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pokedex.py
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import random, copy, mysql.connector
#=========================SQL CONNECTION===============================#
connection = mysql.connector.connect(host="localhost", database="pokedex", user="root", passwd="F@ng2525!")
cursor = connection.cursor()
#=========================STAGE MULTIPLIER=============================#
# Each stat has a stage. The stat is multiplied by a certain fraction depending on the stage.
stage_multiplier = {6:(8/2),5:(7/2),4:(6/2),3:(5/2),2:(4/2),1:(3/2),0:(2/2),
-1:(2/3),-2:(2/4),-3:(2/5),-4:(2/6),-5:(2/7),-6:(2/8)}
#============================POKEMON===================================#
class Pokemon:
def __init__(self, name, level, type1, type2, hp, attack, defense, spatt, spdef, speed):
self.name = name
self.level = level
self.type1= type1
self.type2 = type2
self.hp = hp
self.attack = attack
self.defense = defense
self.spatt = spatt
self.spdef = spdef
self.speed = speed
self.att_stg = 0
self.def_stg = 0
self.spatt_stg = 0
self.spdef_stg = 0
self.spd_stg = 0
self.evd_stg = 0
self.acc_stg = 0
self.priority = 1
self.status = "Normal"
self.status_count = 0
self.psn_count = 0
self.red_phys_count = 0
self.red_spec_count = 0
self.counter_attack = 0
self.focus_count = 0
self.move_count = 0
self.can_attack = True
self.new_move = True
self.no_lowered_stats = False
self.took_damage = False
self.leech_seeded = False
self.thrash_mode = False
self.is_flying = False
self.is_digging = False
self.is_charging = False
self.moveset = []
self.base_stats = {"hp":0,"attack":0,"defense":0,"spatt":0,"spdef":0,"speed":0}
self.disabled_move = {}
self.disabled_count = 0
def __repr__(self):
return ("Name: {}\nLevel: {}\nType 1: {}\nType 2: {}\nHP: {}\nAttack: {}\nDefense: {}\n"
"Sp. Attack: {}\nSp. Defense: {}\nSpeed: {}".format
(self.name, self.level, self.type1, self.type2,
self.hp, self.attack, self.defense, self.spatt, self.spdef, self.speed))
def stat_multiplier(self):
self.max_hp = round((((2 * self.hp + 94) * self.level)/100) + self.level + 10)
self.hp = round((((2 * self.hp + 94) * self.level)/100) + self.level + 10)
self.attack = round((((2 * self.attack + 94) * self.level)/100) + 5)
self.defense = round((((2 * self.defense + 94) * self.level)/100) + 5)
self.spatt = round((((2 * self.spatt + 94) * self.level)/100) + 5)
self.spdef = round((((2 * self.spdef + 94) * self.level)/100) + 5)
self.speed = round((((2 * self.speed + 94) * self.level)/100) + 5)
#=======================BATTLE FUNCTIONS===============================#
def who_is_faster(user1, move1, user2, move2):
if move1['name'] == "Quick Attack":
user1.priority += 1
if move2['name'] == "Quick Attack":
user2.priority += 1
if move1['effect'] == "reaction":
user1.priority -= 1
if move2['effect'] == "reaction":
user2.priority -= 1
if user1.priority > user2.priority:
faster_combatant = user1
fast_move = move1
slower_combatant = user2
slow_move = move2
return faster_combatant, fast_move, slower_combatant, slow_move
elif user2.priority > user1.priority:
faster_combatant = user2
fast_move = move2
slower_combatant = user1
slow_move = move1
return faster_combatant, fast_move, slower_combatant, slow_move
else:
if user1.speed > user2.speed:
faster_combatant = user1
fast_move = move1
slower_combatant = user2
slow_move = move2
return faster_combatant, fast_move, slower_combatant, slow_move
elif user2.speed > user1.speed:
faster_combatant = user2
fast_move = move2
slower_combatant = user1
slow_move = move1
return faster_combatant, fast_move, slower_combatant, slow_move
else:
x = [user1, user2]
faster_combatant = random.choice(x)
x.remove(faster_combatant)
slower_combatant = x[0]
if faster_combatant.name == user1.name:
fast_move = move1
else:
fast_move = move2
if slower_combatant.name == user1.name:
slow_move = move1
else:
slow_move = move2
return faster_combatant, fast_move, slower_combatant, slow_move
def did_it_hit(attacker, move, defender):
if defender.type1 in move["no effect"] or defender.type2 in move["no effect"]:
return False
if move['name'] == "Dream Eater":
if defender.status != "Sleep":
return False
if move['target'] == "recharge" and attacker.move_count == 1:
return True
if move['name'] == "Hyper Beam" and attacker.move_count == 1:
return True
if defender.is_flying is True:
if move['name'] == "Thunder" or move['name'] == "Gust":
r = random.randint(1, 100)
if (stage_multiplier[attacker.acc_stg] / stage_multiplier[defender.evd_stg]) * move['accuracy'] >= r:
return True
else:
return False
else:
return False
if defender.is_digging is True:
if move['name'] == "Earthquake" or move['name'] == "Fissure":
r = random.randint(1, 100)
if (stage_multiplier[attacker.acc_stg] / stage_multiplier[defender.evd_stg]) * move['accuracy'] >= r:
return True
else:
return False
else:
return False
r = random.randint(1,100)
if (stage_multiplier[attacker.acc_stg]/stage_multiplier[defender.evd_stg]) * move['accuracy'] >= r:
return True
else:
return False
def how_many_attacks(user, move):
attack_loop = 1
if move['target'] == "attack loop":
effect = eval(move['effect'])
attack_loop = effect()
return attack_loop
if move['target'] == "recharge" and user.move_count == 1:
attack_loop = 0
return attack_loop
if move['name'] == "Hyper Beam" and user.is_charging is True:
attack_loop = 0
return attack_loop
return attack_loop
def damage_multiplier(attacker, move, defender):
damage = 0
random_multiple = random.uniform(0.85,1.00)
if move['category'] == "Physical":
damage += ((2 * attacker.level / 5 + 2) * move['power'] * (attacker.attack / defender.defense) + 2) / 50
if move['category'] == "Special":
damage += ((2 * attacker.level / 5 + 2) * move['power'] * (attacker.spatt / defender.spdef) + 2) / 50
damage *= random_multiple
if attacker.type1 == move['type'] or attacker.type2 == move['type']:
damage *= 1.5
if defender.type1 in move["super"]:
damage *= 2
if defender.type2 in move["super"]:
damage *= 2
if defender.type1 in move["weak"]:
damage /= 2
if defender.type2 in move["weak"]:
damage /= 2
if defender.is_flying is True:
if move['name'] == "Gust":
damage *= 2
if defender.is_digging is True:
if move['name'] == "Earthquake":
damage *= 2
if move['target'] == "advanced_crit" or attacker.focus_count > 0:
adv_crit_hit = random.randint(1, 8)
if adv_crit_hit == 1:
print("Critical hit!")
damage *= 2
crit_hit = random.randint(1,24)
if crit_hit == 1:
damage *= 2
if move['target'] == "wrapped_up":
i = random.randint(2, 5)
damage += (defender.max_hp / 8) * i
if defender.red_phys_count > 0 and move['category'] == "Physical":
damage /= 2
if defender.red_spec_count > 0 and move['category'] == "Special":
damage /= 2
if move['target'] == "counter":
damage = attacker.counter_attack * 2
damage = round(damage)
return damage
def flat_damage(user, move1, enemy, move2):
if move1['name'] == "Dragon Rage":
damage = 40
enemy.hp -= damage
if move2['name'] == "Counter":
enemy.counter_attack += damage
if move2['name'] == "Bide" and enemy.new_move == False:
enemy.counter_attack += damage
if move1['name'] == "Sonic Boom":
damage = 20
enemy.hp -= damage
if move2['name'] == "Counter":
enemy.counter_attack += damage
if move2['name'] == "Bide" and enemy.new_move == False:
enemy.counter_attack += damage
if move1['name'] == "Super Fang":
if enemy.type1 == "Ghost" or enemy.type2 == "Ghost":
print("It had no effect!")
else:
if enemy.hp == 1:
enemy.hp -= 1
else:
damage = round(enemy.hp / 2)
enemy.hp -= damage
if move2['name'] == "Counter":
enemy.counter_attack += damage
if move2['name'] == "Bide" and enemy.new_move == False:
enemy.counter_attack += damage
if move1['name'] == "Night Shade" or move1['name'] == "Seismic Toss":
damage = user.level
enemy.hp -= damage
if move2['name'] == "Counter":
enemy.counter_attack += damage
if move2['name'] == "Bide" and enemy.new_move == False:
enemy.counter_attack += damage
if move1['name'] == "Psywave":
i = random.randint(50, 150)
damage = round((user.level * i) / 100)
enemy.hp -= damage
if move2['name'] == "Counter":
enemy.counter_attack += damage
if move2['name'] == "Bide" and enemy.new_move == False:
enemy.counter_attack += damage
def flinch_check(pokemon, move):
if pokemon.type1 != "Ghost" or pokemon.type2 != "Ghost":
if move['effect'] == "flinch":
i = random.randint(1, 10)
if move['target'] == "thirty":
if i <= 3:
return False
elif move['target'] == "ten":
if i == 1:
return False
return True
def status_effects(user, enemy):
# Check for frozen
if user.status == "Frozen":
user.can_attack = False
# Check for sleep
if user.status == "Sleep":
user.can_attack = False
# Check for confusion
if user.status == "Confused":
i = random.randint(1, 2)
if i == 1:
user.hp -= round(((2 * user.level / 5 + 2) * 40 * (user.attack / enemy.defense) + 2) / 50)
user.can_attack = False
# Check for paralysis
if user.status == "Paralyzed":
i = random.randint(1, 4)
if i == 1:
user.can_attack = False
def status_check(user, enemy):
if user.status == "Sleep" or user.status == "Frozen" or user.status == "Confused":
if user.status_count > 0:
user.status_count -= 1
else:
user.status = "Normal"
user.thrash_mode = False
if user.status == "Burned":
brn_dmg = round(user.max_hp / 16)
user.hp -= brn_dmg
if user.status == "Poisoned":
psn_dmg = round(user.max_hp / 16)
user.hp -= psn_dmg
if user.status == "Badly Poisoned":
psn_dmg = round(user.max_hp * (user.psn_count / 16))
user.hp -= psn_dmg
user.psn_count += 1
if user.leech_seeded == True:
user.hp -= round(user.max_hp / 8)
enemy.hp += round(user.max_hp / 8)
def defensive_check(user):
if user.red_phys_count > 0:
user.red_phys_count -= 1
if user.red_spec_count > 0:
user.red_spec_count -= 1
def disabled_effects(user):
if user.disabled_count > 0:
user.disabled_count -= 1
else:
if bool(user.disabled_move) != False:
user.moveset.append(user.disabled_move)
user.disabled_move.clear()
def recharge_move_effects(user):
if user.is_flying is True and user.move_count == 0:
user.is_flying = False
user.new_move = True
if user.is_digging is True and user.move_count == 0:
user.is_digging = False
user.new_move = True
if user.is_charging is True and user.move_count == 0:
user.is_charging = False
user.new_move = True
def the_hb_effect(user, move):
if move['name'] == "Hyper Beam" and user.is_charging is False:
recharge_move(user)
def move_counters(user):
if user.move_count > 0:
user.move_count -= 1
if user.focus_count > 0:
user.focus_count -= 1
def getting_angry(user, move):
if user.took_damage is True and move['name'] == "Rage":
raise_att_one(user)
def steal_health(user, move, dmg):
if move['target'] == "absorbed":
user.hp += round(dmg / 2)
if user.hp > user.max_hp:
user.hp = user.max_hp
def self_inflicted(user, move, dmg):
if move['target'] == "self-dmg":
user.hp -= round(dmg / 4)
#===========================STAT STAGES================================#
def raise_att_one(user):
try:
user.att_stg += 1
user.attack = round(
((((2 * user.base_stats['attack'] + 94) * user.level) / 100) + 5) * stage_multiplier[user.att_stg])
except:
if user.att_stg > 6:
user.att_stg = 6
def raise_att_two(user):
try:
user.att_stg += 2
user.attack = round(
((((2 * user.base_stats['attack'] + 94) * user.level) / 100) + 5) * stage_multiplier[user.att_stg])
except:
if user.att_stg > 6:
user.att_stg = 6
def raise_def_one(user):
try:
user.def_stg += 1
user.defense = round(
((((2 * user.base_stats['defense'] + 94) * user.level) / 100) + 5) * stage_multiplier[user.def_stg])
except:
if user.def_stg > 6:
user.def_stg = 6
def raise_def_two(user):
try:
user.def_stg += 2
user.defense = round(
((((2 * user.base_stats['defense'] + 94) * user.level) / 100) + 5) * stage_multiplier[user.def_stg])
except:
if user.def_stg > 6:
user.def_stg = 6
def raise_spatt_one(user):
try:
user.spatt_stg += 1
user.spatt = round(
((((2 * user.base_stats['spatt'] + 94) * user.level) / 100) + 5) * stage_multiplier[user.spatt_stg])
except:
if user.spatt_stg > 6:
user.spatt_stg = 6
def raise_spdef_two(user):
try:
user.spdef_stg += 2
user.spdef = round(
((((2 * user.base_stats['spdef'] + 94) * user.level) / 100) + 5) * stage_multiplier[user.spdef_stg])
except:
if user.spdef_stg > 6:
user.spdef_stg = 6
def raise_speed_two(user):
try:
user.spd_stg += 2
user.speed = round(
((((2 * user.base_stats['speed'] + 94) * user.level) / 100) + 5) * stage_multiplier[user.spd_stg])
except:
if user.spd_stg > 6:
user.spd_stg = 6
def raise_evade_one(user):
if user.evd_stg < 6:
user.evd_stg += 1
else:
user.evd_stg = 6
def raise_evade_two(user):
if user.evd_stg < 6:
user.evd_stg += 2
else:
user.evd_stg = 6
def lower_att_one(enemy):
if enemy.no_lowered_stats == True:
return
try:
enemy.att_stg -= 1
enemy.attack = round(
((((2 * enemy.base_stats['attack'] + 94) * enemy.level) / 100) + 5) * stage_multiplier[enemy.att_stg])
except:
if enemy.att_stg < 6:
enemy.att_stg = -6
def lower_def_one(enemy):
if enemy.no_lowered_stats == True:
return
try:
enemy.def_stg -= 1
enemy.defense = round(
((((2 * enemy.base_stats['defense'] + 94) * enemy.level) / 100) + 5) * stage_multiplier[enemy.def_stg])
except:
if enemy.def_stg < 6:
enemy.def_stg = -6
def lower_def_two(enemy):
if enemy.no_lowered_stats == True:
return
try:
enemy.def_stg -= 2
enemy.defense = round(
((((2 * enemy.base_stats['defense'] + 94) * enemy.level) / 100) + 5) * stage_multiplier[enemy.def_stg])
except:
if enemy.def_stg < 6:
enemy.def_stg = -6
def lower_speed_one(enemy):
if enemy.no_lowered_stats == True:
return
try:
enemy.spd_stg -= 1
enemy.speed = round(
((((2 * enemy.base_stats['speed'] + 94) * enemy.level) / 100) + 5) * stage_multiplier[enemy.spd_stg])
except:
if enemy.spd_stg < 6:
enemy.spd_stg = -6
def lower_acc_one(enemy):
if enemy.no_lowered_stats == True:
return
if enemy.acc_stg > -6:
enemy.acc_stg -= 1
else:
enemy.acc_stg = -6
#======================DAMAGE & STAT STAGES============================#
def dmg_lwr_att(user):
i = random.randint(1,10)
if i == 1:
lower_att_one(user)
def dmg_lwr_def(user):
i = random.randint(1,10)
if i == 1:
lower_def_one(user)
def dmg_lwr_sp_def(user):
i = random.randint(1,10)
if i == 1:
try:
user.spdef_stg -= 1
user.spdef = round(
((((2 * user.base_stats['spdef'] + 94) * user.level) / 100) + 5) * stage_multiplier[user.spdef_stg])
except:
if user.spdef_stg < 6:
user.spdef_stg = -6
def dmg_lwr_spd(user):
i = random.randint(1,10)
if i == 1:
try:
user.spd_stg -= 1
user.speed = round(
((((2 * user.base_stats['speed'] + 94) * user.level) / 100) + 5) * stage_multiplier[user.spd_stg])
except:
if user.spd_stg < 6:
user.spd_stg = -6
#==========================STATUS FUNCTIONS============================#
#===========BURN===============#
def get_burned(enemy):
if enemy.type1 == "Fire" or enemy.type2 == "Fire":
return
if enemy.status == "Normal":
i = random.randint(1,10)
if i == 1:
enemy.status = "Burned"
else:
return
def get_burned_30(enemy):
if enemy.type1 == "Fire" or enemy.type2 == "Fire":
return
if enemy.status == "Normal":
i = random.randint(1,10)
if i <= 3:
enemy.status = "Burned"
else:
return
#==========CONFUSE=============#
def get_confused(enemy):
if enemy.status == "Normal":
enemy.status = "Confused"
enemy.status_count = random.randint(2,5)
else:
return
def get_confused_10(enemy):
if enemy.status == "Normal":
i = random.randint(1,10)
if i == 1:
enemy.status = "Confused"
enemy.status_count = random.randint(2, 5)
else:
return
#==========FREEZE==============#
def get_frozen(enemy):
if enemy.type1 == "Ice" or enemy.type2 == "Ice":
return
if enemy.status == "Normal":
i = random.randint(1,10)
if i == 1:
enemy.status = "Frozen"
enemy.status_count = random.randint(1,5)
else:
return
#=========PARALYZE=============#
def get_paralyzed(enemy):
if enemy.type1 == "Electric" or enemy.type2 == "Electric":
return
if enemy.status == "Normal":
enemy.status = "Paralyzed"
enemy.speed = round(enemy.speed * 0.25)
else:
return
def get_paralyzed_10(enemy):
if enemy.type1 == "Electric" or enemy.type2 == "Electric":
return
if enemy.status == "Normal":
i = random.randint(1,10)
if i == 1:
enemy.status = "Paralyzed"
enemy.speed = round(enemy.speed * 0.25)
else:
return
def get_paralyzed_30(enemy):
if enemy.type1 == "Electric" or enemy.type2 == "Electric":
return
if enemy.status == "Normal":
i = random.randint(1,10)
if i <= 3:
enemy.status = "Paralyzed"
enemy.speed = round(enemy.speed * 0.25)
else:
return
#==========POISON==============#
def get_poisoned(enemy):
if enemy.type1 == "Poison" or enemy.type2 == "Poison":
return
if enemy.status == "Normal":
enemy.status = "Poisoned"
else:
return
def get_toxic(enemy):
if enemy.type1 == "Poison" or enemy.type2 == "Poison":
return
if enemy.status == "Normal":
enemy.status = "Badly Poisoned"
enemy.psn_count = 1
else:
return
def get_poisoned_20(enemy):
if enemy.type1 == "Poison" or enemy.type2 == "Poison":
return
if enemy.status == "Normal":
i = random.randint(1, 5)
if i == 1:
enemy.status = "Poisoned"
else:
return
def get_poisoned_30(enemy):
if enemy.type1 == "Poison" or enemy.type2 == "Poison":
return
if enemy.status == "Normal":
i = random.randint(1,10)
if i <= 3:
enemy.status = "Poisoned"
else:
return
def get_poisoned_40(enemy):
if enemy.type1 == "Poison" or enemy.type2 == "Poison":
return
if enemy.status == "Normal":
i = random.randint(1,10)
if i <= 4:
enemy.status = "Poisoned"
else:
return
#===========SLEEP==============#
def get_sleep(enemy):
if enemy.status == "Normal":
enemy.status = "Sleep"
enemy.status_count = random.randint(1,5)
else:
return
#============================MOVE FUNCTIONS============================#
def times_two():
return 2
def multi_attack():
i = random.randint(2,5)
return i
def suicide(user):
user.hp -= user.hp
def heal(user):
if user.hp < user.max_hp:
user.hp += round(user.max_hp / 2)
if user.hp > user.max_hp:
user.hp = user.max_hp
else:
return
def reset_stats(user, enemy):
user.status = "Normal"
user.att_stg = 0
user.def_stg = 0
user.spatt_stg = 0
user.spdef_stg = 0
user.spd_stg = 0
user.evd_stg = 0
user.acc_stg = 0
enemy.status = "Normal"
enemy.att_stg = 0
enemy.def_stg = 0
enemy.spatt_stg = 0
enemy.spdef_stg = 0
enemy.spd_stg = 0
enemy.evd_stg = 0
enemy.acc_stg = 0
def stat_stasis(user):
user.no_lowered_stats = True
def leeched(enemy):
if enemy.leech_seeded == True:
return
else:
enemy.leech_seeded = True
def tri_att(enemy):
i = random.randint(1,5)
if i == 1 and enemy.status == "Normal":
j = random.randint(1,3)
if j == 1:
if enemy.type1 == "Ice" or enemy.type2 == "Ice":
return
else:
enemy.status = "Frozen"
elif j == 2:
if enemy.type1 != "Fire":
enemy.status = "Burned"
else:
if enemy.type1 != "Electric":
enemy.status = "Paralyzed"
def resting(user):
if user.status == "Sleep":
return
else:
user.status = "Sleep"
user.status_count = 2
user.hp = user.max_hp
def disabled(enemy):
if len(enemy.moveset) <= 3:
return
else:
i = random.randint(1,8)
move = random.randint(0,3)
enemy.disabled_move = enemy.moveset[move]
enemy.moveset.remove(enemy.moveset[move])
enemy.disabled_count = i
def reduce_physical(user):
if user.red_phys_count > 0:
return
else:
user.red_phys_count = 5
def reduce_special(user):
if user.red_spec_count > 0:
return
else:
user.red_spec_count = 5
def convert(user):
user.type1 = user.moveset[0]['type']
user.type2 = user.moveset[0]['type']
def copy_cat(user, move, enemy):
user.moveset.remove(move)
i = random.randint(0,3)
user.moveset.append(enemy.moveset[i])
def reaction(user):
user.priority = 0
def transforming(user, enemy):
user.type1 = enemy.type1
user.type2 = enemy.type2
user.attack = enemy.attack
user.defense = enemy.defense
user.spatt = enemy.spatt
user.spdef = enemy.spdef
user.speed = enemy.speed
user.moveset = enemy.moveset
def swiftly(user, enemy):
user.acc_stg = 0
user.evd_stg = 0
enemy.acc_stg = 0
enemy.evd_stg = 0
def thrashing(user):
if user.move_count > 0:
return
else:
i = random.randint(2,3)
user.move_count = i
user.thrash_mode = True
user.new_move = False
def i_love_thrashing(user):
user.new_move = True
user.thrash_mode = False
get_confused(user)
def biding_time(user):
if user.move_count > 0:
return
else:
i = random.randint(3,4)
user.move_count = i
user.new_move = False
def flying_high(user):
if user.is_flying is True:
return
else:
user.is_flying = True
user.move_count = 1
user.new_move = False
def digging_deep(user):
if user.is_digging is True:
return
else:
user.is_digging = True
user.move_count = 1
user.new_move = False
def recharge_move(user):
if user.is_charging is True:
return
else:
user.is_charging = True
user.move_count = 1
user.new_move = False
def recharging_loop(user, move):
if move['target'] == "recharge":
if move['name'] == "Fly":
flying_high(user)
elif move['name'] == "Dig":
digging_deep(user)
else:
recharge_move(user)
def get_focused(user):
user.focus_count = 2
def random_attack():
i = random.randint(1, 163)
r_select = cursor.execute(
"select name, type, category, power, accuracy, effect, target, super, weak, no_effect "
"from moves where number = %s", (i,))
r_sel = cursor.fetchone()
r_sel_ls = list(r_sel)
new_move = {"name": r_sel_ls[0],"type": r_sel_ls[1],"category": r_sel_ls[2],"power": r_sel_ls[3],
"accuracy": r_sel_ls[4],"effect": r_sel_ls[5],"target": r_sel_ls[6],"super": r_sel_ls[7],
"weak": r_sel_ls[8],"no effect":r_sel_ls[9]}
return new_move
#=======================POKEMON SELECTION==============================#
player_pokemon = input("Which Pokemon will you choose? ")
enemy_pokemon = input("Which Pokemon will your rival choose? ")
p_selection = cursor.execute(
"select name, type1, type2, hp, attack, defense, spatt, spdef, speed from pokemon where number = %s",
(player_pokemon,))
p_sel = cursor.fetchone()
p_sel_ls = list(p_sel)
e_selection = cursor.execute(
"select name, type1, type2, hp, attack, defense, spatt, spdef, speed from pokemon where number = %s",
(enemy_pokemon,))
e_sel = cursor.fetchone()
e_sel_ls = list(e_sel)
player = Pokemon(p_sel_ls[0],int(input("What level is your Pokemon? ")),
p_sel_ls[1],p_sel_ls[2],p_sel_ls[3],p_sel_ls[4],p_sel_ls[5],p_sel_ls[6],p_sel_ls[7],p_sel_ls[8])
enemy = Pokemon(e_sel_ls[0],int(input("What level is the enemy Pokemon? ")),
e_sel_ls[1],e_sel_ls[2],e_sel_ls[3],e_sel_ls[4],e_sel_ls[5],e_sel_ls[6],e_sel_ls[7],e_sel_ls[8])
player.base_stats['hp'] = p_sel_ls[3]
player.base_stats['attack'] = p_sel_ls[4]
player.base_stats['defense'] = p_sel_ls[5]
player.base_stats['spatt'] = p_sel_ls[6]
player.base_stats['spdef'] = p_sel_ls[7]
player.base_stats['speed'] = p_sel_ls[8]
enemy.base_stats['hp'] = e_sel_ls[3]
enemy.base_stats['attack'] = e_sel_ls[4]
enemy.base_stats['defense'] = e_sel_ls[5]
enemy.base_stats['spatt'] = e_sel_ls[6]
enemy.base_stats['spdef'] = e_sel_ls[7]
enemy.base_stats['speed'] = e_sel_ls[8]
player.stat_multiplier()
enemy.stat_multiplier()
#=========================MOVE SELECTION===============================#
def move_selection(user):
get_moves = 4
while get_moves > 0:
move = input("What move do you want for {}? ".format(user.name))
u_move = cursor.execute(
"select name, type, category, power, accuracy, effect, target, super, weak, no_effect "
"from moves where name = %s", (move, ))
move_sel = cursor.fetchone()
move_ls = list(move_sel)
user_move = {"name": move_ls[0], "type": move_ls[1], "category": move_ls[2], "power": move_ls[3],
"accuracy": move_ls[4], "effect": move_ls[5], "target": move_ls[6], "super": move_ls[7],
"weak": move_ls[8], "no effect": move_ls[9]}
user.moveset.append(user_move)
get_moves -= 1
move_selection(player)
move_selection(enemy)
#======================================================================================================================#
player_copy = copy.deepcopy(player)
enemy_copy = copy.deepcopy(enemy)
player_wins = 0
player_draws = 0
enemy_wins = 0
enemy_draws = 0
print("****************")
print(player)
print("****************")
print(enemy)
print("****************")
battle = 0
while battle < 1000:
if player.hp > 0 and enemy.hp > 0:
player.priority = 1
enemy.priority = 1
if player.new_move is True:
player_move = random.choice(player.moveset)
if enemy.new_move is True:
enemy_move = random.choice(enemy.moveset)
if player_move['name'] == "Metronome":
player_move = random_attack()
if enemy_move['name'] == "Metronome":
enemy_move = random_attack()
faster_pokemon, faster_move, slower_pokemon, slower_move = who_is_faster(player, player_move, enemy, enemy_move)
faster_pokemon.can_attack = True
slower_pokemon.can_attack = True
faster_pokemon.took_damage = False
slower_pokemon.took_damage = False
# =======================FASTER POKEMON ================================#
# Check frozen, sleep, confusion, paralysis
status_effects(faster_pokemon, slower_pokemon)
# ******************** Faster Pokemon Takes Turn ********************
if faster_move == faster_pokemon.disabled_move:
faster_pokemon.can_attack = False
if faster_move['name'] == "Bide":
if faster_pokemon.new_move == False:
if faster_pokemon.move_count > 0:
faster_pokemon.can_attack = False
else:
damage = (faster_pokemon.counter_attack * 2)
slower_pokemon.hp -= damage
faster_pokemon.counter_attack = 0
faster_pokemon.new_move = True
faster_pokemon.can_attack = False
if slower_pokemon.hp <= 0:
if player.hp <= 0:
enemy_wins += 1
if enemy.hp <= 0:
player_wins += 1
player = copy.deepcopy(player_copy)
enemy = copy.deepcopy(enemy_copy)
battle += 1
continue
if faster_pokemon.can_attack is True:
if faster_move['target'] == "Self":
effect = eval(faster_move['effect'])
effect(faster_pokemon)
if faster_move['name'] == "Swift":
swiftly(faster_pokemon, slower_pokemon)
# Enters the recharge loop for moves like Dig and Hyper Beam
recharging_loop(faster_pokemon, faster_move)
if did_it_hit(faster_pokemon, faster_move, slower_pokemon) is True:
# Handles moves that do the same amount of damage when used
flat_damage(faster_pokemon, faster_move, slower_pokemon, slower_move)
if faster_move['target'] == "Both":
effect = eval(faster_move['effect'])
effect(faster_pokemon, slower_pokemon)
elif faster_move['target'] == "copied":
effect = eval(faster_move['effect'])
effect(faster_pokemon, faster_move, slower_pokemon)
elif faster_move['target'] == "death":
slower_pokemon.hp = 0
else:
# Handles consecutive-round attacks like Double Kick or Fury Swipes
attack_loop = how_many_attacks(faster_pokemon, faster_move)
while attack_loop > 0:
if faster_move['target'] == "thrash_it":
effect = eval(faster_move['effect'])
effect(faster_pokemon)
damage = damage_multiplier(faster_pokemon, faster_move, slower_pokemon)
slower_pokemon.hp -= damage
if slower_move['name'] == "Counter":
slower_pokemon.counter_attack = damage
if slower_move['name'] == "Bide":
if slower_pokemon.new_move == False:
if slower_pokemon.move_count > 0:
slower_pokemon.counter_attack += damage
# User gains health for moves like Absorb
steal_health(faster_pokemon, faster_move, damage)
# User deals self-damage from moves like Take Down