def text(self, converter: AsTextConverter) -> str:
     if self.toggle == 1:
         return converter.awakening_heal_convert(self)
     elif self.toggle == 2:
         return converter.awakening_attack_boost_convert(self)
     elif self.toggle == 3:
         return converter.awakening_shield_convert(self)
     else:
         return None
 def text(self, converter: AsTextConverter) -> str:
     return converter.random_nuke_convert(self)
 def text(self, converter: AsTextConverter) -> str:
     return converter.auto_heal_convert(self)
 def text(self, converter: AsTextConverter) -> str:
     return converter.absorb_mechanic_void_convert(self)
 def text(self, converter: AsTextConverter) -> str:
     return converter.true_gravity_convert(self)
 def text(self, converter: AsTextConverter) -> str:
     return converter.attr_nuke_convert(self)
 def text(self, converter: AsTextConverter) -> str:
     return converter.random_orb_change_convert(self)
 def text(self, converter: AsTextConverter) -> str:
     return converter.lock_convert(self)
 def text(self, converter: AsTextConverter) -> str:
     return converter.drain_attr_attack_convert(self)
 def text(self, converter: AsTextConverter) -> str:
     return converter.grudge_strike_convert(self)
 def text(self, converter: AsTextConverter) -> str:
     return converter.leader_swap(self)
 def text(self, converter: AsTextConverter) -> str:
     return converter.type_attack_boost_convert(self)
 def text(self, converter: AsTextConverter) -> str:
     if self.duration == 0:
         return None
     return converter.attribute_attack_boost_convert(self)
 def text(self, converter: AsTextConverter) -> str:
     return converter.suicide_nuke_convert(self)
 def text(self, converter: AsTextConverter) -> str:
     return converter.counterattack_convert(self)
 def text(self, converter: AsTextConverter) -> str:
     return converter.heal_active_convert(self)
 def text(self, converter: AsTextConverter) -> str:
     return converter.haste_convert(self)
 def full_text(self, converter: AsTextConverter):
     return self.text if self.repeat == 1 else converter.fmt_repeated(
         self.text, self.repeat)
 def text(self, converter: AsTextConverter) -> str:
     return converter.change_enemies_attribute_convert(self)
 def text(self, converter: AsTextConverter) -> str:
     return converter.random_skill(self)
 def text(self, converter: AsTextConverter) -> str:
     return converter.row_change_convert(self)
 def text(self, converter: AsTextConverter) -> str:
     return converter.move_time_buff_convert(self)
 def text(self, converter: AsTextConverter) -> str:
     return converter.extra_combo_convert(self)
 def text(self, converter: AsTextConverter) -> str:
     return converter.enhance_convert(self)
 def text(self, converter: AsTextConverter) -> str:
     return converter.unlock_all_orbs(self)
 def text(self, converter: AsTextConverter) -> str:
     return converter.spawn_orb_convert(self)
 def text(self, converter: AsTextConverter) -> str:
     return converter.fixed_pos_convert(self)
 def text(self, converter: AsTextConverter) -> str:
     return converter.attack_attr_x_team_atk_convert(self)
 def text(self, converter: AsTextConverter) -> str:
     return converter.no_skyfall_convert(self)
 def text(self, converter: AsTextConverter) -> str:
     return converter.mass_attack_convert(self)