public Move_Meteor_Mash() { id = 309; // ID here name = "Meteor Mash"; // Full name here description = "The foe is hit with a hard punch fired like a meteor. It may also raise the user's Attack."; // Description here type = Type.Steel; // Type here moveType = MoveType.Physical; // Move type here maxPP = 10; // PP here power = 100; // Power here accuracy = 85; // Accuracy here // 20% chance of increasing user attack by one userStatChangeChances = new StatChangeChance[1] { new StatChangeChance() { chance = 0.2F, statChanges = new Stats <sbyte>() { attack = 1, defense = 0, specialAttack = 0, specialDefense = 0, speed = 0, health = 0, } } }; }
public Move_Metal_Claw() { id = 232; // ID here name = "Metal Claw"; // Full name here description = "The foe is raked with steel claws. It may also raise the user's Attack stat."; // Description here type = Type.Steel; // Type here moveType = MoveType.Physical; // Move type here maxPP = 35; // PP here power = 50; // Power here accuracy = 95; // Accuracy here userStatChangeChances = new StatChangeChance[1] { new StatChangeChance() { chance = 0.1F, statChanges = new Stats <sbyte>() { attack = 1, defense = 0, specialAttack = 0, specialDefense = 0, speed = 0, health = 0 } } }; }
public Move_Charge_Beam() { id = 451; // ID here name = "Charge Beam"; // Full name here description = "The user fires a concentrated bundle of electricity. It may also raise the user's Sp. Atk stat."; // Description here type = Type.Electric; // Type here moveType = MoveType.Special; // Move type here maxPP = 10; // PP here power = 50; // Power here accuracy = 90; // Accuracy here userStatChangeChances = new StatChangeChance[1] { new StatChangeChance() { chance = 0.7F, statChanges = new Stats <sbyte>() { attack = 0, defense = 0, specialAttack = 1, specialDefense = 0, speed = 0 } } }; }
public Move_AncientPower() { id = 246; // ID here name = "AncientPower"; // Full name here description = "The user attacks with a prehistoric power. It may also raise all the user's stats at once."; // Description here type = Type.Rock; // Type here moveType = MoveType.Special; // Move type here maxPP = 5; // PP here power = 60; // Power here accuracy = 100; // Accuracy here userStatChangeChances = new StatChangeChance[1] { new StatChangeChance() { chance = 0.1F, statChanges = new Stats <sbyte>() { attack = 1, defense = 1, specialAttack = 1, specialDefense = 1, speed = 1, health = 1 } } }; }
public Move_Silver_Wind() { id = 318; // ID here name = "Silver Wind"; // Full name here description = "The foe is attacked with powdery scales blown by wind. It may also raise all the user's stats."; // Description here type = Type.Bug; // Type here moveType = MoveType.Special; // Move type here maxPP = 5; // PP here power = 60; // Power here accuracy = 100; // Accuracy here userStatChangeChances = new StatChangeChance[1] { new StatChangeChance() { chance = 0.1F, statChanges = new Stats <sbyte>() { attack = 1, defense = 1, specialAttack = 1, specialDefense = 1, speed = 1 } } }; }
public Move_Steel_Wing() { id = 211; // ID here name = "Steel Wing"; // Full name here description = "The foe is hit with wings of steel. It may also raise the user's Defense stat."; // Description here type = Type.Steel; // Type here moveType = MoveType.Physical; // Move type here maxPP = 25; // PP here power = 70; // Power here accuracy = 90; // Accuracy here userStatChangeChances = new StatChangeChance[1] { new StatChangeChance() { chance = 0.1F, statChanges = new Stats <sbyte>() { attack = 0, defense = 1, specialAttack = 0, specialDefense = 0, speed = 0, health = 0 } } }; }
public Move_Ominous_Wind() { id = 466; // ID here name = "Ominous Wind"; // Full name here description = "The user creates a gust of repulsive wind. It may also raise all the user's stats at once."; // Description here type = Type.Ghost; // Type here moveType = MoveType.Special; // Move type here maxPP = 5; // PP here power = 60; // Power here accuracy = 100; // Accuracy here userStatChangeChances = new StatChangeChance[1] { new StatChangeChance() { chance = 0.1F, statChanges = new Stats <sbyte>() { attack = 1, defense = 1, specialAttack = 1, specialDefense = 1, speed = 1 } } }; }