Hi again, Pinkpuff -
So I know you've already got a full plate with this battle sequence stuff, but I just discovered part of the system that I hadn't previously noticed.
Phoenix's condition indices table (
http://rb.thundaga.com/monsters/eci.txt) also explains how to modify condition indices.
The table at 76800-768FF is the breakdown of each condition, variable lengths, each terminated by FF.
The non-FF bytes in that table reference the index of four-byte conditions at 76900-76AFF.
SO...
For example, condition 18 (picked at random) reads:
13 04 4B FF
That's:
13 (02 00 00 03), If condition flag is 03
04 (0A 00 00 00), and HP damage
4B (01 17 00 0B), and Self's HP is less than [index 0B in table at 76200]
FF
Look up condition 18 in Phoenix's list, and that is exactly what it days (apparently, index 0B in table at 76200 is 16,000), but you could theoretically change this to whichever three conditions you want, such as:
15 (02 00 00 05), If condition flag is 05
02 (0B 00 00 00), and only enemy alive
09 (07 19 C2 01), and hit by a character ice-elemental spell (literally, "if any enemy attacks with magic command with element 01, ice")
FF
One could even, if so inclined, change the individual conditions, as well as create new ones (a third of the table is FFs). There are thousands of possibilities here.
Sorry, I know that doesn't make the job of creating an AI editor any easier...