So, the modifier of 150 basically means "increase Red XIII's evasion by x amount", huh...
No - I mean that 'change character status' alters a variety of stats and flags. Which combination of stats and flags it changes depends on the number you put in. 150 refers to haste and evasion, 160 dex and berserk. 112 could well mean give Red MBarrier, boost his Vit, drain his Dex and double his HP. 113 might mean turn Red into a frog. It's not a case of the effect changing a group of stats in ways determined by the number - rather, the number selects disparate groups of arbitrarily defined changes.
Playing with the effects is doable, but I don't think you'll find much. Decompiling might be quicker, I guess...
And thank you for managing to implement my idea through AI. This rocks ! I should learn how to edit AI like you, someday. I can feel in my bones that Rebirth is gonna be fantastic ^^ (I'm also putting all my energy into making FFVIIAV a new and exciting experience )
AI is a really important tool in a modder's arsenal, but many modders misunderstand it. They either think
a) it does nothing but randomly select attacks
b) it can change everything, inject code into the graphics engine and make the PSOne sprout wings and fly
c) it's weird and scary, don't even look at it.
All three are very, very wrong.
If you're modding the PC version, AI alteration is especially relevant, because you don't have to worry about the size of the SCENE.BIN (well, you can get around that on the PSOne too, but it's harder). So, you could probably copypaste quite elaborate counter scripts across all enemies to 'invent' complex spells and status effects. The only issue is that the code needs to be run-able within a single frame, which wouldn't be an issue if the machine was potent enough.
You'd create status effects by having a creature add the active bits of TargetMask:Self to a BattleVar, then check the same bit to 'activate' status effects during the main script. You could then have the creature apply a Str modifier of -50% whilst in 'fear', for example, and deactivate this 'fear' status (removing the relevant bit from the BattleVar target mask) after, say, three turns. That would be doable in AI.
Also, I'm glad that you're looking forward to Rebirth.