Namespace BattleSystem.Moves.Fighting Public Class PowerUpPunch Inherits Attack Public Sub New() '#Definitions Me.Type = New Element(Element.Types.Fighting) Me.ID = 612 Me.OriginalPP = 20 Me.CurrentPP = 20 Me.MaxPP = 20 Me.Power = 40 Me.Accuracy = 100 Me.Category = Categories.Physical Me.ContestCategory = ContestCategories.Cool Me.Name = "Power-Up Punch" Me.Description = "Striking opponents over and over makes the user's fists harder. Hitting a target raises the Attack stat." Me.CriticalChance = 0 Me.IsHMMove = False Me.Target = Targets.OneAdjacentTarget Me.Priority = 0 Me.TimesToAttack = 1 '#End '#SpecialDefinitions Me.MakesContact = True Me.ProtectAffected = True Me.MagicCoatAffected = False Me.SnatchAffected = False Me.MirrorMoveAffected = True Me.KingsrockAffected = True Me.CounterAffected = True Me.DisabledWhileGravity = False Me.UseEffectiveness = False Me.ImmunityAffected = True Me.HasSecondaryEffect = True Me.RemovesFrozen = False Me.IsHealingMove = False Me.IsRecoilMove = False Me.IsPunchingMove = True Me.IsDamagingMove = True Me.IsProtectMove = False Me.IsSoundMove = False Me.IsAffectedBySubstitute = True Me.IsOneHitKOMove = False Me.IsWonderGuardAffected = True '#End Me.AIField1 = AIField.Damage Me.AIField2 = AIField.RaiseAttack End Sub Public Overrides Sub MoveHits(own As Boolean, BattleScreen As BattleScreen) BattleScreen.Battle.RaiseStat(own, own, BattleScreen, "Attack", 1, "", "move:power-uppunch") End Sub End Class End Namespace