Implemented primary and secondary boost and status effects#39
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- Effect information for a move is now stored directly on the move entity instead in its own entity. I did this since no move has both a primary and secondary effect and only one move has multiple secondary effects. This change will make filtering and applying effects much simpler. Triple Arrows will be handled a different way. - Changed test Ampharos' default ability to Plus so there's only one place paralysis can come from in the test result. Otherwise, calculating the ideal probability is impossible. - Added effect target components since effect targets and sources are not the same as the current move's source and target. - Changed multiple Targets components to single target components. The old way was assuming moves with multiple targets would share move data. Since multi-target moves aren't the norm, that caused more data to be moved around than. - Status moves are explicitly ignored in calc damage now. - Updated Simulate Turn single battle test to factor in Thunderbolt's paralysis chance.
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Closes #38