Namespace BattleSystem.Moves.Steel Public Class MetalClaw Inherits Attack Public Sub New() '#Definitions Me.Type = New Element(Element.Types.Steel) Me.ID = 232 Me.OriginalPP = 35 Me.CurrentPP = 35 Me.MaxPP = 35 Me.Power = 50 Me.Accuracy = 95 Me.Category = Categories.Physical Me.ContestCategory = ContestCategories.Cool Me.Name = "Metal Claw" Me.Description = "The target is raked with steel claws. It may also raise the user's Attack stat." 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.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.CanLowerAttack Me.EffectChances.Add(10) 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.RaiseStat(own, own, BattleScreen, "Attack", 1, "", "move:metalclaw") End If End Sub End Class End Namespace