No Random Damage Rolls [Cobblemon]
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Removes random damage rolls in Cobblemon's turn-based battles.
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**REQUIRES MEGA SHOWDOWN!
FOR THE MOMENT, DO NOT USE NAVAS ZAMEGAS WITH IT, AS ITS SCRIPTS OVERWRITE THIS. This will be fixed when the Mega Showdown guys are able to get to it.**
This mod removes "damage rolls" from Cobblemon's turn-based battles using Mega Showdown's actions injections, allowing for persistent damage (aside from the random crit chance).
**What is a damage roll and why should I care?**
A damage roll is a completely random addition to your attack's base damage, not counting critical hits. You ever used Pokemon Showdown's calculator and wondered why moves have a random percent chance to KO rather than be guaranteed? That's why.
If you don't enjoy that level of luck, this pack's for you. Currently anyway it changes nothing else.
**Alright, does that mean I do the maximum damage every time?**
Nope! You do the median of all those rolls. So what that generally means is that most guaranteed OHKOs/KOs should be unaffected. Most of them. No guarantee on some edge cases.
**Why doesn't this work on Nava's ZAMegas? (currently anyway)**
For whatever reason, its scripts are overwriting mine. Likely a bug as this sort of stuff's experimental.
**Credits**
Thanks to the Showdown modding community and Mega Showdown guys for being patient.
[You can find the typescript version of the code I used on DH2's Github.](https://github.com/scoopapa/DH2/tree/17e5008cec5db1bcc7a0a6fc86f2fc0e99c140af/data/mods/lucklessplay).
REQUIRES MEGA SHOWDOWN! FOR THE MOMENT, DO NOT USE NAVAS ZAMEGAS WITH IT, AS ITS SCRIPTS OVERWRITE THIS. This will be fixed when the Mega Showdown guys are able to get to it.
This mod removes "damage rolls" from Cobblemon's turn-based battles using Mega Showdown's actions injections, allowing for persistent damage (aside from the random crit chance).
What is a damage roll and why should I care?
A damage roll is a completely random addition to your attack's base damage, not counting critical hits. You ever used Pokemon Showdown's calculator and wondered why moves have a random percent chance to KO rather than be guaranteed? That's why. If you don't enjoy that level of luck, this pack's for you. Currently anyway it changes nothing else.
Alright, does that mean I do the maximum damage every time?
Nope! You do the median of all those rolls. So what that generally means is that most guaranteed OHKOs/KOs should be unaffected. Most of them. No guarantee on some edge cases.
Why doesn't this work on Nava's ZAMegas? (currently anyway)
For whatever reason, its scripts are overwriting mine. Likely a bug as this sort of stuff's experimental.
Credits
Thanks to the Showdown modding community and Mega Showdown guys for being patient. You can find the typescript version of the code I used on DH2's Github..
Also check out Project Lazuli for over 1,000 edits to Pokemon, abilities, moves, items, conditions, everything in battles!!

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