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Clean up handling of extra effective status effects
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@ -211,12 +211,13 @@ FreezeBurnParalyzeEffect:
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cp b ; do target type 2 and move type match?
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cp b ; do target type 2 and move type match?
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ret z ; return if they match
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ret z ; return if they match
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ld a, [wPlayerMoveEffect]
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ld a, [wPlayerMoveEffect]
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cp PARALYZE_SIDE_EFFECT1 + 1 ; 10% status effects are 04, 05, 06 so 07 will set carry for those
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cp PARALYZE_SIDE_EFFECT1 + 1
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ld b, $1a ; 0x1A/0x100 or 26/256 = 10.2%~ chance
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ld b, 10 percent + 1
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jr c, .next1 ; branch ahead if this is a 10% chance effect..
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jr c, .regular_effectiveness
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ld b, $4d ; else use 0x4D/0x100 or 77/256 = 30.1%~ chance
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; extra effectiveness
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sub $1e ; subtract $1E to map to equivalent 10% chance effects
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ld b, 30 percent + 1
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.next1
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sub BURN_SIDE_EFFECT2 - BURN_SIDE_EFFECT1 ; treat extra effective as regular from now on
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.regular_effectiveness
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push af
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push af
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call BattleRandom ; get random 8bit value for probability test
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call BattleRandom ; get random 8bit value for probability test
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cp b
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cp b
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@ -264,11 +265,12 @@ FreezeBurnParalyzeEffect:
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ret z
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ret z
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ld a, [wEnemyMoveEffect]
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ld a, [wEnemyMoveEffect]
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cp PARALYZE_SIDE_EFFECT1 + 1
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cp PARALYZE_SIDE_EFFECT1 + 1
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ld b, $1a
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ld b, 10 percent + 1
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jr c, .next2
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jr c, .regular_effectiveness2
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ld b, $4d
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; extra effectiveness
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sub $1e
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ld b, 30 percent + 1
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.next2
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sub BURN_SIDE_EFFECT2 - BURN_SIDE_EFFECT1 ; treat extra effective as regular from now on
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.regular_effectiveness2
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push af
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push af
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call BattleRandom
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call BattleRandom
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cp b
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cp b
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