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Miscellaneous Forums => General Discussion => Topic started by: Kudistos Megistos on 2010-08-06 00:17:47

Title: What should I do with Red XIII, Vincent and Cait Sith?
Post by: Kudistos Megistos on 2010-08-06 00:17:47
So, I'm doing some modding at the moment and making the characters a little more individual. Cloud is an extremely strong all-rounder, Barret is a tank with huge HP but little magic power and speed, and his machine guns can hit all enemies (toggle multiple is turned on), Tifa has high dexterity and slightly low HP and magic, with a chance of countering any physical attack (she's a martial artist, after all). Aeris is a strong mage with very low physical strength and HP, Yuffie has high speed, comes with several materia and (if there is a way to make this happen with AI, which is unlikely) may have an increased steal rate, and Cid will be an all rounder whose limit breaks have a low HP divisor thanks to his short temper.

However, I'm not sure what to do with the others. None of the others lend themselves to any specific class. Cait Sith will have low dexterity and high HP like Barret (because he has a huge stuffed toy), but I can't think what else he would do. I'm also toying with the idea (again, this is assuming it's possible to do and assuming it doesn't make him unusable) of giving Vincent an HP level worthy of an undead ex-Turk but making him absorb recovery spells and items in the same way as undead enemies. Beyond that, I can't work out whether to make Red XIII, Cait Sith and Vincent mages, physical fighters or something else.

I'd like to know what people think Red XIII, Vincent and Cait Sith's strengths and weaknesses should be, and why they think it.
Title: Re: What should I do with Red XIII, Vincent and Cait Sith?
Post by: sl1982 on 2010-08-06 00:22:19
I would say Red XIII high speed high power. He is an animal afterall, generally fast and strong. To balance him out I would say low magic and slightly lower defense.
Cait Sith is a contolled puppet so maybe high defence, low strength.
Vincent i dont know about. I never really used him.
Title: Re: What should I do with Red XIII, Vincent and Cait Sith?
Post by: Kudistos Megistos on 2010-08-06 00:27:40
I would say Red XIII high speed high power. He is an animal afterall, generally fast and strong. To balance him out I would say low magic and slightly lower defense.

You see, I thought this about Red XIII as well. Unfortunately, he's extremely intelligent so he seem like he should have a high (or at least average) magic stat. :'(

Hmmm, I wonder whether I should increase his HP divisor for limit breaks in order to balance him? (he seems to be calm as well; an anti-Cid, if you will). As a last resort, it's also possible to disable armour for him (which would be hard for an animal to wear).

I'm tending to agree with you about Cait Sith, at least with the low strength bit (his HP is high, so he doesn't really need high defence). I can't see him doing much damage with a megaphone. ::)
Title: Re: What should I do with Red XIII, Vincent and Cait Sith?
Post by: Bosola on 2010-08-06 01:38:24
Barret is a tank with huge HP but little magic power and speed, and his machine guns can hit all enemies (toggle multiple is turned on),
Quote

Dang. I did the same in Rebirth.

Quote
Yuffie has high speed, comes with several materia and (if there is a way to make this happen with AI, which is unlikely) may have an increased steal rate,

Hmm. It might be doable. You'd need a Counter:General script that stored Yuffie's Level in a localvar, bumped her level up to 255, then swapped back. Watch how Diamond Weapon deals with limit breaks for an example.

I made Red an all rounder (original, I know), Vincent an Aeris substitute and Cait... well, you'll see. There's a lot to like about my Cait, but can you rely on him?
Title: Re: What should I do with Red XIII, Vincent and Cait Sith?
Post by: Kudistos Megistos on 2010-08-06 01:42:18
Barret is a tank with huge HP but little magic power and speed, and his machine guns can hit all enemies (toggle multiple is turned on),

Dang. I did the same in Rebirth.

I've always done this with Barret; it seems like a logical thing to do with his machine guns.

Quote
Yuffie has high speed, comes with several materia and (if there is a way to make this happen with AI, which is unlikely) may have an increased steal rate,

Hmm. It might be doable. You'd need a Counter:General script that stored Yuffie's Level in a localvar, bumped her level up to 255, then swapped back. Watch how Diamond Weapon deals with limit breaks for an example.

I see. I'd prefer something cleaner, but I'll look into this.
Title: Re: What should I do with Red XIII, Vincent and Cait Sith?
Post by: nikfrozty on 2010-08-06 13:09:18
I'm thinking very high accuracy and critical for Vincent since characters who wields guns mostly hit critical. Also, Vincent is fast so maybe high dextertity? Don't know of any weakness of Vincent so sorry. :) Cait Sith can be weak for magic since it's a robot after all so a little lightning really hurts it. Yuffie with high evade rate I guess.
Title: Re: What should I do with Red XIII, Vincent and Cait Sith?
Post by: The Seer of Shadows on 2010-08-06 13:19:58
Imo, Cait Sith should be a defensive wall (high defense, high HP, maybe high magic defense as well).  Vincent should have high magic and a decent critical hit rate.  Red XIII should be super speedy and have an even higher critical hit rate.

You can always balance characters by making their Limit Breaks better or worse.
Title: Re: What should I do with Red XIII, Vincent and Cait Sith?
Post by: Armorvil on 2010-08-06 13:50:17
Quote
and his machine guns can hit all enemies (toggle multiple is turned on)

I already tested this, and I would advise against it. It's been a while though - so I don't remember exactly why I had to ditch this idea, but I'm pretty sure it has to deal with materia combinations / commands like 4x Cut or Deathblow + Added Cut... ...I think Barret would attack once (damaging all enemies in the process), but the game would hang after that - his second attack never being triggered. Not to mention the fact it might mess with the other commands' targeting (Barret would try to steal / sense / etc. all enemies at once). For instance, since I changed Aeris' targeting so her rods attack the party by default, she can't steal from enemies anymore (that bad girl would always try to rob party members).
Title: Re: What should I do with Red XIII, Vincent and Cait Sith?
Post by: Kudistos Megistos on 2010-08-06 16:55:57
I don't recall making Barret's attacks toggle multiple causing any problems for me. I did have "start on all" turned on as well...

Hmm. It might be doable. You'd need a Counter:General script that stored Yuffie's Level in a localvar, bumped her level up to 255, then swapped back. Watch how Diamond Weapon deals with limit breaks for an example.

I've just noticed a potential problem here: what happens when she is using "mug" or "steal as well"? I assume that raising her level would increase her attack power dramatically.

In any case, there are other ways to emphasise Yuffie's thief ability...
Title: Re: What should I do with Red XIII, Vincent and Cait Sith?
Post by: MvMcool on 2010-08-06 17:23:06

I think Yuffie should have a high pre-emptive attack.  As a thief she should be excellent at sneaking up on enemies.
Title: Re: What should I do with Red XIII, Vincent and Cait Sith?
Post by: Armorvil on 2010-08-06 19:14:41
Quote from: KM
I don't recall making Barret's attacks toggle multiple causing any problems for me. I did have "start on all" turned on as well...

I just tried again with Cloud, against Rufus and Dark Nation. In the 'Weapon target' section of Wall Market, I checked "Start as multiple" for the Buster Sword (also, I noticed that checking "toggle multiple" for a weapon doesn't work : when you load your kernel again or just click on another weapon / change tab, you'll notice that "toggle multiple" was automatically un-checked). Then, equipped with a Double Cut materia, I had cloud attack both Rufus and Dark Nation. Results : the game hangs after the first hit. And this problem also occurs if you try it with Barret. But maybe you managed to find a way around this ?...
Title: Re: What should I do with Red XIII, Vincent and Cait Sith?
Post by: Shankifer on 2010-08-06 21:19:36
Vincent's Properties would be somewhere along the lines of two different options.

The peashooter-
-Avg HP
-Avg MP
-High Accuracy
-High Magic Defense
-Low Reg. Defense
-low weapon damage to start (if barret's machine gun can't one-hit, then a pistol shouldn't be able to either :P)
-possibly increasing the Limit's attack power but thats a preference really. Limit could actually be untampered and fine

The Sharpshooter-
-High Damage
-High Accuracy
-Low Defense
-Avg-High MP
-Low HP
-High Magic Defense

Those would both be fairly well-rounded vincent's
Title: Re: What should I do with Red XIII, Vincent and Cait Sith?
Post by: Kudistos Megistos on 2010-08-07 13:13:33
Quote from: KM
I don't recall making Barret's attacks toggle multiple causing any problems for me. I did have "start on all" turned on as well...

I just tried again with Cloud, against Rufus and Dark Nation. In the 'Weapon target' section of Wall Market, I checked "Start as multiple" for the Buster Sword (also, I noticed that checking "toggle multiple" for a weapon doesn't work : when you load your kernel again or just click on another weapon / change tab, you'll notice that "toggle multiple" was automatically un-checked). Then, equipped with a Double Cut materia, I had cloud attack both Rufus and Dark Nation. Results : the game hangs after the first hit. And this problem also occurs if you try it with Barret. But maybe you managed to find a way around this ?...

I haven't had any problems like this. If it's something that only happens when using double-cut, then I found a way around it completely by accident: I've got rid of double cut. Double cut materia is replaced by flash, which is separate from slash-all (and slash-all is toggle multiple).
Title: Re: What should I do with Red XIII, Vincent and Cait Sith?
Post by: Bosola on 2010-08-07 14:17:47
I don't recall making Barret's attacks toggle multiple causing any problems for me. I did have "start on all" turned on as well...

Hmm. It might be doable. You'd need a Counter:General script that stored Yuffie's Level in a localvar, bumped her level up to 255, then swapped back. Watch how Diamond Weapon deals with limit breaks for an example.

I've just noticed a potential problem here: what happens when she is using "mug" or "steal as well"? I assume that raising her level would increase her attack power dramatically.

In any case, there are other ways to emphasise Yuffie's thief ability...

Steal as well and mug are distinct from the Steal command, so they wouldn't invoke the script. Whether that solves the problem or adds another depends on what you plan to do with Mug, Steal as Well and Yuffie's innate thievery.
Title: Re: What should I do with Red XIII, Vincent and Cait Sith?
Post by: Marc on 2010-08-08 21:45:07
I personally see Red XIII as fairly spiritual so maybe high speed, low physical damage, high spirit (magic def) and moderate magic damage ?  A claw can't hurt more than a sword after all ...

As for Caith Sith I see him like you (high HP, low def) but perhaps since he's a machine he shouldn't be able to use magic or be awful at it (in like 5% of the damage Aerith does).  Machines shouldn't be supposed to "interact" with the planet anyway.

As for vincent i always saw him as high dexterity, high magic character.  He's usually who I'd use as an Aerith replacement.  He's a "magic beast" thanks to Hojo now anyway.  The total opposite of Barret except that they both use guns (I also wouldn't multi target for vince).
Title: Re: What should I do with Red XIII, Vincent and Cait Sith?
Post by: Kudistos Megistos on 2010-08-08 21:49:55
Multiple targeting for Vincent is an obvious no-no; even Barret's non-machinegun weapons can only hit one target in my mod.

As for Vincent, I've just remembered that the manual refers to his body as being frail; looks like maybe he could be the new mage and Aeris replacement. He joins the party not long before Aeris dies, as well.

I'm currently leaning towards making Red XIII a very strong all-round character, seeing as he's an animal but also intelligent, but preventing him from being able to equip armour so long as it doesn't cause any crashes.
Title: Re: What should I do with Red XIII, Vincent and Cait Sith?
Post by: Armorvil on 2010-08-08 22:48:01
I wonder... ...Could one give special attributes to the characters through their AI ?
Like making RedXIII always absorb Fire, for example ? And making some characters always immune against some status ailments ? Or making characters with Auto-Barrier / MBarrier / Reflect / Haste / whatever without having to deal with accessories ?...

Anyway, your idea sounds nice, KM.
Title: Re: What should I do with Red XIII, Vincent and Cait Sith?
Post by: SeviStatic on 2010-08-16 08:05:32
im not super familiar with the system, but maybe an increased dodge rate for vincent and yuffie would make sense.

 i like the low magic-resist for cait sith and maybe high defense and hp, low dodge, and provokes attack?
Title: Re: What should I do with Red XIII, Vincent and Cait Sith?
Post by: Bosola on 2010-08-16 12:53:16
I wonder... ...Could one give special attributes to the characters through their AI ?
Like making RedXIII always absorb Fire, for example ? And making some characters always immune against some status ailments ? Or making characters with Auto-Barrier / MBarrier / Reflect / Haste / whatever without having to deal with accessories ?...

Anyway, your idea sounds nice, KM.

Yeah, you can play with immunity / resistance flags within AI.

You could even write a script that makes Nanaki gain power when fire spells are used on him.
Title: Re: What should I do with Red XIII, Vincent and Cait Sith?
Post by: Armorvil on 2010-08-16 14:21:00
Thanks for the info. I'm using accessories / armors unique to each characters right now, but I might implement my ideas with AI code later... ...if I get off my lazy ass and learn how to do it, though. It would free a lot of equipment slots... ...Also, I thought about making Barret and Cid weak against magical elements through AI, but it's not so good an idea, when I think about it (and even though I'd love to further increase the magic damage they take - 0 spirit / Mdef is definitely not enough).

Giving Aeris and friends a higher MDef than 255 would solve the "problem"...
Title: Re: What should I do with Red XIII, Vincent and Cait Sith?
Post by: Shinrin on 2010-08-22 12:09:57
If possible, RedXiii shouldn't use any armor or materia. Like previously mentioned, it does seem hand for him to use armor being an animal. And without the armor, where does his materia go? In his "comb"? High speed, moderate attack, high dodge, moderate defense with a high magical defense, since he's more of a mystical beast than a plain animal.
Title: Re: What should I do with Red XIII, Vincent and Cait Sith?
Post by: The Seer of Shadows on 2010-08-22 13:36:37
And without the armor, where does his materia go? In his "comb"?

Well, yeah.  If he can't equip any armor ingame, then obviously, there are no materia slots in his armor for him to utilize.  But he still has his weapons, which have materia slots for him to make use of.

Removing Red XIII's ability to equip armor will seriously limit him late in the game no matter how high his stats are.  Unlike the other characters, he'll never be able to have any elemental resistances or status immunities without the use of Resist or Shield.  I don't agree with removing his ability to equip armor, but if you do, it only makes sense to make his stat growths super uber.

What I would recommend is perhaps changing one or two pieces of armor so that they are exclusive to Red XIII.  He can have a basic piece of armor that he comes equipped with, and perhaps a better piece of armor that he can acquire later (maybe as a drop from Lifeform Hojo-N, who only drops a measly Power Source by default).
Title: Re: What should I do with Red XIII, Vincent and Cait Sith?
Post by: Bosola on 2010-08-22 16:58:28
You could give Red Elemental + Status resistances via Accessories, though. And AI, I suppose.
Title: Re: What should I do with Red XIII, Vincent and Cait Sith?
Post by: The Seer of Shadows on 2010-08-23 00:41:19
You could give Red Elemental + Status resistances via Accessories, though. And AI, I suppose.

AI is a pain to work with.  But accessories?  Why didn't I think about that?  *slaps forehead*

I still think Red should be given one special, exclusive piece of armor...
Title: Re: What should I do with Red XIII, Vincent and Cait Sith?
Post by: Bosola on 2010-08-23 00:58:43
It really isn't as bad as people imagine.

Off the top of my head, you'd

PUSH TargetMask:Self
PUSH ElementAbsorbMask:Fire
MASK
PUSH 1 (absorb)
STORE 1 in above mask
FINISH
Title: Re: What should I do with Red XIII, Vincent and Cait Sith?
Post by: Valnus on 2010-08-23 02:58:19
Seeing how both Vincent and RedXIII were experiment subjects for Hojo, they were probably exposed to some amount of mako, so they both would probably work as mages.

As a wolf monster test subject, I think RedXIII should be a high Str/Mag, low Def/MDef character.

For Vincent, as relieved in Dirge of Cerberus, he was Hojo's failed experiment, who was saved by Lucrecia by giving him Chaos cells, so I'm thinking low HP, med-low Str, high Mag and Dex, and some built in status immunities.
Title: Re: What should I do with Red XIII, Vincent and Cait Sith?
Post by: Shankifer on 2010-08-23 03:08:46
For Vincent, as relieved in Dirge of Cerberus, he was Hojo's failed experiment, who was saved by Lucrecia by giving him Chaos cells, so I'm thinking low HP, med-low Str, high Mag and Dex, and some built in status immunities.

I would also say that his Chaos forms should be handled with care, if using Valnus' idea, Making them a kind of polor opposite would probably work well, that way he can tear through regular opponents, but opponents with magical attack should be able to clear Chaos quickly, a sense of the magic energy kind of depleting the Chaos energy.

Also, I wasn't a big user of vincent during playthrough... rarely ever actually, Cloud/Barett/Red was usually my setup, but does Vincent's Limit kill Vincent if it dies, or does it just turn back into Vincent? Either way its something to think about while setting up the HP for the limits.
Title: Re: What should I do with Red XIII, Vincent and Cait Sith?
Post by: Kudistos Megistos on 2010-08-23 03:12:32
And without the armor, where does his materia go? In his "comb"?

Well, yeah.  If he can't equip any armor ingame, then obviously, there are no materia slots in his armor for him to utilize.  But he still has his weapons, which have materia slots for him to make use of.

Removing Red XIII's ability to equip armor will seriously limit him late in the game no matter how high his stats are.  Unlike the other characters, he'll never be able to have any elemental resistances or status immunities without the use of Resist or Shield.  I don't agree with removing his ability to equip armor, but if you do, it only makes sense to make his stat growths super uber.

What I would recommend is perhaps changing one or two pieces of armor so that they are exclusive to Red XIII.  He can have a basic piece of armor that he comes equipped with, and perhaps a better piece of armor that he can acquire later (maybe as a drop from Lifeform Hojo-N, who only drops a measly Power Source by default).

Letting him wear certain pieces of armour is something that I've considered. In fact, it might be necessary to do things that way; the game doesn't seem to like me making him start without any armour.

I'm considering just making him an extremely strong all-rounder to make up for an inability to equip armour. Although I'm sure that giving characters status and elemental immunities is fairly straightforward, I'm not too sure whether I want to go that way. Hmmm, would it be possible to give characters status immunities if they are at a certain level? Some AI script that checks whether they are at or above a certain level and gives immunity to, say, sudden death, when this is true?

Also, I wasn't a big user of vincent during playthrough... rarely ever actually, Cloud/Barett/Red was usually my setup, but does Vincent's Limit kill Vincent if it dies, or does it just turn back into Vincent? Either way its something to think about while setting up the HP for the limits.

He dies when his limit form dies. This is one of the (many) reasons why I really hate Vincent's limit breaks.
Title: Re: What should I do with Red XIII, Vincent and Cait Sith?
Post by: Timu Sumisu on 2010-08-23 05:18:14
for red,

-low physical def (despite equiping armor, wtv - he's a dog thing... yer hitting his hide)
-fire affinity (his bloody tail is on fire, he should have some kind of resistance etc to fire)
-fast... (he's a doggy thing... doggies are fast... i cant catch them)
-This is a bit off the wall, but i always stuck red as a blue mage, given you get the enemy skill when he is recruited, and being somewhat beastlike, i always thought of him as having an affinity to learning enemy skills. (this is long before kimari pulled it off). I dont beleive yer locking off materia, so perhaps making some way of making enemy skills more effective with red, or easier to learn (dunno how ?.?)

as to vinnie,

i like the polar opposite idea with the limit breaks. would it be possible to make them controllable? with a revert command?
going with that, i'd model vincent as being fragile but accurate/deadly, and his limits big, high hp, tough and wrecking balls :P

lastly cait sith, being a big toy, a tank like character seems appropriate. a higher manipulate rate seems appropriate to his character. and given he has the equiv. of a gambler job, perhaps high luck/crit chance? (limits go up an extra boost when he crits?)

I don't know how viable some of these ideas are, but tis my 2 gil.
Title: Re: What should I do with Red XIII, Vincent and Cait Sith?
Post by: Shankifer on 2010-08-23 05:35:58
I dont beleive yer locking off materia, so perhaps making some way of making enemy skills more effective with red, or easier to learn (dunno how ?.?)

I believe it was mentioned about really limiting Red's use of armor/materia. soooo....
Would it be possible to give him Enemy skill as an attack or something? you could then eliminate the need for the materia by increasing the rate of success with the attack and you wouldnt have to make it for Red only, since the materia would be obsolete.

I have no idea if this is possible or not, but I thought it would be very interesting to experiment. :D
Title: Re: What should I do with Red XIII, Vincent and Cait Sith?
Post by: Bosola on 2010-08-23 12:19:26
And without the armor, where does his materia go? In his "comb"?

Well, yeah.  If he can't equip any armor ingame, then obviously, there are no materia slots in his armor for him to utilize.  But he still has his weapons, which have materia slots for him to make use of.

Removing Red XIII's ability to equip armor will seriously limit him late in the game no matter how high his stats are.  Unlike the other characters, he'll never be able to have any elemental resistances or status immunities without the use of Resist or Shield.  I don't agree with removing his ability to equip armor, but if you do, it only makes sense to make his stat growths super uber.

What I would recommend is perhaps changing one or two pieces of armor so that they are exclusive to Red XIII.  He can have a basic piece of armor that he comes equipped with, and perhaps a better piece of armor that he can acquire later (maybe as a drop from Lifeform Hojo-N, who only drops a measly Power Source by default).

Letting him wear certain pieces of armour is something that I've considered. In fact, it might be necessary to do things that way; the game doesn't seem to like me making him start without any armour.

I'm considering just making him an extremely strong all-rounder to make up for an inability to equip armour. Although I'm sure that giving characters status and elemental immunities is fairly straightforward, I'm not too sure whether I want to go that way. Hmmm, would it be possible to give characters status immunities if they are at a certain level? Some AI script that checks whether they are at or above a certain level and gives immunity to, say, sudden death, when this is true?

Also, I wasn't a big user of vincent during playthrough... rarely ever actually, Cloud/Barett/Red was usually my setup, but does Vincent's Limit kill Vincent if it dies, or does it just turn back into Vincent? Either way its something to think about while setting up the HP for the limits.

He dies when his limit form dies. This is one of the (many) reasons why I really hate Vincent's limit breaks.

You can make the elemental defence contingent on *anything* mentioned in the memory map. If you look at the config / text file in Wallmarket, you can see which data - and associated addresses - you can refer to.

Here's a big list o' addresses you can access from AI:

Code: [Select]
2000|PerformedAction
2008|ActionIndex
2010|GlobalAddress
2018|Unknown(2018)
2020|CameraData
2038|LimitLevel(?)
2050|ActiveMask
2060|Self
2070|TargetMask
2080|AllyMask
2090|Unknown(2090)
20A0|AllOpponentMask
20C0|PlayerBitMask?
20D0|EnemyBitMask?
20E0|AllUnitsMask
2110|UnknownMask
2140|BattleID
4000|Status:Death
4001|Status:NearDeath
4002|Status:Sleep
4003|Status:Poison
4004|Status:Sadness
4005|Status:Fury
4006|Status:Confu
4007|Status:Silence
4008|Status:Haste
4009|Status:Slow
400A|Status:Stop
400B|Status:Frog
400C|Status:Small
400D|Status:SlowNumb
400E|Status:Petrify
400F|Status:Regen
4010|Status:Barrier
4011|Status:MBarrier
4012|Status:Reflect
4013|Status:Dual
4014|Status:Shield
4015|Status:D.Sentence
4016|Status:Manipulate
4017|Status:Berserk
4018|Status:Peerless
4019|Status:Paralysis
401A|Status:Darkness
401B|Status:DualDrain
401C|Status:DeathForce
401D|Status:Resist
401E|Status:"LuckyGirl"
401F|Status:Imprisoned
4020|Flag:Invisible
4021|Flag:SideAttack
4022|Flag:Unknown(00000004)
4023|Flag:Targetable
4024|Flag:MainScriptActive
4025|Flag:Defending
4026|Flag:BackRow
4027|Flag:Facing
4028|Flag:PhysicalImmune
4029|Flag:MagicalImmune
402A|Flag:Unknown(00000400)
402B|Flag:Unreachable
402C|Flag:NoDeathAnimation
402D|Flag:DeadUnit
402E|Flag:Tangible
402F|Flag:Unknown(00008000)
4030|Flag:Unknown(00010000)
4031|Flag:Unknown(00020000)
4032|Flag:Unknown(00040000)
4033|Flag:Unknown(00080000)
4034|Flag:Unknown(00100000)
4035|Flag:Unknown(00200000)
4036|Flag:Unknown(00400000)
4037|Flag:Unknown(00800000)
4038|Flag:Unknown(01000000)
4039|Flag:Unknown(02000000)
403A|Flag:Unknown(04000000)
403B|Flag:Unknown(08000000)
403C|Flag:Unknown(10000000)
403D|Flag:Unknown(20000000)
403E|Flag:Unknown(40000000)
403F|Flag:Unknown(80000000)
4040|Index
4048|Level
4050|ElementalWeakness?
4058|GreatestElementalDamage
4060|FormationNumber
4068|AttackPower
4070|MagicPower
4078|Evade%
4080|IdleAnimID
4088|DamageAnimID
4090|BackDamageMult
4098|SizeScale
40A0|DEX
40A8|LUK
40B0|Unknown(40B0)
40B8|AllyCovered
40C0|AttackMask
40D0|PreviousAttacker
40E0|PreviousPhysAttacker
40F0|PreviousMagAttacker
4100|PhysDefense
4110|MagDefense
4120|EnemyID
4130|AbsorbFire
4131|AbsorbIce
4132|AbsorbLightning
4133|AbsorbEarth
4134|AbsorbPoison
4135|AbsorbGravity
4136|AbsorbWater
4137|AbsorbWind
4138|AbsorbHoly
4139|AbsorbRestorative
413A|AbsorbCut
413B|AbsorbHit
413C|AbsorbPunch
413D|AbsorbShoot
413E|AbsorbShout
413F|AbsorbHidden
4140|MP
4150|MMP
4160|HP
4180|MHP
41A0|Unknown(41A0)
41A8|Unknown(41A8)
41B0|Unknown(41B0)
41B8|Unknown(41B8)
41C0|Unknown(41C0)
41C8|Unknown(41C8)
41D0|Unknown(41D0)
41D8|Unknown(41D8)
41E0|Unknown(41E0)
41E8|Unknown(41E8)
41F0|Unknown(41F0)
41F8|Unknown(41F8)
4200|Unknown(4200)
4208|Unknown(4208)
4210|Unknown(4210)
4218|Unknown(4218)
4220|InitialStatus:Death
4221|InitialStatus:NearDeath
4222|InitialStatus:Sleep
4223|InitialStatus:Poison
4224|InitialStatus:Sadness
4225|InitialStatus:Fury
4226|InitialStatus:Confu
4227|InitialStatus:Silence
4228|InitialStatus:Haste
4229|InitialStatus:Slow
422A|InitialStatus:Stop
422B|InitialStatus:Frog
422C|InitialStatus:Small
422D|InitialStatus:SlowNumb
422E|InitialStatus:Petrify
422F|InitialStatus:Regen
4230|InitialStatus:Barrier
4231|InitialStatus:MBarrier
4232|InitialStatus:Reflect
4233|InitialStatus:Dual
4234|InitialStatus:Shield
4235|InitialStatus:D.Sentence
4236|InitialStatus:Manipulate
4237|InitialStatus:Berserk
4238|InitialStatus:Peerless
4239|InitialStatus:Paralysis
423A|InitialStatus:Darkness
423B|InitialStatus:DualDrain
423C|InitialStatus:DeathForce
423D|InitialStatus:Resist
423E|InitialStatus:"LuckyGirl"
423F|InitialStatus:Imprisoned
4240|Unknown(4240)
4248|Unknown(4248)
4250|Unknown(4250)
4258|Unknown(4258)
4260|Unknown(4260)
4268|MagEvade%
4270|BattleRow
4278|Unknown(4278)
4280|ReturnedGil
4290|ReturnedItem
42A0|NullFire
42A1|NullIce
42A2|NullLightning
42A3|NullEarth
42A4|NullPoison
42A5|NullGravity
42A6|NullWater
42A7|NullWind
42A8|NullHoly
42A9|NullRestorative
42AA|NullCut
42AB|NullHit
42AC|NullPunch
42AD|NullShoot
42AE|NullShout
42AF|NullHidden
42B0|AP
42C0|Gil
42E0|Exp
4300|Unknown(4300)
4308|Unknown(4308)
4310|Unknown(4310)
4318|Unknown(4318)
4320|Unknown(4320)
4328|Unknown(4328)
4330|Unknown(4330)
4338|Unknown(4338)

The last ones are all BattleVars.
Title: Re: What should I do with Red XIII, Vincent and Cait Sith?
Post by: drfeelgud88 on 2010-08-25 06:55:46
Vincent should be immune to statuses like death, petrification, etc. I mean, he's a powerful vampire-like life form. :D
Title: Re: What should I do with Red XIII, Vincent and Cait Sith?
Post by: SeviStatic on 2010-08-27 16:32:24
vincent could also auto-drain like 5% of his attack damage as HP.  and maybe a script that auto-resurrects him with low hp when he dies in limit form