Namespace BattleSystem.Moves.Normal Public Class DizzyPunch Inherits Attack Public Sub New() '#Definitions Me.Type = New Element(Element.Types.Normal) Me.ID = 146 Me.OriginalPP = 10 Me.CurrentPP = 10 Me.MaxPP = 10 Me.Power = 70 Me.Accuracy = 100 Me.Category = Categories.Physical Me.ContestCategory = ContestCategories.Cute Me.Name = Localization.GetString("move_name_" & Me.ID, "Dizzy Punch") Me.Description = "The target is hit with rhythmically launched punches. This may also leave the target confused." Me.CriticalChance = 1 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 = False Me.CounterAffected = True Me.DisabledWhileGravity = False Me.UseEffectiveness = True Me.ImmunityAffected = True Me.RemovesOwnFrozen = False Me.HasSecondaryEffect = True Me.IsHealingMove = False Me.IsRecoilMove = False Me.IsPunchingMove = True Me.IsDamagingMove = True Me.IsProtectMove = False Me.IsAffectedBySubstitute = True Me.IsOneHitKOMove = False Me.IsWonderGuardAffected = True '#End Me.AIField1 = AIField.Damage Me.AIField2 = AIField.CanConfuse Me.EffectChances.Add(20) 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.InflictConfusion(Not own, own, BattleScreen, "", "move:dizzypunch") End If End Sub End Class End Namespace