Finish implement Disable... needs to be tested though
Get ScalaCheck involved for randominput testing
Slight change on the status of Disable
A substitute always prevents flinching, even if some move descriptions don't mention it, so change those enemyVSA moves; also, get Thrash/PetalDance infrastructure into place
Move test Moves out of Move.scala and into their own file
Also allow spaces in movename strings passed to MoveDepot()
Various classes of weird moves are going to use traits and distinguishing enums to register their behavior with the correct data structure
Start using the much-nicer FlatSpec, and test MultiStrike and DoubleStrike based on their specs
Get random input testing going via ScalaCheck, use to very easily ensure that DamageEqualsUserLevel works across all levels