Slots are relative--ie, leaving the first "slot" open on the status screen will not skip "slot1" in battle-- the character in "slot2" (or 3, etc.) on the status screen will then be "slot1" in battle. Each section of in-battle stats is 0x204 (516) bytes long. This is an attempt to decode those bytes. 1D824/1DA28/1DC2C/1DE30/1E034 - PCs 1E238/1E43C/1E640/1E844/1EA48 - ?? 1EC4C/1EE50/1F054/1F258/1F45C - Monsters 1F660/1F864/1FA68/1FC6C/1FE70 - ?? 00-01: Current HP 02-03: ??? 04-05: BaseHP? 06-07: ??? 08-09: Max HP 0A-0B: ??? 0C-0D: Current LP 0E-0F: Max LP 10-11: Current WP 12-13: Max WP 14-15: Current JP 16-17: Max JP 18-25: ??? 26-27: Status (see below) 28-37: ??? 38: Total Str 39: Total Qui 3A: Total Int 3B: Total Wil 3C: Total Psy 3D: Total Vit 3E: Total Cha 3F: ??? 40: Base Str 41: Base Qui 42: Base Int 43: Base Wil 44: Base Psy 45: Base Vit 46: Base Cha 47: ??? 48: Str mod (magic) 49: Qui mod (magic) 4A: Int mod (magic) 4B: Wil mod (magic) 4C: Psy mod (magic) 4D: Vit mod (magic) 4E: Cha mod (magic) 4F: ??? 50: Str mod (equipment) 51: Qui mod (equipment) 52: Int mod (equipment) 53: Wil mod (equipment) 54: Psy mod (equipment) 55: Vit mod (equipment) 56: Cha mod (equipment) 57-58: ??? Seems 58 might have something to do with VictoryRune, went to 0D. 59: Something to do with LightSword, Shield, and the like, it seems. Also modified by equipment. 5A: Equipment weight. 5B: ??? 5C-6B: Equipped Abilities 6C-8D: ??? 8E-95: Equipment 96: RaySword hidden slot (see below) 97: LightSword hidden slot (see below) 98-B5: ??? B6-BD: Defense values (see below) BE: Potentially something to do with armor, still testing this. BF-204: ??? Status bit information: 1: Stasis? 2: Infinity--Magician Arcane effect? Does nothing if given to a character. 4: Sparkle--VMAX effect 8: Sparkle--SoulRune effect 10: Sparkle--Awakening effect 20: Blind 40: Stone 80: Venom 0100: Angry 0200: Charm 0400: Mess (Red) 0800: Mess (Yellow) 1000: Mess (Blue) 2000: Sleep 4000: Palsy 8000: Flat--Faint? Still alive, if HP>0 The RaySword/LightSword hidden slots work for any weapon you put there manually; it's just that game code puts the appropriate weapon there when AlkaiserChange or LightSword is active. Defense values: B6: Slashing B7: Blunt B8: Piercing B9: Fire BA: Ice BB: Electric BC: Force/Light/Sonic BD: Status BE: ??