public static void checkPreMoveStatus(int index)
	{
		System.out.println();
		System.out.print("Checking Preliminary Pokemon Status...");
		int randy=0;

		//User Cases
		if(index==0)
		{
			switch(user[userIndex].status)
			{
				case SLP:
					System.out.println("Sleep.");
					Mechanics.turnsAsleep[0]--;
					Mechanics.canAttack[0]=false;
					if(Mechanics.turnsAsleep[0]<=0)
					{
						Mechanics.turnsAsleep[0]=0;
						user[userIndex].status=Pokemon.Status.OK;
						b1.addText(user[userIndex].nickname+" woke up!");
					}
					else
					{
						b1.addText(user[userIndex].nickname+" is fast asleep!");
						slp.play();
						return;
					}
					break;
				case PAR:
					System.out.println("Paralyzed.");
					randy=(int)(Math.random()*4);
					if(randy==0)
					{
						b1.addText(user[userIndex].nickname+" is fully paralyzed!");
						par.play();
						Mechanics.canAttack[0]=false;
						return;
					}
					break;
				case FRZ:
					System.out.println("Frozen.");
					b1.addText(user[userIndex].nickname+" is frozen rock solid!");
					Mechanics.canAttack[0]=false;
					frz.play();
					return;
				default:
					System.out.println("Done.");
					//if(Mechanics.turnsMultiTurn[1]<1)
					//Mechanics.canAttack[0]=true;
					break;
			}
			switch(user[userIndex].substatus)
			{
				case CONFU:
					System.out.println("Confusion detected.");
					Mechanics.turnsConfused[0]--;
					if(Mechanics.turnsConfused[0]<=0)
					{
						Mechanics.turnsConfused[0]=0;
						Mechanics.isConfused[0]=false;
						user[userIndex].substatus=Pokemon.Substatus.OK;
						b1.addText(user[userIndex].nickname+" snapped out of its confusion!");
					}
					else
					{
						b1.addText(user[userIndex].nickname+" is confused!");
						randy=(int)(Math.random()*2);
						if(randy==0)
						{
							b1.addText("It hurt itself in its confusion!");
							user[userIndex].health-=user[userIndex].healthMax/8;
							Mechanics.canAttack[0]=false;
							userHit.play();
							b1.setFlicker(0);
							userLockedMove=-1;
							Mechanics.charging[0]=false;
							Mechanics.awayFromBattle[0]=false;
							Mechanics.turnsDisabled[0]=0;
							Mechanics.moveDisabled[0]=-1;
							Mechanics.turnsMultiTurn[0]=0;
							return;
						}
					}
					break;
				case FLINCH:
					System.out.println("Flinch detected.");
					b1.addText(user[userIndex].nickname+" flinched!");
					Mechanics.canAttack[0]=false;
					user[userIndex].substatus=Pokemon.Substatus.OK;
					return;
				default:
					System.out.println("No BAD Substatus found.");
					//if(Mechanics.turnsMultiTurn[1]<1)
					//Mechanics.canAttack[0]=true;
					return;
			}
		}
		//Enemy Cases
		else
		{
			switch(enemy[enemyIndex].status)
			{
				case SLP:
					System.out.println("Sleep");
					Mechanics.turnsAsleep[1]--;
					Mechanics.canAttack[1]=false;
					if(Mechanics.turnsAsleep[1]<=0)
					{
						Mechanics.turnsAsleep[1]=0;
						enemy[enemyIndex].status=Pokemon.Status.OK;
						b1.addText("Enemy "+enemy[enemyIndex].nickname+" woke up!");
					}
					else
					{
						b1.addText("Enemy "+enemy[enemyIndex].nickname+" is fast asleep!");
						slp.play();
						return;
					}
					break;
				case PAR:
					System.out.println("Paralyzed.");
					randy=(int)(Math.random()*4);
					if(randy==0)
					{
						b1.addText("Enemy "+enemy[enemyIndex].nickname+" is fully paralyzed!");
						Mechanics.canAttack[1]=false;
						par.play();
						return;
					}
					break;
				case FRZ:
					System.out.println("Frozen.");
					b1.addText("Enemy "+enemy[enemyIndex].nickname+" is frozen rock solid!");
					Mechanics.canAttack[1]=false;
					frz.play();
					return;
				default:
					System.out.println("Done.");
					//if(Mechanics.turnsMultiTurn[0]<1)
					//Mechanics.canAttack[1]=true;
					break;
			}
			switch(enemy[enemyIndex].substatus)
			{
				case CONFU:
					System.out.println("Confusion detected.");
					Mechanics.turnsConfused[1]--;
					if(Mechanics.turnsConfused[1]<=0)
					{
						Mechanics.turnsConfused[1]=0;
						Mechanics.isConfused[1]=false;
						enemy[enemyIndex].substatus=Pokemon.Substatus.OK;
						b1.addText("Enemy "+enemy[enemyIndex].nickname+" snapped out of its confusion!");
					}
					else
					{
						b1.addText("Enemy "+enemy[enemyIndex].nickname+" is confused!");
						randy=(int)(Math.random()*2);
						if(randy==0)
						{
							b1.addText("It hurt itself in its confusion!");
							enemy[enemyIndex].health-=enemy[enemyIndex].healthMax/8;
							Mechanics.canAttack[1]=false;
							enemyHit.play();
							b1.setFlicker(1);
							return;
						}
					}
					break;
				case FLINCH:
					System.out.println("Flinch detected.");
					b1.addText("Enemy "+enemy[enemyIndex].nickname+" flinched!");
					Mechanics.canAttack[1]=false;
					enemy[enemyIndex].substatus=Pokemon.Substatus.OK;
					return;
				default:
					System.out.println("No BAD enemy substatus.");
					//if(Mechanics.turnsMultiTurn[0]<1)
					//Mechanics.canAttack[1]=true;
					break;
			}
		}
	}