/** * Stadium mechanics inherit from gen 1 mechanics, but fixes some stuff. */ const SKIP_LASTDAMAGE = new Set([ 'confuseray', 'conversion', 'counter', 'focusenergy', 'glare', 'haze', 'leechseed', 'lightscreen', 'mimic', 'mist', 'poisongas', 'poisonpowder', 'recover', 'reflect', 'rest', 'softboiled', 'splash', 'stunspore', 'substitute', 'supersonic', 'teleport', 'thunderwave', 'toxic', 'transform', ]); export const Scripts: ModdedBattleScriptsData = { inherit: 'gen1', gen: 1, // BattlePokemon scripts. Stadium shares gen 1 code but it fixes some problems with it. pokemon: { inherit: true, // This is run on Stadium after boosts and status changes. recalculateStats() { let statName: StatIDExceptHP; for (statName in this.storedStats) { let stat = this.species.baseStats[statName]; stat = Math.floor( Math.floor( 2 * stat + this.set.ivs[statName] + Math.floor(this.set.evs[statName] / 4) ) * this.level / 100 + 5 ); this.baseStoredStats[statName] = this.storedStats[statName] = Math.floor(stat); this.modifiedStats![statName] = Math.floor(stat); // Re-apply drops, if necessary. if (this.status === 'par' && statName === 'spe') this.modifyStat!('spe', 0.25); if (this.status === 'brn' && statName === 'atk') this.modifyStat!('atk', 0.5); if (this.boosts[statName] !== 0) { if (this.boosts[statName] >= 0) { this.modifyStat!(statName, [1, 1.5, 2, 2.5, 3, 3.5, 4][this.boosts[statName]]); } else { this.modifyStat!(statName, [100, 66, 50, 40, 33, 28, 25][-this.boosts[statName]] / 100); } } if (this.modifiedStats![statName] > 999) { this.modifiedStats![statName] = 999; } } }, // Stadium's fixed boosting function. boostBy(boost) { let changed = false; let i: BoostID; for (i in boost) { let delta = boost[i]; if (delta === undefined) continue; this.boosts[i] += delta; if (this.boosts[i] > 6) { delta -= this.boosts[i] - 6; this.boosts[i] = 6; } if (this.boosts[i] < -6) { delta -= this.boosts[i] - (-6); this.boosts[i] = -6; } if (delta) changed = true; } this.recalculateStats!(); return changed; }, // Remove stat recalculation logic from gen 1 clearBoosts() { let i: BoostID; for (i in this.boosts) { this.boosts[i] = 0; } }, }, actions: { inherit: true, runMove(moveOrMoveName, pokemon, targetLoc, options) { let sourceEffect = options?.sourceEffect; const move = this.dex.getActiveMove(moveOrMoveName); const target = this.battle.getTarget(pokemon, move, targetLoc); if (target?.subFainted) target.subFainted = null; this.battle.setActiveMove(move, pokemon, target); if (pokemon.moveThisTurn || !this.battle.runEvent('BeforeMove', pokemon, target, move)) { this.battle.debug(`${pokemon.fullname} move interrupted; movedThisTurn: ${pokemon.moveThisTurn}`); this.battle.clearActiveMove(true); // This is only run for sleep this.battle.runEvent('AfterMoveSelf', pokemon, target, move); return; } if (move.beforeMoveCallback) { if (move.beforeMoveCallback.call(this.battle, pokemon, target, move)) { this.battle.clearActiveMove(true); return; } } let lockedMove = this.battle.runEvent('LockMove', pokemon); if (lockedMove === true) lockedMove = false; if ( !lockedMove && (!pokemon.volatiles['partialtrappinglock'] || pokemon.volatiles['partialtrappinglock'].locked !== target) ) { pokemon.deductPP(move, null, target); } else { sourceEffect = move; } this.battle.actions.useMove(move, pokemon, { target, sourceEffect }); }, // This function deals with AfterMoveSelf events. // This leads with partial trapping moves shenanigans after the move has been used. useMove(moveOrMoveName, pokemon, options) { let sourceEffect = options?.sourceEffect; let target = options?.target; const moveResult = this.useMoveInner(moveOrMoveName, pokemon, { target, sourceEffect }); if (!sourceEffect && this.battle.effect.id) sourceEffect = this.battle.effect; const baseMove = this.battle.dex.moves.get(moveOrMoveName); let move = this.battle.dex.getActiveMove(baseMove); if (target === undefined) target = this.battle.getRandomTarget(pokemon, move); if (move.target === 'self') { target = pokemon; } if (sourceEffect) move.sourceEffect = sourceEffect.id; this.battle.singleEvent('ModifyMove', move, null, pokemon, target, move, move); if (baseMove.target !== move.target) { // Target changed in ModifyMove, so we must adjust it here target = this.battle.getRandomTarget(pokemon, move); } move = this.battle.runEvent('ModifyMove', pokemon, target, move, move); if (baseMove.target !== move.target) { // Check again, this shouldn't ever happen on Gen 1. target = this.battle.getRandomTarget(pokemon, move); } if (move.id !== 'metronome') { if (move.id !== 'mirrormove' || (!pokemon.side.foe.active[0]?.lastMove || pokemon.side.foe.active[0].lastMove?.id === 'mirrormove')) { // The move is our 'final' move (a failed Mirror Move, or any move that isn't Metronome or Mirror Move). pokemon.side.lastMove = move; pokemon.lastMove = move; this.battle.singleEvent('AfterMove', move, null, pokemon, target, move); // If target fainted if (target && target.hp <= 0) { delete pokemon.volatiles['partialtrappinglock']; } else { this.battle.runEvent('AfterMoveSelf', pokemon, target, move); } if (pokemon.volatiles['mustrecharge']) this.battle.add('-mustrecharge', pokemon); // For partial trapping moves, we are saving the target. if (move.volatileStatus === 'partiallytrapped' && target && target.hp > 0) { // It hit, so let's remove must recharge volatile. Yup, this happens on Stadium. target.removeVolatile('mustrecharge'); // Let's check if the lock exists if (pokemon.volatiles['partialtrappinglock'] && target.volatiles['partiallytrapped']) { // Here the partialtrappinglock volatile has been already applied if (!pokemon.volatiles['partialtrappinglock'].locked) { // If it's the first hit, we save the target pokemon.volatiles['partialtrappinglock'].locked = target; } } // If we move to here, the move failed and there's no partial trapping lock } } } return moveResult; }, // This is the function that actually uses the move, running ModifyMove events. // It uses the move and then deals with the effects after the move. useMoveInner(moveOrMoveName, pokemon, options) { let sourceEffect = options?.sourceEffect; let target = options?.target; if (!sourceEffect && this.battle.effect.id) sourceEffect = this.battle.effect; const baseMove = this.battle.dex.moves.get(moveOrMoveName); let move = this.battle.dex.getActiveMove(baseMove); if (target === undefined) target = this.battle.getRandomTarget(pokemon, move); if (move.target === 'self') { target = pokemon; } if (sourceEffect) move.sourceEffect = sourceEffect.id; this.battle.setActiveMove(move, pokemon, target); this.battle.singleEvent('ModifyMove', move, null, pokemon, target, move, move); if (baseMove.target !== move.target) { // Target changed in ModifyMove, so we must adjust it here target = this.battle.getRandomTarget(pokemon, move); } move = this.battle.runEvent('ModifyMove', pokemon, target, move, move); if (baseMove.target !== move.target) { // Check again, this shouldn't ever happen on Gen 1. target = this.battle.getRandomTarget(pokemon, move); this.battle.debug('not a gen 1 mechanic'); } if (!move) return false; let attrs = ''; if (pokemon.fainted) { return false; } if (sourceEffect) attrs += `|[from]${this.battle.dex.conditions.get(sourceEffect)}`; this.battle.addMove('move', pokemon, move.name, `${target}${attrs}`); if (!this.battle.singleEvent('Try', move, null, pokemon, target, move)) { return true; } if (!this.battle.singleEvent('TryMove', move, null, pokemon, target, move) || !this.battle.runEvent('TryMove', pokemon, target, move)) { return true; } if (move.ignoreImmunity === undefined) { move.ignoreImmunity = (move.category === 'Status'); } let damage: number | undefined | false | '' = false; if (!target || target.fainted) { this.battle.attrLastMove('[notarget]'); this.battle.add('-notarget'); return true; } // Store 0 damage for last damage if the move is not in the array. if (!SKIP_LASTDAMAGE.has(move.id)) this.battle.lastDamage = 0; damage = this.tryMoveHit(target, pokemon, move); // Go ahead with results of the used move. if (damage === false) { this.battle.singleEvent('MoveFail', move, null, target, pokemon, move); return true; } if (!move.negateSecondary) { this.battle.singleEvent('AfterMoveSecondarySelf', move, null, pokemon, target, move); this.battle.runEvent('AfterMoveSecondarySelf', pokemon, target, move); } return true; }, tryMoveHit(target, pokemon, move) { let damage: number | false | undefined = 0; // First, check if the target is semi-invulnerable let hitResult = this.battle.runEvent('Invulnerability', target, pokemon, move); if (hitResult === false) { this.battle.attrLastMove('[miss]'); this.battle.add('-miss', pokemon); if (move.selfdestruct) { this.battle.faint(pokemon, pokemon, move); } return false; } // Then, check if the Pokemon is immune to this move. if ( (!move.ignoreImmunity || (move.ignoreImmunity !== true && !move.ignoreImmunity[move.type])) && !target.runImmunity(move.type, true) ) { if (move.selfdestruct) { this.battle.faint(pokemon, pokemon, move); } return false; } hitResult = this.battle.singleEvent('TryImmunity', move, null, target, pokemon, move); if (hitResult === false) { this.battle.add('-immune', target); return false; } // Now, let's calculate the accuracy. let accuracy = move.accuracy; // Partial trapping moves: true accuracy while it lasts if (pokemon.volatiles['partialtrappinglock']) { if (move.volatileStatus === 'partiallytrapped' && target === pokemon.volatiles['partialtrappinglock'].locked) { accuracy = true; } else if (pokemon.volatiles['partialtrappinglock'].locked !== target) { // The target switched, therefor, you fail using wrap. delete pokemon.volatiles['partialtrappinglock']; return false; } } // OHKO moves only have a chance to hit if the user is at least as fast as the target if (move.ohko) { if (target.speed > pokemon.speed) { this.battle.add('-immune', target, '[ohko]'); return false; } } // Calculate true accuracy for gen 1, which uses 0-255. // Stadium uses the Gen 2 boost table for accuracy and evasiveness, except for 1/3 instead of 0.33 const boostTable = [1 / 3, 0.36, 0.43, 0.5, 0.66, 0.75, 1, 1.33, 1.66, 2, 2.33, 2.66, 3]; if (accuracy !== true) { accuracy = Math.floor(accuracy * 255 / 100); // Check also for accuracy modifiers. if (!move.ignoreAccuracy) { accuracy = Math.floor(accuracy * boostTable[pokemon.boosts.accuracy + 6]); } if (!move.ignoreEvasion) { accuracy = Math.floor(accuracy * boostTable[-target.boosts.evasion + 6]); } accuracy = Math.min(accuracy, 255); } accuracy = this.battle.runEvent('Accuracy', target, pokemon, move, accuracy); // Stadium fixes the 1/256 accuracy bug. if (accuracy !== true && !this.battle.randomChance(accuracy + 1, 256)) { this.battle.attrLastMove('[miss]'); this.battle.add('-miss', pokemon); damage = false; this.battle.lastDamage = 0; } // If damage is 0 and not false it means it didn't miss, let's calc. if (damage !== false) { if (move.multihit) { let hits = move.multihit; if (Array.isArray(hits)) { // Yes, it's hardcoded... meh if (hits[0] === 2 && hits[1] === 5) { hits = this.battle.sample([2, 2, 2, 3, 3, 3, 4, 5]); } else { hits = this.battle.random(hits[0], hits[1] + 1); } } hits = Math.floor(hits); // In gen 1, all the hits have the same damage for multihits move let moveDamage: number | false | undefined = 0; let i: number; for (i = 0; i < hits && target.hp && pokemon.hp; i++) { move.hit = i + 1; if (move.hit === hits) move.lastHit = true; moveDamage = this.moveHit(target, pokemon, move); if (moveDamage === false) break; damage = (moveDamage || 0); // Move damage is fixed to be the first move's damage if (i === 0) move.damage = damage; if (target.subFainted) { i++; break; } } move.damage = null; if (i === 0) return 1; this.battle.add('-hitcount', target, i); } else { damage = this.moveHit(target, pokemon, move); } } if (move.category !== 'Status') target.gotAttacked(move, damage, pokemon); if (move.selfdestruct) { this.battle.faint(pokemon, pokemon, move); } // The move missed. if (damage === false) { // Delete the partial trap lock if necessary. delete pokemon.volatiles['partialtrappinglock']; return false; } if (move.ohko) this.battle.add('-ohko'); if (!move.negateSecondary) { this.battle.singleEvent('AfterMoveSecondary', move, null, target, pokemon, move); this.battle.runEvent('AfterMoveSecondary', target, pokemon, move); } return damage; }, moveHit(target, pokemon, moveOrMoveName, moveData, isSecondary, isSelf) { let damage: number | false | null | undefined = 0; const move = this.dex.getActiveMove(moveOrMoveName); if (!isSecondary && !isSelf) this.battle.setActiveMove(move, pokemon, target); let hitResult: number | boolean = true; if (!moveData) moveData = move; if (move.ignoreImmunity === undefined) { move.ignoreImmunity = (move.category === 'Status'); } if (target) { hitResult = this.battle.singleEvent('TryHit', moveData, {}, target, pokemon, move); // Partial trapping moves still apply their volatile to Pokémon behind a Sub const targetHadSub = !!target.volatiles['substitute']; if (targetHadSub && moveData.volatileStatus && moveData.volatileStatus === 'partiallytrapped') { target.addVolatile(moveData.volatileStatus, pokemon, move); if (!pokemon.volatiles['partialtrappinglock'] || pokemon.volatiles['partialtrappinglock'].duration! > 1) { target.volatiles[moveData.volatileStatus].duration = 2; } } if (!hitResult) { if (hitResult === false) this.battle.add('-fail', target); return false; } // Only run the hit events for the hit itself, not the secondary or self hits if (!isSelf && !isSecondary) { hitResult = this.battle.runEvent('TryHit', target, pokemon, move); if (!hitResult) { if (hitResult === false) this.battle.add('-fail', target); // Special Substitute hit flag if (hitResult !== 0) { return false; } } if (!this.battle.runEvent('TryFieldHit', target, pokemon, move)) { return false; } } else if (isSecondary && !moveData.self) { hitResult = this.battle.runEvent('TrySecondaryHit', target, pokemon, moveData); } if (hitResult === 0) { target = null; } else if (!hitResult) { if (hitResult === false) this.battle.add('-fail', target); return false; } } if (target) { let didSomething = false; damage = this.getDamage(pokemon, target, moveData); if (damage && damage > target.hp) { damage = target.hp; } if ((damage || damage === 0) && !target.fainted) { damage = this.battle.damage(damage, target, pokemon, move); if (!(damage || damage === 0)) return false; didSomething = true; } else if (damage === false && typeof hitResult === 'undefined') { this.battle.add('-fail', target); } if (damage === false || damage === null) { return false; } if (moveData.boosts && !target.fainted) { this.battle.boost(moveData.boosts, target, pokemon, move); } if (moveData.heal && !target.fainted) { const d = target.heal(Math.floor(target.maxhp * moveData.heal[0] / moveData.heal[1])); if (!d) { this.battle.add('-fail', target); return false; } this.battle.add('-heal', target, target.getHealth); didSomething = true; } if (moveData.status) { if (!target.status) { target.setStatus(moveData.status, pokemon, move); target.recalculateStats!(); } else if (!isSecondary) { if (target.status === moveData.status) { this.battle.add('-fail', target, target.status); } else { this.battle.add('-fail', target); } } didSomething = true; } if (moveData.forceStatus) { if (target.setStatus(moveData.forceStatus, pokemon, move)) { target.recalculateStats!(); didSomething = true; } } if (moveData.volatileStatus) { if (target.addVolatile(moveData.volatileStatus, pokemon, move)) { didSomething = true; } } if (moveData.sideCondition) { if (target.side.addSideCondition(moveData.sideCondition, pokemon, move)) { didSomething = true; } } if (moveData.pseudoWeather) { if (this.battle.field.addPseudoWeather(moveData.pseudoWeather, pokemon, move)) { didSomething = true; } } // Hit events hitResult = this.battle.singleEvent('Hit', moveData, {}, target, pokemon, move); if (!isSelf && !isSecondary) { this.battle.runEvent('Hit', target, pokemon, move); } if (!hitResult && !didSomething) { if (hitResult === false) this.battle.add('-fail', target); return false; } } // Here's where self effects are applied. if (moveData.self) { this.moveHit(pokemon, pokemon, move, moveData.self, isSecondary, true); } // Now we can save the partial trapping damage. if (pokemon.volatiles['partialtrappinglock']) { pokemon.volatiles['partialtrappinglock'].damage = this.battle.lastDamage; } // Apply move secondaries. if (moveData.secondaries && target && target.hp > 0) { for (const secondary of moveData.secondaries) { // Multi-hit moves only roll for status once if (!move.multihit || move.lastHit) { // We check here whether to negate the probable secondary status if it's para, burn, or freeze. // In the game, this is checked and if true, the random number generator is not called. // That means that a move that does not share the type of the target can status it. // If a move that was not fire-type would exist on Gen 1, it could burn a Pokémon. if (!(secondary.status && ['par', 'brn', 'frz'].includes(secondary.status) && target.hasType(move.type))) { const effectChance = Math.floor((secondary.chance || 100) * 255 / 100); if (typeof secondary.chance === 'undefined' || this.battle.randomChance(effectChance + 1, 256)) { this.moveHit(target, pokemon, move, secondary, true, isSelf); } } } } } if (move.selfSwitch && pokemon.hp) { pokemon.switchFlag = move.selfSwitch === true ? true : this.dex.toID(move.selfSwitch); } return damage; }, getDamage(source, target, move, suppressMessages) { // First of all, we get the move. if (typeof move === 'string') { move = this.dex.getActiveMove(move); } else if (typeof move === 'number') { move = { basePower: move, type: '???', category: 'Physical', willCrit: false, flags: {}, } as ActiveMove; } // Let's see if the target is immune to the move. if (!move.ignoreImmunity || (move.ignoreImmunity !== true && !move.ignoreImmunity[move.type])) { if (!target.runImmunity(move.type, true)) { return false; } } // Is it an OHKO move? if (move.ohko) { return 65535; } // We edit the damage through move's damage callback if necessary. if (move.damageCallback) { return move.damageCallback.call(this.battle, source, target); } // We take damage from damage=level moves (seismic toss). if (move.damage === 'level') { return source.level; } // If there's a fix move damage, we return that. if (move.damage) { return move.damage; } // If it's the first hit on a Normal-type partially trap move, it hits Ghosts anyways but damage is 0. if (move.volatileStatus === 'partiallytrapped' && move.type === 'Normal' && target.hasType('Ghost')) { return 0; } // Let's check if we are in middle of a partial trap sequence to return the previous damage. if (source.volatiles['partialtrappinglock'] && (target === source.volatiles['partialtrappinglock'].locked)) { return source.volatiles['partialtrappinglock'].damage; } // We check the category and typing to calculate later on the damage. if (!move.category) move.category = 'Physical'; // '???' is typeless damage: used for Struggle and Confusion etc if (!move.type) move.type = '???'; const type = move.type; // We get the base power and apply basePowerCallback if necessary. let basePower: number | false | null = move.basePower; if (move.basePowerCallback) { basePower = move.basePowerCallback.call(this.battle, source, target, move); } if (!basePower) { return basePower === 0 ? undefined : basePower; } basePower = this.battle.clampIntRange(basePower, 1); // Checking for the move's Critical Hit possibility. We check if it's a 100% crit move, otherwise we calculate the chance. let isCrit = move.willCrit || false; if (!isCrit) { // In Stadium, the critical chance is based on speed. // First, we get the base speed and store it. Then we add 76. This is our current crit chance. let critChance = source.species.baseStats['spe'] + 76; // Now we right logical shift it two places, essentially dividing by 4 and flooring it. critChance >>= 2; // Now we check for focus energy volatile. if (source.volatiles['focusenergy']) { // If it exists, crit chance is multiplied by 4 and floored with a logical left shift. critChance <<= 2; // Then we add 160. critChance += 160; } else { // If it is not active, we left shift it by 1. critChance <<= 1; } // Now we check for the move's critical hit ratio. if (move.critRatio === 2) { // High crit ratio, we multiply the result so far by 4. critChance <<= 2; } else if (move.critRatio === 1) { // Normal hit ratio, we divide the crit chance by 2 and floor the result again. critChance >>= 1; } // Now we make sure it's a number between 1 and 255. critChance = this.battle.clampIntRange(critChance, 1, 255); // Last, we check deppending on ratio if the move critical hits or not. // We compare our critical hit chance against a random number between 0 and 255. // If the random number is lower, we get a critical hit. This means there is always a 1/255 chance of not hitting critically. if (critChance > 0) { isCrit = this.battle.randomChance(critChance, 256); } } // There is a critical hit. if (isCrit && this.battle.runEvent('CriticalHit', target, null, move)) { target.getMoveHitData(move).crit = true; } // Happens after crit calculation. if (basePower) { basePower = this.battle.runEvent('BasePower', source, target, move, basePower); if (basePower && move.basePowerModifier) { basePower *= move.basePowerModifier; } } if (!basePower) return 0; basePower = this.battle.clampIntRange(basePower, 1); // We now check attacker's and defender's stats. let level = source.level; const attacker = move.overrideOffensivePokemon === 'target' ? target : source; const defender = move.overrideDefensivePokemon === 'source' ? source : target; const isPhysical = move.category === 'Physical'; const atkType: StatIDExceptHP = move.overrideOffensiveStat || (isPhysical ? 'atk' : 'spa'); const defType: StatIDExceptHP = move.overrideDefensiveStat || (isPhysical ? 'def' : 'spd'); let attack = attacker.getStat(atkType); let defense = defender.getStat(defType); // In gen 1, screen effect is applied here. if ((defType === 'def' && defender.volatiles['reflect']) || (defType === 'spd' && defender.volatiles['lightscreen'])) { this.battle.debug('Screen doubling (Sp)Def'); defense *= 2; defense = this.battle.clampIntRange(defense, 1, 1998); } // In the event of a critical hit, the offense and defense changes are ignored. // This includes both boosts and screens. // Also, level is doubled in damage calculation. if (isCrit) { move.ignoreOffensive = true; move.ignoreDefensive = true; level *= 2; if (!suppressMessages) this.battle.add('-crit', target); } if (move.ignoreOffensive) { this.battle.debug('Negating (sp)atk boost/penalty.'); attack = attacker.getStat(atkType, true); } if (move.ignoreDefensive) { this.battle.debug('Negating (sp)def boost/penalty.'); defense = target.getStat(defType, true); } // When either attack or defense are higher than 256, they are both divided by 4 and moded by 256. // This is what causes the rollover bugs. if (attack >= 256 || defense >= 256) { attack = this.battle.clampIntRange(Math.floor(attack / 4) % 256, 1); // Defense isn't checked on the cartridge, but we don't want those / 0 bugs on the sim. defense = this.battle.clampIntRange(Math.floor(defense / 4) % 256, 1); } // Self destruct moves halve defense at this point. if (move.selfdestruct && defType === 'def') { defense = this.battle.clampIntRange(Math.floor(defense / 2), 1); } // Let's go with the calculation now that we have what we need. // We do it step by step just like the game does. let damage = level * 2; damage = Math.floor(damage / 5); damage += 2; damage *= basePower; damage *= attack; damage = Math.floor(damage / defense); damage = this.battle.clampIntRange(Math.floor(damage / 50), 0, 997); damage += 2; // STAB damage bonus, the "???" type never gets STAB if (type !== '???' && source.hasType(type)) { damage += Math.floor(damage / 2); } // Type effectiveness. // In Gen 1, type effectiveness is applied against each of the target's types. for (const targetType of target.types) { const typeMod = this.battle.dex.getEffectiveness(type, targetType); if (typeMod > 0) { // Super effective against targetType damage *= 20; damage = Math.floor(damage / 10); } if (typeMod < 0) { // Not very effective against targetType damage *= 5; damage = Math.floor(damage / 10); } } const totalTypeMod = target.runEffectiveness(move); if (totalTypeMod > 0) { if (!suppressMessages) this.battle.add('-supereffective', target); } if (totalTypeMod < 0) { if (!suppressMessages) this.battle.add('-resisted', target); } // If damage becomes 0, the move is made to miss. // This occurs when damage was either 2 or 3 prior to applying STAB/Type matchup, and target is 4x resistant to the move. if (damage === 0) return damage; // Apply random factor if damage is greater than 1 if (damage > 1) { damage *= this.battle.random(217, 256); damage = Math.floor(damage / 255); } // We are done, this is the final damage. return Math.floor(damage); }, }, };