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