lost-at-sea ME: fix using DAMAGE_PERCENTAGE for damage calculation

This commit is contained in:
Felix Staud 2024-07-11 08:03:12 -07:00
parent b7bf22e3e5
commit 524d4a4ca7
1 changed files with 1 additions and 1 deletions

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@ -89,7 +89,7 @@ export const LostAtSeaEncounter: MysteryEncounter =
.withOptionPhase(async (scene: BattleScene) => { .withOptionPhase(async (scene: BattleScene) => {
const party = scene.getParty().filter((p) => !p.isFainted()); const party = scene.getParty().filter((p) => !p.isFainted());
party.forEach((pkm) => { party.forEach((pkm) => {
const damage = Math.round(pkm.getMaxHp() / 3); const damage = Math.round(pkm.getMaxHp() / (DAMAGE_PERCENTAGE / 100));
pkm.hp = Math.min(pkm.hp, damage); pkm.hp = Math.min(pkm.hp, damage);
}); });
leaveEncounterWithoutBattle(scene); leaveEncounterWithoutBattle(scene);