More RBY stuff

First off, I decided to go ahead again and create a pull request without making an actual bug report in the forums or anything. I'd you'd rather I stop doing this stuff directly myself just tell me (or maybe there are certain things you don't want to implement at all for some reason). I thought this way it would be faster for everyone, and I just want to contribute!

1. Line ~727: After a Reflect or Light Screen boost is applied, the stat does not cap at any value (therefore max stat is 1998). This does lead to a bug in Pokemon R/B/Y where, if stats over 1024 have to be scaled, they'd become unusually low. Not only this, but defense stat values between 1024 and 1027 (512-513 before R/LS boost) freeze the game due to dividing by 0. This wouldn't happen in the simulator because the "scaling by 4" function I submitted three days ago (has already been merged) includes a "if def=0 -> def=1" line not emulated in the real Pokemon R/B/Y games.
Sources (my research): http://www.smogon.com/forums/threads/past-gens-research-thread.3506992/
Dissasembly of Pokemon Red: https://github.com/iimarckus/pokered/blob/master/engine/battle/core.asm#L4180
Possibly an useful video (shows the glitch): https://www.youtube.com/watch?v=fVtO_DKxIsI

2. Line ~770: This is very irrelevant but the random factor (217-255) isn't applied if damage is 0 or 1.
Sources: my research (see above)
Dissasembly of Pokemon Red: https://github.com/iimarckus/pokered/blob/master/engine/battle/core.asm#L5548 (cp 2 + ret c means return if current damage is <2)

3. Line ~717 and ~750: Burn does not halve damage, but the current attack stat, and happens before scaling and along with Reflect/LS boosts and stat mods. Actually, the game keeps two version of each stat: the original and a modified one with mods/burn/reflect/LS applied (just a FYI)
Sources: my research (see above)
Dissasembly of Pokemon Red:
https://github.com/iimarckus/pokered/blob/master/engine/battle/core.asm#L6443