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[Bug] Fixing up other misc. RNG calls #4870

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Blocker #4766

What are the changes the user will see?

More predictable RNG behavior.

Why am I making these changes?

Needs to be done.
Resolves #4527

What are the changes from a developer perspective?

Changes RNG to be based on the current battle's seed if it should be so. Otherwise, the Phaser.Math.RND class function should be replaced with a function within Utils and match the game's conventions.
List of Changes to RNG:

  • paralysis/poison/burn tokens
  • full heal tokens
  • covet/thief

How to test the changes?

Rolls should be based on the current battle and affected by previous actions within that battle.

Checklist

  • I'm using beta as my base branch
  • There is no overlap with another PR?
  • The PR is self-contained and cannot be split into smaller PRs?
  • Have I provided a clear explanation of the changes?
  • Have I tested the changes (manually)?
    • Are all unit tests still passing? (npm run test)

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[P2 Bug] Reused RNG calls causing unintended RNG correlations
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