here's the structure for the monster info section (section 7 of the .dat files) - well... what I managed to decypher before my hd packed in anyway =\:
typedef unsigned __int16 USHORT;
typedef unsigned __int32 ULONG;
typedef unsigned char BYTE;
struct Item {
   BYTE id;
   BYTE amount;
};
struct UnkStat {
   BYTE stats[64];
};
struct MonsterInfo {
   char name[24]; //FF8 encoded - length might be less than this
   BYTE unk0[28];
   UnkStat Stats[3];
   BYTE Unk1[4];
   BYTE Card[3]; //1st Byte = Card Drop, 2nd Byte = Carded into, 3rd Byte = Rarely Carded into, 0xFF = no drop/can't card
   BYTE Devour[3]; //Low, Med and High lvl Devour effect id's, 0xFF = can't devour
   BYTE unk2[6];
   USHORT LowLvlDraw[4];
   USHORT MedLvlDraw[4];
   USHORT HighLvlDraw[4];
   Item LowLvlMug[2];
   Item LowLvlRMug[2];
   Item MedLvlMug[2];
   Item MedLvlRMug[2];
   Item HighLvlMug[2];
   Item HighLvlRMug[2];
   Item LowLvlDrop[2];
   Item LowLvlRDrop[2];
   Item MedLvlDrop[2];
   Item MedLvlRDrop[2];
   Item HighLvlDrop[2];
   Item HighLvlRDrop[2];
   BYTE unk3[20];
   BYTE ElemRes[8]; //These are how resistant the monster is to each element 0 = very weak
               //0 - Fire
               //1 - Ice
               //2 - Thunder
               //3 - Earth
               //4 - Poison
               //5 - Wind
               //6 - Water
               //7 - Holy
   BYTE StatusRes[20]; //Status resistances 0xFF = immune
               //0 - Death
               //1 - Poison
               //2 - Petrify
               //3 - Darkness
               //4 - Silence
               //5 - Beserk
               //6 - Zombie
               //7 - Sleep
               //8 - Haste
               //9 - Slow
               //10 - Stop
               //11 - Regen
               //12 - Reflect
               //13 - Doom (red timer) - command/doomtrain
               //14 - Slow Petrify? (white timer) - cast using doomtrain
               //15 - Float
               //16 - Confuse
               //17 - Drain
               //18 - 

               //19 - 

};
I'll get around to finding out more information when I manage to sort my pc out.
Does anyone know the difference between the white timer and the red timer? (note: the red one can't be cured with esuna and the white one can)
I can't think of anything that the last 2 status effects could be, I've tried LV-up/LV-down, protect, shell, double/triple, hero, aura, vit 0 and diablos' atk - basically I'm looking for an atk that sometimes misses on enemies.