Status timed effects are now handled differently. Effects that subtract from stats are considered separately from effects that add to stats. Before, detracting statuses (e.g. damage to health) could be prevented by filling up the Status queue with bufs. This no longer happens. Bufs, debufs, damage over time, and disables are no longer separate carriers - they are all included in the Timed carrier and handled in the StatusConditions() function (timed carrier algorithm). Damage over time is special in that the stat it affects does not reset at the end of the status effect's time. The timed status effect item currently included in items[] is 0xA104 - this is 4 damage over 15 updates. The sending protocol for timed carriers is now [Header(4 bits), Team (1 bit), Carrier (3 bits), Stat Index (3 bits), Buf/Debuf (1 bit), Level (4 bits)], with Header = 0xA, and Carrier = 0x001.
Changed Status struct for new timed status effect handling. The timed status effect queue, current[], is now set up so that bufs are placed in the first half of the array and debufs are placed in the second half of the array.
Timed Status effects are not fully implemented yet - there are still some features that need to be added and some bugs that need to be dealt with. However, the code 0xA10x and 0xA11x(where x is any number between 0x0 and 0xF) which correspond to x damage over time and attack-x for 2^x updates do work.
Changed Status struct for new timed status effect handling. The timed status effect queue, current[], is now set up so that bufs are placed in the first half of the array and debufs are placed in the second half of the array.
Timed Status effects are not fully implemented yet - there are still some features that need to be added and some bugs that need to be dealt with. However, the code 0xA10x and 0xA11x(where x is any number between 0x0 and 0xF) which correspond to x damage over time and attack-x for 2^x updates do work.