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canbestatused for psycho shift
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@ -8661,19 +8661,13 @@ static void Cmd_various(void)
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i = TRUE;
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if (gBattleMons[gBattlerAttacker].status1 & STATUS1_PARALYSIS)
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{
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if (targetAbility == ABILITY_LIMBER)
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if (!(CanBeParalyzed(gBattlerTarget)))
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{
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gBattlerAbility = gBattlerTarget;
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BattleScriptPush(T1_READ_PTR(gBattlescriptCurrInstr + 3));
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gBattlescriptCurrInstr = BattleScript_PRLZPrevention;
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i = FALSE;
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}
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else if (IS_BATTLER_OF_TYPE(gBattlerTarget, TYPE_ELECTRIC))
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{
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BattleScriptPush(T1_READ_PTR(gBattlescriptCurrInstr + 3));
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gBattlescriptCurrInstr = BattleScript_PRLZPrevention;
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i = FALSE;
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}
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else
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{
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gBattleCommunication[MULTISTRING_CHOOSER] = 3;
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@ -8681,19 +8675,13 @@ static void Cmd_various(void)
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}
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else if (gBattleMons[gBattlerAttacker].status1 & STATUS1_PSN_ANY)
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{
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if (targetAbility == ABILITY_IMMUNITY)
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if (!CanBePoisoned(gBattlerTarget, targetAbility))
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{
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gBattlerAbility = gBattlerTarget;
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BattleScriptPush(T1_READ_PTR(gBattlescriptCurrInstr + 3));
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gBattlescriptCurrInstr = BattleScript_PSNPrevention;
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i = FALSE;
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}
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else if (IS_BATTLER_OF_TYPE(gBattlerTarget, TYPE_POISON) || IS_BATTLER_OF_TYPE(gBattlerTarget, TYPE_STEEL))
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{
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BattleScriptPush(T1_READ_PTR(gBattlescriptCurrInstr + 3));
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gBattlescriptCurrInstr = BattleScript_PSNPrevention;
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i = FALSE;
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}
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else
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{
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if (gBattleMons[gBattlerAttacker].status1 & STATUS1_POISON)
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@ -8704,20 +8692,13 @@ static void Cmd_various(void)
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}
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else if (gBattleMons[gBattlerAttacker].status1 & STATUS1_BURN)
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{
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if (targetAbility == ABILITY_WATER_VEIL
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|| targetAbility == ABILITY_WATER_BUBBLE)
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if (!CanBeBurned(gBattlerTarget))
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{
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gBattlerAbility = gBattlerTarget;
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BattleScriptPush(T1_READ_PTR(gBattlescriptCurrInstr + 3));
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gBattlescriptCurrInstr = BattleScript_BRNPrevention;
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i = FALSE;
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}
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else if (IS_BATTLER_OF_TYPE(gBattlerTarget, TYPE_FIRE))
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{
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BattleScriptPush(T1_READ_PTR(gBattlescriptCurrInstr + 3));
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gBattlescriptCurrInstr = BattleScript_BRNPrevention;
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i = FALSE;
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}
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else
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{
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gBattleCommunication[MULTISTRING_CHOOSER] = 2;
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@ -8725,7 +8706,7 @@ static void Cmd_various(void)
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}
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else if (gBattleMons[gBattlerAttacker].status1 & STATUS1_SLEEP)
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{
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if (targetAbility == ABILITY_INSOMNIA || targetAbility == ABILITY_VITAL_SPIRIT)
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if (!CanSleep(gBattlerTarget))
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{
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gBattlerAbility = gBattlerTarget;
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// BattleScriptPush(T1_READ_PTR(gBattlescriptCurrInstr + 3));
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