Prevent overflows using saturating types for several script functions
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@ -4,6 +4,7 @@ pub use alloc::rc::Rc;
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pub use alloc::vec::Vec;
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pub use atomic_float::AtomicF32;
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pub use core::any::Any;
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pub use core::num::Saturating;
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pub use core::sync::atomic::{AtomicBool, AtomicI8, AtomicU32, Ordering};
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pub use pkmn_lib_interface::app_interface::{
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get_volatile_as, BattleSide, DamageSource, DynamicLibrary, EffectParameter, ExecutingMove,
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@ -21,14 +21,10 @@ impl Script for Acrobatics {
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mv: ExecutingMove,
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_target: Pokemon,
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_hit: u8,
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base_power: &mut u8,
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base_power: &mut Saturating<u8>,
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) -> PkmnResult<()> {
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if mv.user().held_item()?.is_none() {
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if *base_power >= 128_u8 {
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*base_power = 255
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} else {
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*base_power *= 2;
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}
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*base_power *= 2;
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}
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Ok(())
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}
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@ -65,11 +61,11 @@ mod tests {
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let mv = mock_executing_move(false);
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let script = Acrobatics::new();
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let mut base_power = 50u8;
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let mut base_power = Saturating(50u8);
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script
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.change_base_power(mv, Rc::new(MockPokemon::new()), 0, &mut base_power)
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.unwrap();
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assert_eq!(100, base_power);
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assert_eq!(100, base_power.0);
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}
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#[test]
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@ -77,11 +73,11 @@ mod tests {
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let mv = mock_executing_move(false);
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let script = Acrobatics::new();
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let mut base_power = 200u8;
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let mut base_power = Saturating(200u8);
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script
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.change_base_power(mv, Rc::new(MockPokemon::new()), 0, &mut base_power)
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.unwrap();
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assert_eq!(255, base_power);
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assert_eq!(255, base_power.0);
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}
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#[test]
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@ -89,10 +85,10 @@ mod tests {
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let mv = mock_executing_move(true);
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let script = Acrobatics::new();
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let mut base_power = 50u8;
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let mut base_power = Saturating(50u8);
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script
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.change_base_power(mv, Rc::new(MockPokemon::new()), 0, &mut base_power)
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.unwrap();
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assert_eq!(50, base_power);
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assert_eq!(50, base_power.0);
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}
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}
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@ -40,7 +40,7 @@ impl Script for Assurance {
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_move: ExecutingMove,
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target: Pokemon,
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_hit: u8,
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base_power: &mut u8,
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base_power: &mut Saturating<u8>,
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) -> PkmnResult<()> {
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if let Some(s) = get_volatile_as::<AssuranceData>(
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target.battle_side()?.as_ref(),
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@ -21,7 +21,7 @@ impl Script for IncreasedCriticalStage {
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_move: ExecutingMove,
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_target: Pokemon,
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_hit: u8,
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stage: &mut u8,
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stage: &mut Saturating<u8>,
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) -> PkmnResult<()> {
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*stage += 1;
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Ok(())
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@ -21,7 +21,11 @@ impl Script for MultiHitMove {
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&[ScriptCapabilities::ChangeNumberOfHits]
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}
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fn change_number_of_hits(&self, choice: TurnChoice, number_of_hits: &mut u8) -> PkmnResult<()> {
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fn change_number_of_hits(
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&self,
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choice: TurnChoice,
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number_of_hits: &mut Saturating<u8>,
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) -> PkmnResult<()> {
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// 35% chance that it will hit 2 times, a 35% chance it will hit 3 times, a 15% chance it
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// will hit 4 times, and a 15% chance it will hit 5 times.
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let rand_value = choice
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@ -30,12 +34,12 @@ impl Script for MultiHitMove {
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.unwrap()
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.random()
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.get_between(0, 100)?;
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*number_of_hits = match rand_value {
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number_of_hits.0 = match rand_value {
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0..=34 => 2,
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35..=69 => 3,
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70..=84 => 4,
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85..=100 => 5,
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_ => *number_of_hits,
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_ => number_of_hits.0,
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};
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Ok(())
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}
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@ -23,9 +23,9 @@ impl Script for Struggle {
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fn change_number_of_hits(
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&self,
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_choice: TurnChoice,
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number_of_hits: &mut u8,
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number_of_hits: &mut Saturating<u8>,
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) -> PkmnResult<()> {
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*number_of_hits = 1;
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number_of_hits.0 = 1;
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Ok(())
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}
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@ -28,7 +28,7 @@ impl Script for AuroraVeilEffect {
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mv: ExecutingMove,
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target: Pokemon,
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hit: u8,
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damage: &mut u32,
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damage: &mut Saturating<u32>,
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) -> PkmnResult<()> {
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if mv.get_hit_data(&target, hit)?.is_critical()? {
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return Ok(());
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@ -48,7 +48,7 @@ impl Script for AuroraVeilEffect {
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if target.battle()?.unwrap().pokemon_per_side()? > 1 {
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modifier = 1.5
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}
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*damage = (*damage as f32 / modifier) as u32;
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damage.0 = (damage.0 as f32 / modifier) as u32;
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Ok(())
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}
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@ -8,6 +8,8 @@ use alloc::rc::Rc;
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use alloc::vec::Vec;
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use core::any::Any;
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use core::fmt::{Debug, Display, Formatter};
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use core::num::Saturating;
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type Result<T> = crate::result::PkmnResult<T>;
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pub trait Script {
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@ -45,7 +47,7 @@ pub trait Script {
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/// This function allows you to modify the effective speed of the Pokemon. This is ran before
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/// turn ordering, so overriding here will allow you to put certain Pokemon before others.
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fn change_speed(&self, _choice: TurnChoice, _speed: &mut u32) -> Result<()> {
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fn change_speed(&self, _choice: TurnChoice, _speed: &mut Saturating<u32>) -> Result<()> {
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Ok(())
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}
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/// This function allows you to modify the effective priority of the Pokemon. This is ran before
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@ -63,7 +65,11 @@ pub trait Script {
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/// This function allows you to change a move into a multi-hit move. The number of hits set here
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/// gets used as the number of hits. If set to 0, this will behave as if the move missed on its
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/// first hit.
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fn change_number_of_hits(&self, _choice: TurnChoice, _number_of_hits: &mut u8) -> Result<()> {
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fn change_number_of_hits(
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&self,
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_choice: TurnChoice,
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_number_of_hits: &mut Saturating<u8>,
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) -> Result<()> {
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Ok(())
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}
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@ -157,7 +163,7 @@ pub trait Script {
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_move: ExecutingMove,
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_target: Pokemon,
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_hit: u8,
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_accuracy: &mut u8,
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_accuracy: &mut Saturating<u8>,
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) -> Result<()> {
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Ok(())
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}
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@ -168,7 +174,7 @@ pub trait Script {
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_move: ExecutingMove,
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_target: Pokemon,
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_hit: u8,
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_stage: &mut u8,
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_stage: &mut Saturating<u8>,
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) -> Result<()> {
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Ok(())
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}
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@ -201,7 +207,7 @@ pub trait Script {
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_move: ExecutingMove,
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_target: Pokemon,
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_hit: u8,
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_base_power: &mut u8,
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_base_power: &mut Saturating<u8>,
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) -> Result<()> {
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Ok(())
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}
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@ -231,7 +237,7 @@ pub trait Script {
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_move: ExecutingMove,
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_target: Pokemon,
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_hit: u8,
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_amount: &mut u32,
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_amount: &mut Saturating<u32>,
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) -> Result<()> {
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Ok(())
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}
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@ -241,7 +247,7 @@ pub trait Script {
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_move: ExecutingMove,
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_target: Pokemon,
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_hit: u8,
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_amount: &mut u32,
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_amount: &mut Saturating<u32>,
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) -> Result<()> {
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Ok(())
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}
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@ -273,7 +279,7 @@ pub trait Script {
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_move: ExecutingMove,
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_target: Pokemon,
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_hit: u8,
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_damage: &mut u32,
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_damage: &mut Saturating<u32>,
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) -> Result<()> {
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Ok(())
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}
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@ -283,7 +289,7 @@ pub trait Script {
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_move: ExecutingMove,
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_target: Pokemon,
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_hit: u8,
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_damage: &mut u32,
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_damage: &mut Saturating<u32>,
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) -> Result<()> {
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Ok(())
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}
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@ -428,7 +434,7 @@ pub trait Script {
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&self,
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_fainted_mon: Pokemon,
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_winning_mon: Pokemon,
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_amount: &mut u32,
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_amount: &mut Saturating<u32>,
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) -> Result<()> {
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Ok(())
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}
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@ -454,7 +460,7 @@ pub trait Script {
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&self,
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_target: Pokemon,
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_pokeball: Item,
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_modifier: &mut u8,
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_modifier: &mut Saturating<u8>,
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) -> Result<()> {
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Ok(())
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}
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