Namespace BattleSystem.Moves.Water Public Class Muddywater Inherits Attack Public Sub New() '#Definitions Me.Type = New Element(Element.Types.Water) Me.ID = 330 Me.OriginalPP = 10 Me.CurrentPP = 10 Me.MaxPP = 10 Me.Power = 90 Me.Accuracy = 85 Me.Category = Categories.Special Me.ContestCategory = ContestCategories.Tough Me.Name = "Muddy Water" Me.Description = "The user attacks by shooting muddy water at the opposing team. It may also lower the targets' accuracy." Me.CriticalChance = 1 Me.IsHMMove = False Me.Target = Targets.AllAdjacentFoes Me.Priority = 0 Me.TimesToAttack = 1 '#End '#SpecialDefinitions Me.MakesContact = False Me.ProtectAffected = True Me.MagicCoatAffected = False Me.SnatchAffected = False Me.MirrorMoveAffected = False Me.KingsrockAffected = True Me.CounterAffected = False Me.DisabledWhileGravity = False Me.UseEffectiveness = True Me.ImmunityAffected = True Me.HasSecondaryEffect = True Me.RemovesFrozen = False 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 '#End Me.AIField1 = AIField.Damage Me.AIField2 = AIField.CanLowerAccuracy Me.EffectChances.Add(30) End Sub Public Overrides Sub MoveHits(own As Boolean, BattleScreen As BattleScreen) If Core.Random.Next(0, 100) < GetEffectChance(0, own, BattleScreen) Then BattleScreen.Battle.InflictFlinch(Not own, own, BattleScreen, "", "move:muddywater") End If End Sub End Class End Namespace