text: /**
   * Stadium mechanics inherit from gen 1 mechanics, but fixes some stuff.
   */
  exports.BattleScripts = {
  	inherit: 'gen1',
  	gen: 1,
  	// BattlePokemon scripts.
  	pokemon: {
  		// Stadium shares gen 1 code but it fixes some problems with it.
  		getStat: function (statName, unmodified) {
  			statName = toId(statName);
  			if (statName === 'hp') return this.maxhp;
  			if (unmodified) return this.stats[statName];
  			return this.modifiedStats[statName];
  		},
  		// Gen 1 function to apply a stat modification that is only active until the stat is recalculated or mon switched.
  		// Modified stats are declared in BattlePokemon object in battle-engine.js in about line 303.
  		modifyStat: function (stat, modifier) {
  			if (!(stat in this.stats)) return;
  			this.modifiedStats[stat] = this.battle.clampIntRange(Math.floor(this.modifiedStats[stat] * modifier), 1);
  		},
  		// This is run on Stadium after boosts and status changes.
  		recalculateStats: function () {
  			for (var statName in this.stats) {
  				var stat = this.template.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.baseStats[statName] = this.stats[statName] = Math.floor(stat);
  				this.modifiedStats[statName] = Math.floor(stat);
  				// Re-apply drops, if necessary.
  				if (this.status === 'par') this.modifyStat('spe', 0.25);
  				if (this.status === 'brn') 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);
  					}
  				}
  			}
  		},
  		// Stadium's fixed boosting function.
  		boostBy: function (boost) {
  			var changed = false;
  			for (var i in boost) {
  				var delta = boost[i];
  				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();
  			this.update();
  			return changed;
  		}
  	},
  	// Battle scripts.
  	runMove: function (move, pokemon, target, sourceEffect) {
  		move = this.getMove(move);
  		if (!target) target = this.resolveTarget(pokemon, move);
  		if (target.subFainted) delete target.subFainted;
  
  		this.setActiveMove(move, pokemon, target);
  
  		if (pokemon.movedThisTurn || !this.runEvent('BeforeMove', pokemon, target, move)) {
  			this.debug('' + pokemon.id + ' move interrupted; movedThisTurn: ' + pokemon.movedThisTurn);
  			this.clearActiveMove(true);
  			// This is only run for sleep
  			this.runEvent('AfterMoveSelf', pokemon, target, move);
  			return;
  		}
  		if (move.beforeMoveCallback) {
  			if (move.beforeMoveCallback.call(this, pokemon, target, move)) {
  				this.clearActiveMove(true);
  				return;
  			}
  		}
  		pokemon.lastDamage = 0;
  		var lockedMove = this.runEvent('LockMove', pokemon);
  		if (lockedMove === true) lockedMove = false;
  		if (!lockedMove && !pokemon.volatiles['partialtrappinglock']) {
  			pokemon.deductPP(move, null, target);
  		}
  		this.useMove(move, pokemon, target, sourceEffect);
  		this.runEvent('AfterMove', target, pokemon, move);
  
  		// If rival fainted
  		if (target.hp <= 0) {
  			// We remove screens
  			target.side.removeSideCondition('reflect');
  			target.side.removeSideCondition('lightscreen');
  		} else {
  			this.runEvent('AfterMoveSelf', pokemon, target, move);
  		}
  
  		// 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
  		}
  	},
  	tryMoveHit: function (target, pokemon, move, spreadHit) {
  		var boostTable = [1, 4 / 3, 5 / 3, 2, 7 / 3, 8 / 3, 3];
  		var doSelfDestruct = true;
  		var damage = 0;
  
  		// First, check if the Pokémon is immune to this move.
  		if (move.ignoreImmunity !== true && !move.ignoreImmunity[move.type] && !target.runImmunity(move.type, true)) {
  			if (move.selfdestruct) {
  				this.faint(pokemon, pokemon, move);
  			}
  			return false;
  		}
  
  		// Now, let's calculate the accuracy.
  		var 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.add('-immune', target, '[ohko]');
  				return false;
  			}
  		}
  
  		// Calculate true accuracy for gen 1, which uses 0-255.
  		if (accuracy !== true) {
  			accuracy = Math.floor(accuracy * 255 / 100);
  			// Check also for accuracy modifiers.
  			if (!move.ignoreAccuracy) {
  				if (pokemon.boosts.accuracy > 0) {
  					accuracy *= boostTable[pokemon.boosts.accuracy];
  				} else {
  					accuracy = Math.floor(accuracy / boostTable[-pokemon.boosts.accuracy]);
  				}
  			}
  			if (!move.ignoreEvasion) {
  				if (target.boosts.evasion > 0 && !move.ignorePositiveEvasion) {
  					accuracy = Math.floor(accuracy / boostTable[target.boosts.evasion]);
  				} else if (target.boosts.evasion < 0) {
  					accuracy *= boostTable[-target.boosts.evasion];
  				}
  			}
  		}
  		accuracy = this.runEvent('Accuracy', target, pokemon, move, accuracy);
  
  		// Stadium fixes the 1/256 accuracy bug.
  		if (accuracy !== true && this.random(256) > accuracy) {
  			this.attrLastMove('[miss]');
  			this.add('-miss', pokemon);
  			damage = false;
  		}
  
  		// If damage is 0 and not false it means it didn't miss, let's calc.
  		if (damage !== false) {
  			pokemon.lastDamage = 0;
  			if (move.multihit) {
  				var hits = move.multihit;
  				if (hits.length) {
  					// Yes, it's hardcoded... meh
  					if (hits[0] === 2 && hits[1] === 5) {
  						hits = [2, 2, 3, 3, 4, 5][this.random(6)];
  					} else {
  						hits = this.random(hits[0], hits[1] + 1);
  					}
  				}
  				hits = Math.floor(hits);
  				// In gen 1, all the hits have the same damage for multihits move
  				var moveDamage = 0;
  				var firstDamage;
  				var i;
  				for (i = 0; i < hits && target.hp && pokemon.hp; i++) {
  					if (i === 0) {
  						// First hit, we calculate
  						moveDamage = this.moveHit(target, pokemon, move);
  						firstDamage = moveDamage;
  					} else {
  						// We get the previous damage to make it fix damage
  						move.damage = firstDamage;
  						moveDamage = this.moveHit(target, pokemon, move);
  					}
  					if (moveDamage === false) break;
  					damage = (moveDamage || 0);
  					if (target.subFainted) {
  						i++;
  						break;
  					}
  				}
  				move.damage = null;
  				if (i === 0) return true;
  				this.add('-hitcount', target, i);
  			} else {
  				damage = this.moveHit(target, pokemon, move);
  			}
  		}
  
  		if (move.category !== 'Status') target.gotAttacked(move, damage, pokemon);
  
  		// Checking if substitute fainted
  		if (target.subFainted) doSelfDestruct = false;
  		if (move.selfdestruct && doSelfDestruct) {
  			this.faint(pokemon, pokemon, move);
  		}
  
  		// The move missed.
  		if (!damage && damage !== 0) {
  			// Delete the partial trap lock if necessary.
  			delete pokemon.volatiles['partialtrappinglock'];
  			return false;
  		}
  
  		if (move.ohko) this.add('-ohko');
  
  		if (!move.negateSecondary) {
  			this.singleEvent('AfterMoveSecondary', move, null, target, pokemon, move);
  			this.runEvent('AfterMoveSecondary', target, pokemon, move);
  		}
  
  		return damage;
  	},
  	moveHit: function (target, pokemon, move, moveData, isSecondary, isSelf) {
  		var damage = 0;
  		move = this.getMoveCopy(move);
  
  		if (!isSecondary && !isSelf) this.setActiveMove(move, pokemon, target);
  		var hitResult = true;
  		if (!moveData) moveData = move;
  
  		if (move.ignoreImmunity === undefined) {
  			move.ignoreImmunity = (move.category === 'Status');
  		}
  
  		// We get the sub to the target to see if it existed
  		var targetSub = (target) ? target.volatiles['substitute'] : false;
  		var targetHadSub = (targetSub !== null && targetSub !== false && (typeof targetSub !== 'undefined'));
  
  		if (target) {
  			hitResult = this.singleEvent('TryHit', moveData, {}, target, pokemon, move);
  
  			// Handle here the applying of partial trapping moves to Pokémon with Substitute
  			if (targetSub && moveData.volatileStatus && moveData.volatileStatus === 'partiallytrapped') {
  				target.addVolatile(moveData.volatileStatus, pokemon, move);
  			}
  
  			if (!hitResult) {
  				if (hitResult === false) this.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.runEvent('TryHit', target, pokemon, move);
  				if (!hitResult) {
  					if (hitResult === false) this.add('-fail', target);
  					// Special Substitute hit flag
  					if (hitResult !== 0) {
  						return false;
  					}
  				}
  				if (!this.runEvent('TryFieldHit', target, pokemon, move)) {
  					return false;
  				}
  			} else if (isSecondary && !moveData.self) {
  				hitResult = this.runEvent('TrySecondaryHit', target, pokemon, moveData);
  			}
  
  			if (hitResult === 0) {
  				target = null;
  			} else if (!hitResult) {
  				if (hitResult === false) this.add('-fail', target);
  				return false;
  			}
  		}
  
  		if (target) {
  			var didSomething = false;
  
  			damage = this.getDamage(pokemon, target, moveData);
  			if ((damage || damage === 0) && !target.fainted) {
  				if (move.noFaint && damage >= target.hp) {
  					damage = target.hp - 1;
  				}
  				damage = this.damage(damage, target, pokemon, move);
  				if (!(damage || damage === 0)) return false;
  				didSomething = true;
  			} else if (damage === false && typeof hitResult === 'undefined') {
  				this.add('-fail', target);
  			}
  			if (damage === false || damage === null) {
  				return false;
  			}
  			if (moveData.boosts && !target.fainted) {
  				this.boost(moveData.boosts, target, pokemon, move);
  			}
  			if (moveData.heal && !target.fainted) {
  				var d = target.heal(Math.floor(target.maxhp * moveData.heal[0] / moveData.heal[1]));
  				if (!d) {
  					this.add('-fail', target);
  					return false;
  				}
  				this.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.add('-fail', target, target.status);
  					} else {
  						this.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.addPseudoWeather(moveData.pseudoWeather, pokemon, move)) {
  					didSomething = true;
  				}
  			}
  			// Hit events
  			hitResult = this.singleEvent('Hit', moveData, {}, target, pokemon, move);
  			if (!isSelf && !isSecondary) {
  				this.runEvent('Hit', target, pokemon, move);
  			}
  			if (!hitResult && !didSomething) {
  				if (hitResult === false) this.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 = pokemon.lastDamage;
  		}
  
  		// Apply move secondaries.
  		if (moveData.secondaries) {
  			for (var i = 0; i < moveData.secondaries.length; i++) {
  				// 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 (!(moveData.secondaries[i].status && moveData.secondaries[i].status in {'par':1, 'brn':1, 'frz':1} && target && target.hasType(move.type))) {
  					var effectChance = Math.floor(moveData.secondaries[i].chance * 255 / 100);
  					if (typeof moveData.secondaries[i].chance === 'undefined' || this.random(256) < effectChance) {
  						this.moveHit(target, pokemon, move, moveData.secondaries[i], true, isSelf);
  					}
  				}
  			}
  		}
  		if (move.selfSwitch && pokemon.hp) {
  			pokemon.switchFlag = move.selfSwitch;
  		}
  
  		return damage;
  	},
  	getDamage: function (pokemon, target, move, suppressMessages) {
  		// First of all, we get the move.
  		if (typeof move === 'string') move = this.getMove(move);
  		if (typeof move === 'number') move = {
  			basePower: move,
  			type: '???',
  			category: 'Physical',
  			flags: {}
  		};
  
  		// 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 target.maxhp;
  		}
  
  		// We edit the damage through move's damage callback if necessary.
  		if (move.damageCallback) {
  			return move.damageCallback.call(this, pokemon, target);
  		}
  
  		// We take damage from damage=level moves (seismic toss).
  		if (move.damage === 'level') {
  			return pokemon.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 (pokemon.volatiles['partialtrappinglock'] && (target === pokemon.volatiles['partialtrappinglock'].locked)) {
  			return pokemon.volatiles['partialtrappinglock'].damage;
  		}
  
  		// We check the category and typing to calculate later on the damage.
  		if (!move.category) move.category = 'Physical';
  		if (!move.defensiveCategory) move.defensiveCategory = move.category;
  		// '???' is typeless damage: used for Struggle and Confusion etc
  		if (!move.type) move.type = '???';
  		var type = move.type;
  
  		// We get the base power and apply basePowerCallback if necessary.
  		var basePower = move.basePower;
  		if (move.basePowerCallback) {
  			basePower = move.basePowerCallback.call(this, pokemon, target, move);
  		}
  
  		// We check if the base power is proper.
  		if (!basePower) {
  			if (basePower === 0) return; // Returning undefined means not dealing damage
  			return basePower;
  		}
  		basePower = this.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.
  		move.crit = move.willCrit || false;
  		if (!move.crit) {
  			// 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.
  			var critChance = pokemon.template.baseStats['spe'] + 76;
  
  			// Now we right logical shift it two places, essentially dividing by 4 and flooring it.
  			critChance = critChance >> 2;
  
  			// Now we check for focus energy volatile.
  			if (pokemon.volatiles['focusenergy']) {
  				// If it exists, crit chance is multiplied by 4 and floored with a logical left shift.
  				critChance = critChance << 2;
  				// Then we add 160.
  				critChance += 160;
  			} else {
  				// If it is not active, we left shift it by 1.
  				critChance = 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 = critChance << 2;
  			} else if (move.critRatio === 1) {
  				// Normal hit ratio, we divide the crit chance by 2 and floor the result again.
  				critChance = critChance >> 1;
  			}
  
  			// Now we make sure it's a number between 1 and 255.
  			critChance = this.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) {
  				move.crit = (this.random(256) < critChance);
  			}
  		}
  		// There is a critical hit.
  		if (move.crit) {
  			move.crit = this.runEvent('CriticalHit', target, null, move);
  		}
  
  		// Happens after crit calculation.
  		if (basePower) {
  			basePower = this.runEvent('BasePower', pokemon, target, move, basePower);
  			if (move.basePowerModifier) {
  				basePower *= move.basePowerModifier;
  			}
  		}
  		if (!basePower) return 0;
  		basePower = this.clampIntRange(basePower, 1);
  
  		// We now check attacker's and defender's stats.
  		var level = pokemon.level;
  		var attacker = pokemon;
  		var defender = target;
  		if (move.useTargetOffensive) attacker = target;
  		if (move.useSourceDefensive) defender = pokemon;
  		var atkType = (move.category === 'Physical') ? 'atk' : 'spa';
  		var defType = (move.defensiveCategory === 'Physical') ? 'def' : 'spd';
  		var attack = attacker.getStat(atkType);
  		var defense = defender.getStat(defType);
  		// In gen 1, screen effect is applied here.
  		if ((defType === 'def' && defender.volatiles['reflect']) || (defType === 'spd' && defender.volatiles['lightscreen'])) {
  			this.debug('Screen doubling (Sp)Def');
  			defense *= 2;
  			defense = this.clampIntRange(defense, 1, 1998);
  		}
  
  		// In the event of a critical hit, the ofense and defense changes are ignored.
  		// This includes both boosts and screens.
  		// Also, level is doubled in damage calculation.
  		if (move.crit) {
  			move.ignoreOffensive = true;
  			move.ignoreDefensive = true;
  			level *= 2;
  			if (!suppressMessages) this.add('-crit', target);
  		}
  		if (move.ignoreOffensive) {
  			this.debug('Negating (sp)atk boost/penalty.');
  			attack = attacker.getStat(atkType, true);
  		}
  		if (move.ignoreDefensive) {
  			this.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 cuases the roll over bugs.
  		if (attack >= 256 || defense >= 256) {
  			attack = this.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.clampIntRange(Math.floor(defense / 4) % 256, 1);
  		}
  
  		// Self destruct moves halve defense at this point.
  		if (move.selfdestruct && defType === 'def') {
  			defense = this.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.
  		var damage = level * 2;
  		damage = Math.floor(damage / 5);
  		damage += 2;
  		damage *= basePower;
  		damage *= attack;
  		damage = Math.floor(damage / defense);
  		damage = this.clampIntRange(Math.floor(damage / 50), 1, 997);
  		damage += 2;
  
  		// STAB damage bonus, the "???" type never gets STAB
  		if (type !== '???' && pokemon.hasType(type)) {
  			damage += Math.floor(damage / 2);
  		}
  
  		// Type effectiveness.
  		// The order here is not correct, must change to check the move versus each type.
  		var totalTypeMod = this.getEffectiveness(type, target);
  		// Super effective attack
  		if (totalTypeMod > 0) {
  			if (!suppressMessages) this.add('-supereffective', target);
  			damage *= 20;
  			damage = Math.floor(damage / 10);
  			if (totalTypeMod >= 2) {
  				damage *= 20;
  				damage = Math.floor(damage / 10);
  			}
  		}
  		if (totalTypeMod < 0) {
  			if (!suppressMessages) this.add('-resisted', target);
  			damage *= 5;
  			damage = Math.floor(damage / 10);
  			if (totalTypeMod <= -2) {
  				damage *= 5;
  				damage = Math.floor(damage / 10);
  			}
  		}
  
  		// 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 is damage is greater than 1
  		if (damage > 1) {
  			damage *= this.random(217, 256);
  			damage = Math.floor(damage / 255);
  			if (damage > target.hp && !target.volatiles['substitute']) damage = target.hp;
  			if (target.volatiles['substitute'] && damage > target.volatiles['substitute'].hp) damage = target.volatiles['substitute'].hp;
  		}
  
  		// We are done, this is the final damage.
  		return Math.floor(damage);
  	},
  	damage: function (damage, target, source, effect) {
  		if (this.event) {
  			if (!target) target = this.event.target;
  			if (!source) source = this.event.source;
  			if (!effect) effect = this.effect;
  		}
  		if (!target || !target.hp) return 0;
  		effect = this.getEffect(effect);
  		if (!(damage || damage === 0)) return damage;
  		if (damage !== 0) damage = this.clampIntRange(damage, 1);
  
  		if (effect.id !== 'struggle-recoil') { // Struggle recoil is not affected by effects
  			damage = this.runEvent('Damage', target, source, effect, damage);
  			if (!(damage || damage === 0)) {
  				this.debug('damage event failed');
  				return damage;
  			}
  		}
  		if (damage !== 0) damage = this.clampIntRange(damage, 1);
  		target.battle.lastDamage = damage;
  		damage = target.damage(damage, source, effect);
  		if (source) source.lastDamage = damage;
  		var name = effect.fullname;
  		if (name === 'tox') name = 'psn';
  		switch (effect.id) {
  		case 'partiallytrapped':
  			this.add('-damage', target, target.getHealth, '[from] ' + this.effectData.sourceEffect.fullname, '[partiallytrapped]');
  			break;
  		default:
  			if (effect.effectType === 'Move') {
  				this.add('-damage', target, target.getHealth);
  			} else if (source && source !== target) {
  				this.add('-damage', target, target.getHealth, '[from] ' + effect.fullname, '[of] ' + source);
  			} else {
  				this.add('-damage', target, target.getHealth, '[from] ' + name);
  			}
  			break;
  		}
  
  		// In Stadium, recoil doesn't happen if you faint an opponent.
  		if (effect.recoil && source && target && target.hp > 0) {
  			this.damage(this.clampIntRange(Math.floor(damage * effect.recoil[0] / effect.recoil[1]), 1), source, target, 'recoil');
  		}
  		if (effect.drain && source) {
  			this.heal(this.clampIntRange(Math.floor(damage * effect.drain[0] / effect.drain[1]), 1), source, target, 'drain');
  		}
  
  		if (target.fainted) {
  			this.faint(target);
  		} else {
  			damage = this.runEvent('AfterDamage', target, source, effect, damage);
  		}
  
  		return damage;
  	},
  	directDamage: function (damage, target, source, effect) {
  		if (this.event) {
  			if (!target) target = this.event.target;
  			if (!source) source = this.event.source;
  			if (!effect) effect = this.effect;
  		}
  		if (!target || !target.hp) return 0;
  		if (!damage) return 0;
  		damage = this.clampIntRange(damage, 1);
  		damage = target.damage(damage, source, effect);
  		// Now we sent the proper -damage.
  		switch (effect.id) {
  		case 'strugglerecoil':
  			this.add('-damage', target, target.getHealth, '[from] recoil');
  			break;
  		case 'confusion':
  			this.add('-damage', target, target.getHealth, '[from] confusion');
  			break;
  		default:
  			this.add('-damage', target, target.getHealth);
  			break;
  		}
  		if (target.fainted) this.faint(target);
  
  		return damage;
  	}
  };
  