Namespace BattleSystem.Moves.Grass Public Class EnergyBall Inherits Attack Public Sub New() '#Definitions Me.Type = New Element(Element.Types.Grass) Me.ID = 412 Me.OriginalPP = 10 Me.CurrentPP = 10 Me.MaxPP = 10 Me.Power = 90 Me.Accuracy = 100 Me.Category = Categories.Special Me.ContestCategory = ContestCategories.Beauty Me.Name = Localization.GetString("move_name_" & Me.ID,"Energy Ball") Me.Description = "The user draws power from nature and fires it at the target. It may also lower the target's Sp. Def." Me.CriticalChance = 1 Me.IsHMMove = False Me.Target = Targets.OneAdjacentTarget Me.Priority = 0 Me.TimesToAttack = 1 '#End '#SpecialDefinitions Me.MakesContact = False Me.ProtectAffected = True Me.MagicCoatAffected = False Me.SnatchAffected = False Me.MirrorMoveAffected = True Me.KingsrockAffected = False Me.CounterAffected = False Me.DisabledWhileGravity = False Me.UseEffectiveness = True Me.ImmunityAffected = True Me.HasSecondaryEffect = True Me.RemovesOwnFrozen = False Me.IsHealingMove = False Me.IsRecoilMove = False Me.IsDamagingMove = True Me.IsProtectMove = False Me.IsAffectedBySubstitute = True Me.IsOneHitKOMove = False Me.IsWonderGuardAffected = True Me.IsBulletMove = True '#End Me.AIField1 = AIField.Damage Me.AIField2 = AIField.CanLowerSpDefense Me.EffectChances.Add(10) End Sub Public Overrides Sub MoveHits(own As Boolean, BattleScreen As BattleScreen) If Core.Random.Next(0, 100) < Me.GetEffectChance(0, own, BattleScreen) Then BattleScreen.Battle.LowerStat(Not own, own, BattleScreen, "Special Defense", 1, "", "move:energyball") End If End Sub End Class End Namespace