2016-09-07 18:50:38 +02:00
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Namespace BattleSystem.Moves.Water
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Public Class Waterfall
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Inherits Attack
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Public Sub New()
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'#Definitions
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Me.Type = New Element(Element.Types.Water)
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Me.ID = 127
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Me.OriginalPP = 15
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Me.CurrentPP = 15
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Me.MaxPP = 15
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Me.Power = 80
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Me.Accuracy = 100
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Me.Category = Categories.Physical
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Me.ContestCategory = ContestCategories.Tough
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2022-12-04 20:11:29 +01:00
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Me.Name = Localization.GetString("move_name_" & Me.ID,"Waterfall")
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2016-09-07 18:50:38 +02:00
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Me.Description = "The user charges at the target and may make it flinch. It can also be used to climb a waterfall."
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Me.CriticalChance = 1
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2018-12-22 21:25:36 +01:00
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Me.IsHMMove = True
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2016-09-07 18:50:38 +02:00
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Me.Target = Targets.OneAdjacentTarget
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Me.Priority = 0
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Me.TimesToAttack = 1
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'#End
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'#SpecialDefinitions
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Me.MakesContact = True
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Me.ProtectAffected = True
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Me.MagicCoatAffected = False
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Me.SnatchAffected = False
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Me.MirrorMoveAffected = True
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Me.KingsrockAffected = True
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Me.CounterAffected = True
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Me.DisabledWhileGravity = False
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Me.UseEffectiveness = True
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Me.ImmunityAffected = True
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Me.HasSecondaryEffect = True
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2023-04-01 08:58:01 +02:00
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Me.RemovesOwnFrozen = False
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2016-09-07 18:50:38 +02:00
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Me.IsHealingMove = False
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Me.IsRecoilMove = False
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2022-12-20 17:40:04 +01:00
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2016-09-07 18:50:38 +02:00
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Me.IsDamagingMove = True
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Me.IsProtectMove = False
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2022-12-20 17:40:04 +01:00
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2016-09-07 18:50:38 +02:00
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Me.IsAffectedBySubstitute = True
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Me.IsOneHitKOMove = False
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Me.IsWonderGuardAffected = True
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'#End
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Me.AIField1 = AIField.Damage
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Me.AIField2 = AIField.CanFlinch
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Me.EffectChances.Add(20)
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End Sub
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Public Overrides Sub MoveHits(own As Boolean, BattleScreen As BattleScreen)
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If Core.Random.Next(0, 100) < GetEffectChance(0, own, BattleScreen) Then
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BattleScreen.Battle.InflictFlinch(Not own, own, BattleScreen, "", "move:waterfall")
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End If
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End Sub
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End Class
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End Namespace
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