Merge pull request #6 from P3D-Legacy/FoulPlay-implementation
Create FoulPlay.vb
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db170575af
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@ -1170,8 +1170,13 @@
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Dim IM As Single = 1.0F
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If Attack.Category = Attack.Categories.Physical Then
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AStat = Attack.GetUseAttackStat(p)
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ASM = GetMultiplierFromStat(p.StatAttack)
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If Attack.ID = 492 Then
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AStat = Attack.GetUseAttackStat(Op) 'When the move is Foul Play
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ASM = GetMultiplierFromStat(Op.StatAttack)
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Else
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AStat = Attack.GetUseAttackStat(p)
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ASM = GetMultiplierFromStat(p.StatAttack)
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End If
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If BattleScreen.FieldEffects.CanUseAbility(Not Own, BattleScreen) = True Then
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If Op.Ability.Name.ToLower() = "unaware" Then
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@ -1230,8 +1230,8 @@
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returnMove = New Moves.Fighting.LowSweep()
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Case 491
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returnMove = New Moves.Poison.AcidSpray()
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'Case 492
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'Foul Play
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Case 492
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returnMove = New Moves.Dark.FoulPlay()
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'Case 493
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'Simple Beam
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'Case 494
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@ -0,0 +1,58 @@
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Namespace BattleSystem.Moves.Dark
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Public Class FoulPlay
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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.Dark)
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Me.ID = 492
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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 = 95
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Me.Accuracy = 100
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Me.Category = Categories.Physical
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Me.ContestCategory = ContestCategories.Smart
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Me.Name = "Foul Play"
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Me.Description = " The user turns the target's power against it. The higher the target's Attack stat, the greater the move's power."
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Me.CriticalChance = 1
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Me.IsHMMove = False
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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 = False
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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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Me.RemovesFrozen = False
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Me.IsHealingMove = False
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Me.IsRecoilMove = False
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Me.IsPunchingMove = False
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Me.IsDamagingMove = True
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Me.IsProtectMove = False
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Me.IsSoundMove = False
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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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Me.IsJawMove = False
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'#End
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End Sub
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End Class
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End Namespace
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