@Clem Fandango: I don't know that bug.
Are you sure that this "loop" function is what makes Zidane big? If you remove it (or keep only "return"), then both the monster and Zidane get regular sized?
If yes, you can try to use something like this instead of "set SV_FunctionEnemy[MODEL_SIZE] =$ 6144":
set 16[MODEL_SIZE] =$ 6144
Use "16" for the first enemy, "32" for the 2nd, "64" for the 3rd and "128" for the 4th. It may be not the best way to do (if you have several Plastique in the fight, they share the loop function... there should be no problem having a line for each one of them). At least, you can see with that if the problem comes from "SV_FunctionEnemy" for some reason.
Also, double-check that your enemy groups have the correct number of enemies (and with proper enemy type) and that the "Main_Init" function creates them properly as well, with the correct IDs.
@DV:
1°) Yes, there should be no problem copy/pasting a Ghost in the list of enemies for that battle so you have two different Ghosts; the game doesn't care if they have the same models or such... Just maybe uncheck the option "Edit similar enemies" when you do that. Once your super-ghost is given a different level or name, though, you can enable back that option because it won't be considered similar to the other ghosts by HW anymore.
2°) You can't do that by default unfortunatly :/
It goes down to the functionalities implemented in
btl_scrp. You can see that you can access to the status properties ("GetCharacterData", cases 42-45) but can't modify them ("SetCharacterData", there's no cases 42-45). In
AF's source files, there are codes for improving that part though and, in particular, let scripts be able to do that, so you can mod the DLL to add (at least) that feature and then use it in your HW scripts. I am not sure how we will implement all the features I need for AF in a next version of Memoria but it can be safely assumed that for statuses it will be implemented like that (for the new features that were not present at all, such as modifying a spell's stat during the battle, I may make it optional or external...).
3°) The 3D models of their attacks' SFX? You can't. They are not in a format that could be recognized by any model ripping software :/
However, Tasior2's
FF9 Reverse tool was able to get a couple of very specific SFX models very well, but it's limited (IIRC, the "Correct answer" and "Wrong answer" SFX of the Ragtime Mouse were amongst the only ones to be read thanks to it).