yeah, it is possible that they are all dummied out, having to rewrite the entire pointing crap/removing the now unneeded data is much more work than just making it all useless
.
i think i may have tried to add an extra move to the data after the manip attacks at one point in time, but do not remember the results, so it was likely that it did nothing
. no harm in testing it again though
.
oh, and i may not be right on this (nfitc1 is the "master of the kernels", so he would know for sure XD), but i think that the weapon status infliction is only one byte because only one status can be inflicted by one weapon, so they would only need to make it one byte, whatever the value is would be the status it can inflict (so 27/26 (depending if it starts from one or zero) would be the darkness status). for the initial statuses/immunities, it is possible to have all active at the same time (though not likely to happen, it is possible), so to do it the same as the weapon would take 32 bytes, one to show each active status, so the better way in that situation would be four bytes, each bit being a flag for a status, four bytes on a weapon that is only allowed one status to inflict is similar, more bytes than needed, though if it could activate more than one status it would be better with four. i hope you see what i mean, i am not the best at explaining things, and i may not even be right on the way the weapon status byte is... i am just assuming i am right
.
yeah, i just checked again and adding another move to the spot after the three manip moves does nothing to the manip screen, so it is likely dummied out. and the second "status" section also did nothing, as you said... just making sure
.