- `Modded[Effect]Data` are now correctly defined: they must either have
`inherit: true` and be partial, or not have `inherit: true` and be a
complete `[Effect]Data` entry
- `id` is no longer allowed; instead, it's calculated directly from
`toID(name)`. The one exception, Hidden Power, gets a `realMove`
property to track this (it's still used to set `.id`, though;
TODO: really fix it properly).
- `num` is still required in `data/pokedex.ts` (dex number),
`data/moves.ts` (move index number, for Metronome), and
`data/items.ts` (minisprite sprite-sheet location). It's still not
required for mod-only items and moves.
- `num` is no longer allowed for PureEffects (in `statuses.ts`) where
it's always been meaningless.
- `color` and `heightm`, being completely flavor, are still not
required for `pokedex.ts` in mods. They're still required in the base
pokedex.
The server now uses the same approach as the client of treating
cosmetic formes as real formes, as documented in `FORMES.md`.
This eliminates the need for the `.forme` and `.speciesid` properties
of `Pokemon`.
`pokemon.id` has also been removed: useful, since it turns out half
of its uses were bugs that should have used `pokemon.species.id`.
In addition, they should not activate for a spread move that ends the game.
(This contrasts with Soul-Heart, which will activate until the last target.)
BasicEffect always had a `status` property to support the pattern of
testing it to see if it's a move that sets status directly.
This is just a situation that TypeScript is bad at.
Another possibility would be to set `status: undefined` on PureEffect,
Ability, Item, and Species, but I think that's also ugly. Casting to
Move is probably the best approach, so that's what we do now.
For historical reasons, move property definitions have been very blurry
across `EffectData`. Fortunately, recent refactors have made it
possible to put them all where they're supposed to be.