Namespace BattleSystem.Moves.Dark Public Class DarkPulse Inherits Attack Public Sub New() '#Definitions Me.Type = New Element(Element.Types.Dark) Me.ID = 399 Me.OriginalPP = 15 Me.CurrentPP = 15 Me.MaxPP = 15 Me.Power = 80 Me.Accuracy = 100 Me.Category = Categories.Special Me.ContestCategory = ContestCategories.Cool Me.Name = "Dark Pulse" Me.Description = "The user releases a horrible aura imbued with dark thoughts. It may also make the target flinch." 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 = True Me.CounterAffected = False Me.DisabledWhileGravity = False Me.UseEffectiveness = True Me.ImmunityAffected = True Me.RemovesFrozen = False Me.HasSecondaryEffect = True Me.IsHealingMove = False Me.IsRecoilMove = False Me.IsPunchingMove = False Me.IsDamagingMove = True Me.IsProtectMove = False Me.IsSoundMove = False Me.IsAffectedBySubstitute = True Me.IsOneHitKOMove = False Me.IsWonderGuardAffected = True Me.IsPulseMove = True '#End Me.AIField1 = AIField.Damage Me.AIField2 = AIField.CanFlinch 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.InflictFlinch(Not own, own, BattleScreen, "", "move:darkpulse") End If End Sub End Class End Namespace