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Actual Sleep Bug Fix.
Removed Label support.
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@ -909,25 +909,29 @@
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Else
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BattleScreen.FieldEffects.OppLastMove = moveUsed
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End If
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GoTo EndSleepCheck
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Else
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CureStatusProblem(own, own, BattleScreen, p.GetDisplayName() & " woke up!", "sleepturns")
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BattleScreen.BattleQuery.Add(New TextQueryObject("Sleep Talk failed!"))
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GoTo endthisround
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Return
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End If
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Else
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If (own AndAlso BattleScreen.FieldEffects.OwnLastMove.ID = 214) OrElse (Not own AndAlso BattleScreen.FieldEffects.OppLastMove.ID = 214) Then
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If own Then
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BattleScreen.FieldEffects.OwnLastMove = moveUsed
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Else
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BattleScreen.FieldEffects.OppLastMove = moveUsed
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End If
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Else
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If sleepTurns > 0 Then
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BattleScreen.BattleQuery.Add(New TextQueryObject(p.GetDisplayName() & " is fast asleep."))
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Return
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Else
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CureStatusProblem(own, own, BattleScreen, p.GetDisplayName() & " woke up!", "sleepturns")
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End If
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End If
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End If
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' Original Sleep code, just incase the sleep talk is buggy, can revert it back.
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If sleepTurns > 0 Then
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BattleScreen.BattleQuery.Add(New TextQueryObject(p.GetDisplayName() & " is fast asleep."))
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GoTo endthisround
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Else
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CureStatusProblem(own, own, BattleScreen, p.GetDisplayName() & " woke up!", "sleepturns")
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End If
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End If
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EndSleepCheck:
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If p.Ability.Name.ToLower() = "truant" Then
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Dim truantTurn As Integer = BattleScreen.FieldEffects.OwnTruantRound
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If own = False Then
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