More work on using interior mutability instead of exterior mutability for dynamic types (Battle, Pokemon, etc).
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@@ -33,86 +33,51 @@ pub trait Script {
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fn fail_move(&mut self, _move: &ExecutingMove, _fail: &mut bool) {}
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fn stop_before_move(&mut self, _move: &ExecutingMove, _stop: &mut bool) {}
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fn on_before_move(&mut self, _move: &ExecutingMove) {}
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fn fail_incoming_move(&mut self, _move: &ExecutingMove, _target: &Arc<RwLock<Pokemon>>, _fail: &mut bool) {}
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fn is_invulnerable(&mut self, _move: &ExecutingMove, _target: &Arc<RwLock<Pokemon>>, _invulnerable: &mut bool) {}
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fn on_move_miss(&mut self, _move: &ExecutingMove, _target: &Arc<RwLock<Pokemon>>) {}
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fn change_move_type(
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&mut self,
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_move: &ExecutingMove,
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_target: &Arc<RwLock<Pokemon>>,
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_hit: u8,
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_move_type: &mut u8,
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) {
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}
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fn fail_incoming_move(&mut self, _move: &ExecutingMove, _target: &Arc<Pokemon>, _fail: &mut bool) {}
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fn is_invulnerable(&mut self, _move: &ExecutingMove, _target: &Arc<Pokemon>, _invulnerable: &mut bool) {}
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fn on_move_miss(&mut self, _move: &ExecutingMove, _target: &Arc<Pokemon>) {}
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fn change_move_type(&mut self, _move: &ExecutingMove, _target: &Arc<Pokemon>, _hit: u8, _move_type: &mut u8) {}
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fn change_effectiveness(
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&mut self,
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_move: &ExecutingMove,
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_target: &Arc<RwLock<Pokemon>>,
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_target: &Arc<Pokemon>,
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_hit: u8,
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_effectiveness: &mut f32,
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) {
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}
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fn block_critical(
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&mut self,
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_move: &ExecutingMove,
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_target: &Arc<RwLock<Pokemon>>,
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_hit: u8,
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_block_critical: &mut bool,
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) {
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}
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fn block_critical(&mut self, _move: &ExecutingMove, _target: &Arc<Pokemon>, _hit: u8, _block_critical: &mut bool) {}
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fn block_incoming_critical(
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&mut self,
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_move: &ExecutingMove,
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_target: &Arc<RwLock<Pokemon>>,
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_target: &Arc<Pokemon>,
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_hit: u8,
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_block_critical: &mut bool,
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) {
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}
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fn change_critical_stage(
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&mut self,
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_move: &ExecutingMove,
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_target: &Arc<RwLock<Pokemon>>,
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_hit: u8,
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_stage: &mut u8,
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) {
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}
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fn change_critical_stage(&mut self, _move: &ExecutingMove, _target: &Arc<Pokemon>, _hit: u8, _stage: &mut u8) {}
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fn change_critical_modifier(
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&mut self,
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_move: &ExecutingMove,
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_target: &Arc<RwLock<Pokemon>>,
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_hit: u8,
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_modifier: &mut f32,
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) {
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}
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fn change_stab_modifier(
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&mut self,
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_move: &ExecutingMove,
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_target: &Arc<RwLock<Pokemon>>,
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_target: &Arc<Pokemon>,
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_hit: u8,
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_modifier: &mut f32,
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) {
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}
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fn change_stab_modifier(&mut self, _move: &ExecutingMove, _target: &Arc<Pokemon>, _hit: u8, _modifier: &mut f32) {}
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fn change_base_power(
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&mut self,
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_move: &ExecutingMove,
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_target: &Arc<RwLock<Pokemon>>,
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_hit: u8,
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_base_power: &mut u8,
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) {
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}
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fn change_base_power(&mut self, _move: &ExecutingMove, _target: &Arc<Pokemon>, _hit: u8, _base_power: &mut u8) {}
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fn change_damage_stats_user(
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&mut self,
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_move: &ExecutingMove,
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_target: &Arc<RwLock<Pokemon>>,
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_target: &Arc<Pokemon>,
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_hit: u8,
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_stats_user: &mut Arc<RwLock<Pokemon>>,
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_stats_user: &mut Arc<Pokemon>,
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) {
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}
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fn bypass_defensive_stat_boost(
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&mut self,
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_move: &ExecutingMove,
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_target: &Arc<RwLock<Pokemon>>,
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_target: &Arc<Pokemon>,
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_hit: u8,
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_bypass: &mut bool,
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) {
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@@ -120,7 +85,7 @@ pub trait Script {
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fn bypass_offensive_stat_boost(
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&mut self,
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_move: &ExecutingMove,
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_target: &Arc<RwLock<Pokemon>>,
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_target: &Arc<Pokemon>,
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_hit: u8,
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_bypass: &mut bool,
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) {
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@@ -128,7 +93,7 @@ pub trait Script {
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fn change_offensive_stat_value(
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&mut self,
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_move: &ExecutingMove,
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_target: &Arc<RwLock<Pokemon>>,
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_target: &Arc<Pokemon>,
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_hit: u8,
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_amount: &mut u32,
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) {
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@@ -136,7 +101,7 @@ pub trait Script {
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fn change_defensive_stat_value(
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&mut self,
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_move: &ExecutingMove,
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_target: &Arc<RwLock<Pokemon>>,
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_target: &Arc<Pokemon>,
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_hit: u8,
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_amount: &mut u32,
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) {
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@@ -145,30 +110,17 @@ pub trait Script {
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fn change_damage_stat_modifier(
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&mut self,
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_move: &ExecutingMove,
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_target: &Arc<RwLock<Pokemon>>,
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_target: &Arc<Pokemon>,
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_hit: u8,
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_modifier: &mut f32,
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) {
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}
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fn change_damage_modifier(
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&mut self,
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_move: &ExecutingMove,
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_target: &Arc<RwLock<Pokemon>>,
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_hit: u8,
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_modifier: &mut f32,
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) {
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fn change_damage_modifier(&mut self, _move: &ExecutingMove, _target: &Arc<Pokemon>, _hit: u8, _modifier: &mut f32) {
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}
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fn change_damage(&mut self, _move: &ExecutingMove, _target: &Arc<RwLock<Pokemon>>, _hit: u8, _damage: &mut u32) {}
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fn change_incoming_damage(
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&mut self,
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_move: &ExecutingMove,
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_target: &Arc<RwLock<Pokemon>>,
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_hit: u8,
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_damage: &mut u32,
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) {
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}
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fn on_incoming_hit(&mut self, _move: &ExecutingMove, _target: &Arc<RwLock<Pokemon>>, _hit: u8) {}
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fn on_opponent_faints(&mut self, _move: &ExecutingMove, _target: &Arc<RwLock<Pokemon>>, _hit: u8) {}
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fn change_damage(&mut self, _move: &ExecutingMove, _target: &Arc<Pokemon>, _hit: u8, _damage: &mut u32) {}
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fn change_incoming_damage(&mut self, _move: &ExecutingMove, _target: &Arc<Pokemon>, _hit: u8, _damage: &mut u32) {}
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fn on_incoming_hit(&mut self, _move: &ExecutingMove, _target: &Arc<Pokemon>, _hit: u8) {}
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fn on_opponent_faints(&mut self, _move: &ExecutingMove, _target: &Arc<Pokemon>, _hit: u8) {}
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fn prevent_stat_boost_change(
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&mut self,
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_target: &Pokemon,
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@@ -189,29 +141,22 @@ pub trait Script {
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fn prevent_secondary_effect(
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&mut self,
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_move: &ExecutingMove,
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_target: &Arc<RwLock<Pokemon>>,
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_target: &Arc<Pokemon>,
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_hit: u8,
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_prevent: &mut bool,
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) {
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}
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fn change_effect_chance(
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&mut self,
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_move: &ExecutingMove,
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_target: &Arc<RwLock<Pokemon>>,
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_hit: u8,
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_chance: &mut f32,
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) {
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}
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fn change_effect_chance(&mut self, _move: &ExecutingMove, _target: &Arc<Pokemon>, _hit: u8, _chance: &mut f32) {}
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fn change_incoming_effect_chance(
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&mut self,
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_move: &ExecutingMove,
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_target: &Arc<RwLock<Pokemon>>,
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_target: &Arc<Pokemon>,
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_hit: u8,
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_chance: &mut f32,
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) {
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}
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fn on_secondary_effect(&mut self, _move: &ExecutingMove, _target: &Arc<RwLock<Pokemon>>, _hit: u8) {}
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fn on_after_hits(&mut self, _move: &ExecutingMove, _target: &Arc<RwLock<Pokemon>>) {}
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fn on_secondary_effect(&mut self, _move: &ExecutingMove, _target: &Arc<Pokemon>, _hit: u8) {}
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fn on_after_hits(&mut self, _move: &ExecutingMove, _target: &Arc<Pokemon>) {}
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fn prevent_self_switch(&mut self, _choice: &TurnChoice, _prevent: &mut bool) {}
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fn prevent_opponent_switch(&mut self, _choice: &TurnChoice, _prevent: &mut bool) {}
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fn on_fail(&mut self, _target: &Pokemon) {}
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