It's peculiar that Helletic Hojo opts to uses 402D to lift the Death Status of the Right Arm..
I see; it's because it has to use "Right Arm Revive" on itself as an animation; it does not target the Right Arm.
If the script is setting the 4000 (death status) of the Right Arm to 0, why is it necessary to also toggle the 402D flag? Is it necessary? The Nibel Wolf do not need to use this flag.
I'm going to assume that any ability that removes the Death Status also toggles the 402D flag in the background. I know that 4000 is used for the 'Death' checks, but what does 402D actually do? When Carry Armor imprisons you, it also flags you as dead for the subsequent checks, but, the character's HP does not drop to 0, and, it will not show in red. Is this due to the fact that 402D isn't being toggled? If you try to use a battle item such as a Megalixir, the imprisoned character's HP *will* show in red.
4000 = death flag for AI Script checks?
402D = red hp, non-targetable, battle ends if all three 402D flags toggled?
Just guessing here; I'm curious to know what's going on with 402D. So far, only the Pyramid and Waterpolo have made use of 402D, so I haven't looked too deeply into it till now.
In fact, while on the subject of Hojo, I'd like to raise the question of the test formations soft locking for instances where the "Next Battle" flags are used. Instead of spawning in the subsequent test formation, the game will freeze, I've always been curious as to why this is.
Looking at Lifeform Hojo, I can see that three will spawn in, two being invisible and non targetable. The AI script for Lifeform even goes out of its way to ensure that these enemies have 0 HP, and are flagged as dead. TF has documented that the reason for this is to fill the two slots left over from the Right Arm and Left Arm, to stop the game from trying to access values from the left over templates, which makes sense.
Would this be the reason the test enemy formations crash when trying to make use of the Next Battles; because the enemy slots that contained enemy details are not being set to 0, so the game tries to load enemies that are not part of the new formation being loaded? Obv Heli/Hundred uses one enemy in each battle, so the problem will not occur there.
Even more things to consider if/when I ever start working on a mod...
Oooh, just spotted a flaw in the Right Arm's script that needs raising. It tries to use an attack that is not assigned to it's Attack list; it tries to use the 11F no-named attack instead of the 120 no-named attack that is assigned to it. Doesn't this create a bug of sorts? I recall another instance where an enemy tries to use an attack it doesn't have, was it the Admanataimai? I think it is...... why doesn't the Right Arm fall victim to a similar bug? Is it due to the fact that the action 11F is loaded into the scene?
Nuts, I've just spent the last hour scratching my head as to why Helletic will never set its anim ID to 14 - it's because I'd copied the same script for the Right Arm onto the file I'm working on for the Left Arm LOL, no wonder things weren't making sense.