Begin work on outlining dynamic side
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PkmnLib.Dynamic/ScriptHandling/ScriptCategory.cs
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57
PkmnLib.Dynamic/ScriptHandling/ScriptCategory.cs
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using PkmnLib.Dynamic.Models;
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using PkmnLib.Dynamic.Models.Choices;
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namespace PkmnLib.Dynamic.ScriptHandling;
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/// <summary>
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/// A script category defines a sub-group of scripts. This can be used to have multiple scripts with
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/// the same name, but a different script. It should be completely valid for a move to have the same
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/// name as an ability, or more commonly: for a script attached to a Pokemon to have the same name as
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/// a move that placed it there.
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/// </summary>
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public enum ScriptCategory
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{
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/// <summary>
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/// A script that belongs to a move. This generally is only the script that is attached to a
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/// <see cref="IMoveChoice"/> and <see cref="IExecutingMove"/>
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/// </summary>
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Move = 0,
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/// <summary>
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/// An ability script. Scripts in this category are always abilities, and therefore always
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/// attached to a Pokemon.
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/// </summary>
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Ability = 1,
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/// <summary>
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/// A non volatile status script. Scripts in this category are always non volatile statuses, and
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/// therefore always attached to a Pokemon.
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/// </summary>
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Status = 2,
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/// <summary>
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/// A volatile status script. Scripts in this category are always volatile status effects, and
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/// therefore always attached to a Pokemon.
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/// </summary>
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Pokemon = 3,
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/// <summary>
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/// A script that can be attached to an entire side.
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/// </summary>
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Side = 4,
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/// <summary>
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/// A script that can be attached to the entire battle.
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/// </summary>
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Battle = 5,
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/// <summary>
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/// A special script for weather, for use on battles.
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/// </summary>
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Weather = 6,
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/// <summary>
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/// A special script for held items. As they're part of a held item, they're attached to a Pokemon.
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/// </summary>
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ItemBattleTrigger = 7,
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}
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