resistance"), value("Enemy 64 Earth Resistance"), value("Enemy 64 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 65",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 65 Fire Resistance"), value("Enemy 65 Water Resistance"), value("Enemy 65 Earth Resistance"), value("Enemy 65 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 66",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 66 Fire Resistance"), value("Enemy 66 Water Resistance"), value("Enemy 66 Earth Resistance"), value("Enemy 66 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 67",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 67 Fire Resistance"), value("Enemy 67 Water Resistance"), value("Enemy 67 Earth Resistance"), value("Enemy 67 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 68",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 68 Fire Resistance"), value("Enemy 68 Water Resistance"), value("Enemy 68 Earth Resistance"), value("Enemy 68 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 69",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 69 Fire Resistance"), value("Enemy 69 Water Resistance"), value("Enemy 69 Earth Resistance"), value("Enemy 69 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 70",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 70 Fire Resistance"), value("Enemy 70 Water Resistance"), value("Enemy 70 Earth Resistance"), value("Enemy 70 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 71",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 71 Fire Resistance"), value("Enemy 71 Water Resistance"), value("Enemy 71 Earth Resistance"), value("Enemy 71 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 72",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 72 Fire Resistance"), value("Enemy 72 Water Resistance"), value("Enemy 72 Earth Resistance"), value("Enemy 72 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 73",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 73 Fire Resistance"), value("Enemy 73 Water Resistance"), value("Enemy 73 Earth Resistance"), value("Enemy 73 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 74",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 74 Fire Resistance"), value("Enemy 74 Water Resistance"), value("Enemy 74 Earth Resistance"), value("Enemy 74 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 75",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 75 Fire Resistance"), value("Enemy 75 Water Resistance"), value("Enemy 75 Earth Resistance"), value("Enemy 75 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 76",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 76 Fire Resistance"), value("Enemy 76 Water Resistance"), value("Enemy 76 Earth Resistance"), value("Enemy 76 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 77",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 77 Fire Resistance"), value("Enemy 77 Water Resistance"), value("Enemy 77 Earth Resistance"), value("Enemy 77 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 78",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 78 Fire Resistance"), value("Enemy 78 Water Resistance"), value("Enemy 78 Earth Resistance"), value("Enemy 78 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 79",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 79 Fire Resistance"), value("Enemy 79 Water Resistance"), value("Enemy 79 Earth Resistance"), value("Enemy 79 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 80",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 80 Fire Resistance"), value("Enemy 80 Water Resistance"), value("Enemy 80 Earth Resistance"), value("Enemy 80 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 81",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 81 Fire Resistance"), value("Enemy 81 Water Resistance"), value("Enemy 81 Earth Resistance"), value("Enemy 81 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 82",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 82 Fire Resistance"), value("Enemy 82 Water Resistance"), value("Enemy 82 Earth Resistance"), value("Enemy 82 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 83",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 83 Fire Resistance"), value("Enemy 83 Water Resistance"), value("Enemy 83 Earth Resistance"), value("Enemy 83 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 84",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 84 Fire Resistance"), value("Enemy 84 Water Resistance"), value("Enemy 84 Earth Resistance"), value("Enemy 84 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 85",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 85 Fire Resistance"), value("Enemy 85 Water Resistance"), value("Enemy 85 Earth Resistance"), value("Enemy 85 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 86",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 86 Fire Resistance"), value("Enemy 86 Water Resistance"), value("Enemy 86 Earth Resistance"), value("Enemy 86 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 87",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 87 Fire Resistance"), value("Enemy 87 Water Resistance"), value("Enemy 87 Earth Resistance"), value("Enemy 87 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 88",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 88 Fire Resistance"), value("Enemy 88 Water Resistance"), value("Enemy 88 Earth Resistance"), value("Enemy 88 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 89",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 89 Fire Resistance"), value("Enemy 89 Water Resistance"), value("Enemy 89 Earth Resistance"), value("Enemy 89 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 90",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 90 Fire Resistance"), value("Enemy 90 Water Resistance"), value("Enemy 90 Earth Resistance"), value("Enemy 90 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 91",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 91 Fire Resistance"), value("Enemy 91 Water Resistance"), value("Enemy 91 Earth Resistance"), value("Enemy 91 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 92",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 92 Fire Resistance"), value("Enemy 92 Water Resistance"), value("Enemy 92 Earth Resistance"), value("Enemy 92 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 93",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 93 Fire Resistance"), value("Enemy 93 Water Resistance"), value("Enemy 93 Earth Resistance"), value("Enemy 93 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 94",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 94 Fire Resistance"), value("Enemy 94 Water Resistance"), value("Enemy 94 Earth Resistance"), value("Enemy 94 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 95",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 95 Fire Resistance"), value("Enemy 95 Water Resistance"), value("Enemy 95 Earth Resistance"), value("Enemy 95 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 96",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 96 Fire Resistance"), value("Enemy 96 Water Resistance"), value("Enemy 96 Earth Resistance"), value("Enemy 96 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 97",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 97 Fire Resistance"), value("Enemy 97 Water Resistance"), value("Enemy 97 Earth Resistance"), value("Enemy 97 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 98",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 98 Fire Resistance"), value("Enemy 98 Water Resistance"), value("Enemy 98 Earth Resistance"), value("Enemy 98 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 99",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 99 Fire Resistance"), value("Enemy 99 Water Resistance"), value("Enemy 99 Earth Resistance"), value("Enemy 99 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 100",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 100 Fire Resistance"), value("Enemy 100 Water Resistance"), value("Enemy 100 Earth Resistance"), value("Enemy 100 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 101",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 101 Fire Resistance"), value("Enemy 101 Water Resistance"), value("Enemy 101 Earth Resistance"), value("Enemy 101 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 102",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 102 Fire Resistance"), value("Enemy 102 Water Resistance"), value("Enemy 102 Earth Resistance"), value("Enemy 102 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 103",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 103 Fire Resistance"), value("Enemy 103 Water Resistance"), value("Enemy 103 Earth Resistance"), value("Enemy 103 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 104",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 104 Fire Resistance"), value("Enemy 104 Water Resistance"), value("Enemy 104 Earth Resistance"), value("Enemy 104 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 105",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 105 Fire Resistance"), value("Enemy 105 Water Resistance"), value("Enemy 105 Earth Resistance"), value("Enemy 105 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 106",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 106 Fire Resistance"), value("Enemy 106 Water Resistance"), value("Enemy 106 Earth Resistance"), value("Enemy 106 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 107",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 107 Fire Resistance"), value("Enemy 107 Water Resistance"), value("Enemy 107 Earth Resistance"), value("Enemy 107 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 108",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 108 Fire Resistance"), value("Enemy 108 Water Resistance"), value("Enemy 108 Earth Resistance"), value("Enemy 108 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 109",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 109 Fire Resistance"), value("Enemy 109 Water Resistance"), value("Enemy 109 Earth Resistance"), value("Enemy 109 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 110",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 110 Fire Resistance"), value("Enemy 110 Water Resistance"), value("Enemy 110 Earth Resistance"), value("Enemy 110 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 111",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 111 Fire Resistance"), value("Enemy 111 Water Resistance"), value("Enemy 111 Earth Resistance"), value("Enemy 111 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 112",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 112 Fire Resistance"), value("Enemy 112 Water Resistance"), value("Enemy 112 Earth Resistance"), value("Enemy 112 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 113",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 113 Fire Resistance"), value("Enemy 113 Water Resistance"), value("Enemy 113 Earth Resistance"), value("Enemy 113 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 114",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 114 Fire Resistance"), value("Enemy 114 Water Resistance"), value("Enemy 114 Earth Resistance"), value("Enemy 114 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 115",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 115 Fire Resistance"), value("Enemy 115 Water Resistance"), value("Enemy 115 Earth Resistance"), value("Enemy 115 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 116",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 116 Fire Resistance"), value("Enemy 116 Water Resistance"), value("Enemy 116 Earth Resistance"), value("Enemy 116 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 117",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 117 Fire Resistance"), value("Enemy 117 Water Resistance"), value("Enemy 117 Earth Resistance"), value("Enemy 117 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 118",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 118 Fire Resistance"), value("Enemy 118 Water Resistance"), value("Enemy 118 Earth Resistance"), value("Enemy 118 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 119",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 119 Fire Resistance"), value("Enemy 119 Water Resistance"), value("Enemy 119 Earth Resistance"), value("Enemy 119 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 120",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 120 Fire Resistance"), value("Enemy 120 Water Resistance"), value("Enemy 120 Earth Resistance"), value("Enemy 120 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 121",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 121 Fire Resistance"), value("Enemy 121 Water Resistance"), value("Enemy 121 Earth Resistance"), value("Enemy 121 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 122",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 122 Fire Resistance"), value("Enemy 122 Water Resistance"), value("Enemy 122 Earth Resistance"), value("Enemy 122 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 123",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 123 Fire Resistance"), value("Enemy 123 Water Resistance"), value("Enemy 123 Earth Resistance"), value("Enemy 123 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 124",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 124 Fire Resistance"), value("Enemy 124 Water Resistance"), value("Enemy 124 Earth Resistance"), value("Enemy 124 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 125",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 125 Fire Resistance"), value("Enemy 125 Water Resistance"), value("Enemy 125 Earth Resistance"), value("Enemy 125 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 126",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 126 Fire Resistance"), value("Enemy 126 Water Resistance"), value("Enemy 126 Earth Resistance"), value("Enemy 126 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 127",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 127 Fire Resistance"), value("Enemy 127 Water Resistance"), value("Enemy 127 Earth Resistance"), value("Enemy 127 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 128",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 128 Fire Resistance"), value("Enemy 128 Water Resistance"), value("Enemy 128 Earth Resistance"), value("Enemy 128 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 129",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 129 Fire Resistance"), value("Enemy 129 Water Resistance"), value("Enemy 129 Earth Resistance"), value("Enemy 129 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 130",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 130 Fire Resistance"), value("Enemy 130 Water Resistance"), value("Enemy 130 Earth Resistance"), value("Enemy 130 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 131",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 131 Fire Resistance"), value("Enemy 131 Water Resistance"), value("Enemy 131 Earth Resistance"), value("Enemy 131 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 132",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 132 Fire Resistance"), value("Enemy 132 Water Resistance"), value("Enemy 132 Earth Resistance"), value("Enemy 132 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 133",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 133 Fire Resistance"), value("Enemy 133 Water Resistance"), value("Enemy 133 Earth Resistance"), value("Enemy 133 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 134",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 134 Fire Resistance"), value("Enemy 134 Water Resistance"), value("Enemy 134 Earth Resistance"), value("Enemy 134 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 135",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 135 Fire Resistance"), value("Enemy 135 Water Resistance"), value("Enemy 135 Earth Resistance"), value("Enemy 135 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 136",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 136 Fire Resistance"), value("Enemy 136 Water Resistance"), value("Enemy 136 Earth Resistance"), value("Enemy 136 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 137",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 137 Fire Resistance"), value("Enemy 137 Water Resistance"), value("Enemy 137 Earth Resistance"), value("Enemy 137 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 138",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 138 Fire Resistance"), value("Enemy 138 Water Resistance"), value("Enemy 138 Earth Resistance"), value("Enemy 138 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 139",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 139 Fire Resistance"), value("Enemy 139 Water Resistance"), value("Enemy 139 Earth Resistance"), value("Enemy 139 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 140",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 140 Fire Resistance"), value("Enemy 140 Water Resistance"), value("Enemy 140 Earth Resistance"), value("Enemy 140 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 141",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 141 Fire Resistance"), value("Enemy 141 Water Resistance"), value("Enemy 141 Earth Resistance"), value("Enemy 141 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 142",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 142 Fire Resistance"), value("Enemy 142 Water Resistance"), value("Enemy 142 Earth Resistance"), value("Enemy 142 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 143",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 143 Fire Resistance"), value("Enemy 143 Water Resistance"), value("Enemy 143 Earth Resistance"), value("Enemy 143 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 144",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 144 Fire Resistance"), value("Enemy 144 Water Resistance"), value("Enemy 144 Earth Resistance"), value("Enemy 144 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 145",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 145 Fire Resistance"), value("Enemy 145 Water Resistance"), value("Enemy 145 Earth Resistance"), value("Enemy 145 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 146",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 146 Fire Resistance"), value("Enemy 146 Water Resistance"), value("Enemy 146 Earth Resistance"), value("Enemy 146 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 147",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 147 Fire Resistance"), value("Enemy 147 Water Resistance"), value("Enemy 147 Earth Resistance"), value("Enemy 147 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 148",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 148 Fire Resistance"), value("Enemy 148 Water Resistance"), value("Enemy 148 Earth Resistance"), value("Enemy 148 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 149",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 149 Fire Resistance"), value("Enemy 149 Water Resistance"), value("Enemy 149 Earth Resistance"), value("Enemy 149 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 150",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 150 Fire Resistance"), value("Enemy 150 Water Resistance"), value("Enemy 150 Earth Resistance"), value("Enemy 150 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 151",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 151 Fire Resistance"), value("Enemy 151 Water Resistance"), value("Enemy 151 Earth Resistance"), value("Enemy 151 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 152",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 152 Fire Resistance"), value("Enemy 152 Water Resistance"), value("Enemy 152 Earth Resistance"), value("Enemy 152 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 153",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 153 Fire Resistance"), value("Enemy 153 Water Resistance"), value("Enemy 153 Earth Resistance"), value("Enemy 153 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 154",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 154 Fire Resistance"), value("Enemy 154 Water Resistance"), value("Enemy 154 Earth Resistance"), value("Enemy 154 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 155",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 155 Fire Resistance"), value("Enemy 155 Water Resistance"), value("Enemy 155 Earth Resistance"), value("Enemy 155 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 156",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 156 Fire Resistance"), value("Enemy 156 Water Resistance"), value("Enemy 156 Earth Resistance"), value("Enemy 156 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 157",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 157 Fire Resistance"), value("Enemy 157 Water Resistance"), value("Enemy 157 Earth Resistance"), value("Enemy 157 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 158",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 158 Fire Resistance"), value("Enemy 158 Water Resistance"), value("Enemy 158 Earth Resistance"), value("Enemy 158 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 159",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 159 Fire Resistance"), value("Enemy 159 Water Resistance"), value("Enemy 159 Earth Resistance"), value("Enemy 159 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 160",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 160 Fire Resistance"), value("Enemy 160 Water Resistance"), value("Enemy 160 Earth Resistance"), value("Enemy 160 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 161",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 161 Fire Resistance"), value("Enemy 161 Water Resistance"), value("Enemy 161 Earth Resistance"), value("Enemy 161 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 162",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 162 Fire Resistance"), value("Enemy 162 Water Resistance"), value("Enemy 162 Earth Resistance"), value("Enemy 162 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 163",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 163 Fire Resistance"), value("Enemy 163 Water Resistance"), value("Enemy 163 Earth Resistance"), value("Enemy 163 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 164",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 164 Fire Resistance"), value("Enemy 164 Water Resistance"), value("Enemy 164 Earth Resistance"), value("Enemy 164 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 165",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 165 Fire Resistance"), value("Enemy 165 Water Resistance"), value("Enemy 165 Earth Resistance"), value("Enemy 165 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 166",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 166 Fire Resistance"), value("Enemy 166 Water Resistance"), value("Enemy 166 Earth Resistance"), value("Enemy 166 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 167",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 167 Fire Resistance"), value("Enemy 167 Water Resistance"), value("Enemy 167 Earth Resistance"), value("Enemy 167 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 168",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 168 Fire Resistance"), value("Enemy 168 Water Resistance"), value("Enemy 168 Earth Resistance"), value("Enemy 168 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 169",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 169 Fire Resistance"), value("Enemy 169 Water Resistance"), value("Enemy 169 Earth Resistance"), value("Enemy 169 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 170",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 170 Fire Resistance"), value("Enemy 170 Water Resistance"), value("Enemy 170 Earth Resistance"), value("Enemy 170 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 171",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 171 Fire Resistance"), value("Enemy 171 Water Resistance"), value("Enemy 171 Earth Resistance"), value("Enemy 171 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 172",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 172 Fire Resistance"), value("Enemy 172 Water Resistance"), value("Enemy 172 Earth Resistance"), value("Enemy 172 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 173",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 173 Fire Resistance"), value("Enemy 173 Water Resistance"), value("Enemy 173 Earth Resistance"), value("Enemy 173 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 174",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 174 Fire Resistance"), value("Enemy 174 Water Resistance"), value("Enemy 174 Earth Resistance"), value("Enemy 174 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 175",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 175 Fire Resistance"), value("Enemy 175 Water Resistance"), value("Enemy 175 Earth Resistance"), value("Enemy 175 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 176",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 176 Fire Resistance"), value("Enemy 176 Water Resistance"), value("Enemy 176 Earth Resistance"), value("Enemy 176 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 177",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 177 Fire Resistance"), value("Enemy 177 Water Resistance"), value("Enemy 177 Earth Resistance"), value("Enemy 177 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 178",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 178 Fire Resistance"), value("Enemy 178 Water Resistance"), value("Enemy 178 Earth Resistance"), value("Enemy 178 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 179",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 179 Fire Resistance"), value("Enemy 179 Water Resistance"), value("Enemy 179 Earth Resistance"), value("Enemy 179 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 180",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 180 Fire Resistance"), value("Enemy 180 Water Resistance"), value("Enemy 180 Earth Resistance"), value("Enemy 180 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 181",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 181 Fire Resistance"), value("Enemy 181 Water Resistance"), value("Enemy 181 Earth Resistance"), value("Enemy 181 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 182",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 182 Fire Resistance"), value("Enemy 182 Water Resistance"), value("Enemy 182 Earth Resistance"), value("Enemy 182 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 183",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 183 Fire Resistance"), value("Enemy 183 Water Resistance"), value("Enemy 183 Earth Resistance"), value("Enemy 183 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 184",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 184 Fire Resistance"), value("Enemy 184 Water Resistance"), value("Enemy 184 Earth Resistance"), value("Enemy 184 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 185",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 185 Fire Resistance"), value("Enemy 185 Water Resistance"), value("Enemy 185 Earth Resistance"), value("Enemy 185 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 186",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 186 Fire Resistance"), value("Enemy 186 Water Resistance"), value("Enemy 186 Earth Resistance"), value("Enemy 186 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 187",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 187 Fire Resistance"), value("Enemy 187 Water Resistance"), value("Enemy 187 Earth Resistance"), value("Enemy 187 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 188",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 188 Fire Resistance"), value("Enemy 188 Water Resistance"), value("Enemy 188 Earth Resistance"), value("Enemy 188 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 189",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 189 Fire Resistance"), value("Enemy 189 Water Resistance"), value("Enemy 189 Earth Resistance"), value("Enemy 189 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
                        Rule(
                                description="Enemy 190",  #this does nothing, same as using hashtag?
                                left_side=[value("Enemy 190 Fire Resistance"), value("Enemy 190 Water Resistance"), value("Enemy 190 Earth Resistance"), value("Enemy 190 Wind Resistance")], 
                                rule_type="count",
                                right_side=("==", 0x04, ">=", 2)
                        ),
        ],
        must_be_enabled=None,
		must_be_disabled=["Minimum 1 Enemy Immunity"],
    ),
    Ruleset( #Easy Items
		name="Easy Items",
		description="Items heal a bit more.                                                                                                            Hold 15 items instead of 10.",
		rules=[
                                Rule(
                                description="Easy Apple",  #this does nothing, same as using hashtag?
                                left_side=value("Apple Gel Healing"),
                                rule_type="=",
                                right_side=0x23,
                        ),
                                Rule(
                                description="Easy Apple",  #this does nothing, same as using hashtag?
                                left_side=value("Apple Gel Description"),
                                rule_type="=",
                                right_side=0x3235,
                        ),
                        Rule(
                                description="Easy Apple",  #this does nothing, same as using hashtag?
                                left_side=value("Apple Gel Count"),
                                rule_type="=",
                                right_side=0x0F,
                        ),
                        
                                Rule(
                                description="Easy Peach",  #this does nothing, same as using hashtag?
                                left_side=value("Peach Gel Healing"),
                                rule_type="=",
                                right_side=0x3C,
                        ),
                                Rule(
                                description="Easy Peach",  #this does nothing, same as using hashtag?
                                left_side=value("Peach Gel Description"),
                                rule_type="=",
                                right_side=0x3630,
                        ),
                        Rule(
                                description="Easy Peach",  #this does nothing, same as using hashtag?
                                left_side=value("Peach Gel Count"),
                                rule_type="=",
                                right_side=0x0F,
                        ),
                        
                                Rule(
                                description="Easy Lemon",  #this does nothing, same as using hashtag?
                                left_side=value("Lemon Gel Healing"),
                                rule_type="=",
                                right_side=0x50,
                        ),
                                Rule(
                                description="Easy Lemon",  #this does nothing, same as using hashtag?
                                left_side=value("Lemon Gel Description"),
                                rule_type="=",
                                right_side=0x3830,
                        ),
                        Rule(
                                description="Easy Lemon",  #this does nothing, same as using hashtag?
                                left_side=value("Lemon Gel Count"),
                                rule_type="=",
                                right_side=0x0F,
                        ),
                        
                                Rule(
                                description="Easy Grape",  #this does nothing, same as using hashtag?
                                left_side=value("Grape Gel Healing"),
                                rule_type="=",
                                right_side=0x64,
                        ),
                                Rule(
                                description="Easy Grape",  #this does nothing, same as using hashtag?
                                left_side=value("Grape Gel Description"),
                                rule_type="=",
                                right_side=0x313030,
                        ),
                        Rule(
                                description="Easy Grape",  #this does nothing, same as using hashtag?
                                left_side=value("Grape Gel Count"),
                                rule_type="=",
                                right_side=0x0F,
                        ),
                                Rule(
                                description="Easy Life Bottle",  #this does nothing, same as using hashtag?
                                left_side=value("Life Bottle Healing"),
                                rule_type="=",
                                right_side=0x32,
                        ),
                                Rule(
                                description="Easy Life Bottle",  #this does nothing, same as using hashtag?
                                left_side=value("Life Bottle Description"),
                                rule_type="=",
                                right_side=0x3530,
                        ),
                                Rule(
                                description="Easy Life Bottle",  #this does nothing, same as using hashtag?
                                left_side=value("Life Bottle Count"),
                                rule_type="=",
                                right_side=0x15,
                        ),
                               Rule(
                                description="Easy Elixer Bottle",  #this does nothing, same as using hashtag?
                                left_side=value("Elixer Count"),
                                rule_type="=",
                                right_side=0x15,
                        ),
                               Rule(
                                description="Easy Megalixer Bottle",  #this does nothing, same as using hashtag?
                                left_side=value("Megalixer Count"),
                                rule_type="=",
                                right_side=0x15,
                        ),
            ],
            must_be_enabled=None,
            must_be_disabled=["Hard Items", "Expert Items"],
    ),
    Ruleset( #Hard Items
		name="Hard Items",
		description="Items heal a bit less.                                                                                                The number held is lower the more useful the item is.",
		rules=[
                                 Rule(
                                description="Hard Apple",  #this does nothing, same as using hashtag?
                                left_side=value("Apple Gel Healing"),
                                rule_type="=",
                                right_side=0x19,
                        ),
                                Rule(
                                description="Hard Apple",  #this does nothing, same as using hashtag?
                                left_side=value("Apple Gel Description"),
                                rule_type="=",
                                right_side=0x3235,
                        ),
                        Rule(
                                description="Hard Apple",  #this does nothing, same as using hashtag?
                                left_side=value("Apple Gel Count"),
                                rule_type="=",
                                right_side=0x09,
                        ),
                        
                                Rule(
                                description="Hard Peach",  #this does nothing, same as using hashtag?
                                left_side=value("Peach Gel Healing"),
                                rule_type="=",
                                right_side=0x28,
                        ),
                                Rule(
                                description="Hard Peach",  #this does nothing, same as using hashtag?
                                left_side=value("Peach Gel Description"),
                                rule_type="=",
                                right_side=0x3430,
                        ),
                        Rule(
                                description="Hard Peach",  #this does nothing, same as using hashtag?
                                left_side=value("Peach Gel Count"),
                                rule_type="=",
                                right_side=0x08,
                        ),
                        
                                Rule(
                                description="Hard Lemon",  #this does nothing, same as using hashtag?
                                left_side=value("Lemon Gel Healing"),
                                rule_type="=",
                                right_side=0x3C,
                        ),
                                Rule(
                                description="Hard Lemon",  #this does nothing, same as using hashtag?
                                left_side=value("Lemon Gel Description"),
                                rule_type="=",
                                right_side=0x3630,
                        ),
                        Rule(
                                description="Hard Lemon",  #this does nothing, same as using hashtag?
                                left_side=value("Lemon Gel Count"),
                                rule_type="=",
                                right_side=0x07,
                        ),
                        
                                Rule(
                                description="Hard Grape",  #this does nothing, same as using hashtag?
                                left_side=value("Grape Gel Healing"),
                                rule_type="=",
                                right_side=0x5A,
                        ),
                                Rule(
                                description="Hard Grape",  #this does nothing, same as using hashtag?
                                left_side=value("Grape Gel Description"),
                                rule_type="=",
                                right_side=0x203930,
                        ),
                        Rule(
                                description="Hard Grape",  #this does nothing, same as using hashtag?
                                left_side=value("Grape Gel Count"),
                                rule_type="=",
                                right_side=0x06,
                        ),
                        
                                Rule(
                                description="Hard Life Bottle",  #this does nothing, same as using hashtag?
                                left_side=value("Life Bottle Healing"),
                                rule_type="=",
                                right_side=0x19,
                        ),
                                Rule(
                                description="Hard Life Bottle",  #this does nothing, same as using hashtag?
                                left_side=value("Life Bottle Description"),
                                rule_type="=",
                                right_side=0x3235,
                        ),
                        Rule(
                                description="Hard Life Bottle",  #this does nothing, same as using hashtag?
                                left_side=value("Life Bottle Count"),
                                rule_type="=",
                                right_side=0x05,
                        ),
                               Rule(
                                description="Easy Elixer Bottle",  #this does nothing, same as using hashtag?
                                left_side=value("Elixer Count"),
                                rule_type="=",
                                right_side=0x05,
                        ),
                               Rule(
                                description="Easy Megalixer Bottle",  #this does nothing, same as using hashtag?
                                left_side=value("Megalixer Count"),
                                rule_type="=",
                                right_side=0x03,
                        ),
                ],
                must_be_enabled=None,
                must_be_disabled=["Easy Items", "Expert Items"],
    ),
    Ruleset( #Expert Items
		name="Expert Items",
		description="Items heal moderately less.                                                                                              The number held is greatly lower the more useful the item is.",
		rules=[
                                 Rule(
                                description="Expert Apple",  #this does nothing, same as using hashtag?
                                left_side=value("Apple Gel Healing"),
                                rule_type="=",
                                right_side=0x0F,
                        ),
                                Rule(
                                description="Expert Apple",  #this does nothing, same as using hashtag?
                                left_side=value("Apple Gel Description"),
                                rule_type="=",
                                right_side=0x3135,
                        ),
                        Rule(
                                description="Expert Apple",  #this does nothing, same as using hashtag?
                                left_side=value("Apple Gel Count"),
                                rule_type="=",
                                right_side=0x07,
                        ),
                        
                                Rule(
                                description="Expert Peach",  #this does nothing, same as using hashtag?
                                left_side=value("Peach Gel Healing"),
                                rule_type="=",
                                right_side=0x19,
                        ),
                                Rule(
                                description="Expert Peach",  #this does nothing, same as using hashtag?
                                left_side=value("Peach Gel Description"),
                                rule_type="=",
                                right_side=0x3235,
                        ),
                        Rule(
                                description="Expert Peach",  #this does nothing, same as using hashtag?
                                left_side=value("Peach Gel Count"),
                                rule_type="=",
                                right_side=0x06,
                        ),
                        
                                Rule(
                                description="Expert Lemon",  #this does nothing, same as using hashtag?
                                left_side=value("Lemon Gel Healing"),
                                rule_type="=",
                                right_side=0x21,
                        ),
                                Rule(
                                description="Expert Lemon",  #this does nothing, same as using hashtag?
                                left_side=value("Lemon Gel Description"),
                                rule_type="=",
                                right_side=0x3333,
                        ),
                        Rule(
                                description="Expert Lemon",  #this does nothing, same as using hashtag?
                                left_side=value("Lemon Gel Count"),
                                rule_type="=",
                                right_side=0x05,
                        ),
                        
                                Rule(
                                description="Expert Grape",  #this does nothing, same as using hashtag?
                                left_side=value("Grape Gel Healing"),
                                rule_type="=",
                                right_side=0x32,
                        ),
                                Rule(
                                description="Expert Grape",  #this does nothing, same as using hashtag?
                                left_side=value("Grape Gel Description"),
                                rule_type="=",
                                right_side=0x203530,
                        ),
                        Rule(
                                description="Expert Grape",  #this does nothing, same as using hashtag?
                                left_side=value("Grape Gel Count"),
                                rule_type="=",
                                right_side=0x03,
                        ),
                        
                                Rule(
                                description="Expert Life Bottle",  #this does nothing, same as using hashtag?
                                left_side=value("Life Bottle Healing"),
                                rule_type="=",
                                right_side=0x0A,
                        ),
                                Rule(
                                description="Expert Life Bottle",  #this does nothing, same as using hashtag?
                                left_side=value("Life Bottle Description"),
                                rule_type="=",
                                right_side=0x3130,
                        ),
                                Rule(
                                description="Expert Life Bottle",  #this does nothing, same as using hashtag?
                                left_side=value("Life Bottle Count"),
                                rule_type="=",
                                right_side=0x02,
                        ),
                               Rule(
                                description="Expert Elixer Bottle",  #this does nothing, same as using hashtag?
                                left_side=value("Elixer Count"),
                                rule_type="=",
                                right_side=0x01,
                        ),
                               Rule(
                                description="Expert Megalixer Bottle",  #this does nothing, same as using hashtag?
                                left_side=value("Megalixer Count"),
                                rule_type="=",
                                right_side=0x01,
                        ),
                ],
                must_be_enabled=None,
                must_be_disabled=["Easy Items", "Hard Items"],
    ),
]
