As for drops/steals, you are correct to assume that a ratio over 0x80 is a steal.
If it is under 0x80, it is a drop.
If over, subtract 0x80 and you get the item that can be stolen in that slot.
After that, add 1 to the number and divide by 64.
This gives the actual percent chance of getting said item.
So for Guard Scorpion, we have 0x3F for Titan Bangle.
It is under 0x80 so it is a drop.
The chance of it being dropped is (0x3F + 1) / 64, or 100%.
When dropping items at the end of a battle, Final Fantasy® VII will go in order through each drop, and each enemy has a chance to drop one of its items.
So, if an enemy has 4 drops, the game will go through each and for each it will calculate the chance of dropping that item.
If that item is dropped, it stops scanning that enemy’s drop list and moves on to the next enemy.
The reason I tell you this is because if you are going to play around with the drop lists for enemies, don’t put something at 100% drop rate with other items.
If you put it in front of other items, the other items will never drop, and if you put it behind other items, it will only drop if the items before it don’t.
As for animations, the animation that will be called per respective attack is listed starting at 0x38.
The following 16 bytes are the animation indexes for each respective animation.
It is a bad idea to edit these, in general, even if only for lack of reason.
Guard Scorpion doesn’t have an animation for casting Fire, and animations are more complex than just motions.
They trigger other events to occur and have some other special abilities as well.
For example, they cause damage print-outs to be shown.
Also, some actions cause other enemies in the area to perform actions as well.
Ruby WEAPON has two tentacles, but these tentacles have no attacks of their own.
Ruby WEAPON invokes the attacks and forces the tentacles into an animation.
If you change animations, be careful and test thouroughly.
L. Spiro