After asking a reliable source, there is not 16 functioning npc actions and it remains unsure if there is 16 to start with, although FF6LE let you choose between 16. The npc data can produce randomness but not defined patterns unless you do heavy modification to the code.
However patterns can be done by setting one loop per npc action queue with the action command FC like in the following example. The npc action queue must be placed in the entrance event of the map.
Those are the action queues for the three soldiers in the Albrook pub after the opera segment and prior to the esper attack on Vector.
However patterns can be done by setting one loop per npc action queue with the action command FC like in the following example. The npc action queue must be placed in the entrance event of the map.
Code:
CC/5E72: 12 Begin action queue for character $12 (NPC $12), 9 bytes long
CC/5E74: 4A Do vehicle/entity graphical action $0A, flipped horizontally
CC/5E75: E0 Pause for 4 * 8 (32) frames
CC/5E77: 4B Do vehicle/entity graphical action $0B, flipped horizontally
CC/5E78: E0 Pause for 4 * 8 (32) frames
CC/5E7A: FC Branch 6 bytes backwards ($CC5E74)
CC/5E7C: FF End queue
CC/5E7D: 13 Begin action queue for character $13 (NPC $13), 9 bytes long
CC/5E7F: 0E Do vehicle/entity graphical action $0E
CC/5E80: E0 Pause for 4 * 4 (16) frames
CC/5E82: CF Turn vehicle/entity left
CC/5E83: E0 Pause for 4 * 8 (32) frames
CC/5E85: FC Branch 6 bytes backwards ($CC5E7F)
CC/5E87: FF End queue
CC/5E88: 14 Begin action queue for character $14 (NPC $14), 9 bytes long
CC/5E8A: 50 Do vehicle/entity graphical action $10, flipped horizontally
CC/5E8B: E0 Pause for 4 * 8 (32) frames
CC/5E8D: 51 Do vehicle/entity graphical action $11, flipped horizontally
CC/5E8E: E0 Pause for 4 * 8 (32) frames
CC/5E90: FC Branch 6 bytes backwards ($CC5E8A)
CC/5E92: FF End queue
Those are the action queues for the three soldiers in the Albrook pub after the opera segment and prior to the esper attack on Vector.