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pokemon.py
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import math
import random
import moves
import pkmn_types
from copy import deepcopy
# service procedure to calculate maximum value of the stats
def calculate_max_stat(base_stat, level):
return math.floor((base_stat*2*level)/100) + 5
# identifies every move
class Move:
def __init__(self, name, typing, power, pp, physical, accuracy):
self.name = name
self.typing = typing
self.power = power
self.pp = pp
self.max_pp = pp
self.physical = physical
self.accuracy = accuracy
def get_info(self):
print(self.name)
print('Typing:', self.typing)
print('Power:', self.power)
print('PP:', self.pp)
print('Category:', self.physical)
print('Accuracy:', self.accuracy)
# Identifies every pokemon
class Pokemon:
def __init__(self, pkmn_id, name, typing, level, base_stats):
# PKMN generals
self.id = pkmn_id
self.name = name
if level < 1:
self.level = 1
elif level > 100:
self.level = 100
else:
self.level = level
self.typing = typing
self.moves = [None] * 4
self.status = None
self.temp_status = None
self.on_field = False
self.fainted = False
# Base stats, given to instanciate
self.base_hp = base_stats[0]
self.base_attack = base_stats[1]
self.base_defense = base_stats[2]
self.base_sp_atk = base_stats[3]
self.base_sp_def = base_stats[4]
self.base_speed = base_stats[5]
# Max stats, calculated from level
self.max_hp = math.floor((self.base_hp*2*self.level)/100) + self.level + 10
self.max_attack = calculate_max_stat(self.base_attack, self.level)
self.max_defense = calculate_max_stat(self.base_defense, self.level)
self.max_sp_atk = calculate_max_stat(self.base_sp_atk, self.level)
self.max_sp_def = calculate_max_stat(self.base_sp_def, self.level)
self.max_speed = calculate_max_stat(self.base_speed, self.level)
# Actual stats, they variate in battle
self.hp = self.max_hp
self.attack = self.max_attack
self.defense = self.max_defense
self.sp_atk = self.max_sp_atk
self.sp_def = self.max_sp_def
self.speed = self.max_speed
self.accuracy = 1
self.evasion = 1
# stats multiplier
self.atk_mult = 0
self.def_mult = 0
self.sp_atk_mult = 0
self.sp_def_mult = 0
self.speed_mult = 0
self.acc_mult = 0
self.ev_mult = 0
self.substitute = False # defines if there is a substitute doll
self.sub_damage = 0 # defines substitute damage (if equal to 255, it vanishes)
# defines if pkmn is transformed (for mew and ditto)
self.transformed = False
# defines if leech seed was used on pkmn
self.seeded = False
# defines how many turn pkmn is sleeping
self.sleeping_turns = 0
# defines how many turns pkmn have been confused
self.confused_turns = 0
# defines how many turns pkmn have been intoxicated
self.toxic_turns = 0
# define if there is already a (sp.) def. barrier
self.reflect = False
self.light_screen = False
# define if the pkmn put a mist
self.mist = False
# message to gui
self.msg = 'You are challenged by AI Trainer!'
# random move injection
while True:
move = random.choice(moves.attacks)
if moves.check_compatibility(move['name'], self.name):
self.moves[0] = Move(move['name'], move['type'], move['power'], move['pp'], move['category'], move['accuracy'])
break
while True:
move = random.choice(moves.attacks)
if moves.check_compatibility(move['name'], self.name):
if move['name'] != self.moves[0].name:
self.moves[1] = Move(move['name'], move['type'], move['power'], move['pp'], move['category'], move['accuracy'])
break
else:
break
while True:
move = random.choice(moves.attacks)
if self.moves[1] is not None:
if moves.check_compatibility(move['name'], self.name):
if move['name'] != self.moves[1].name and move['name'] != self.moves[0].name:
self.moves[2] = Move(move['name'], move['type'], move['power'], move['pp'], move['category'], move['accuracy'])
break
else:
break
else:
break
while True:
move = random.choice(moves.attacks)
if self.moves[2] is not None:
if moves.check_compatibility(move['name'], self.name):
if move['name'] != self.moves[2].name and move['name'] != self.moves[1].name and move['name'] != self.moves[0].name:
self.moves[3] = Move(move['name'], move['type'], move['power'], move['pp'], move['category'], move['accuracy'])
break
else:
break
else:
break
def get_stats(self):
print('Name:', self.name, '\tType:', self.typing, '\tLevel:', self.level)
print('Hp:', self.hp)
print('Atk:', self.attack)
print('Def:', self.defense)
print('Sp Atk:', self.sp_atk)
print('Sp Def:', self.sp_def)
print('Spe:', self.speed, '\n')
def get_stats_mult(self):
print('Atk:', self.atk_mult)
print('Def:', self.def_mult)
print('Sp Atk:', self.sp_atk_mult)
print('Sp Def:', self.sp_def_mult)
print('Spe:', self.speed_mult)
print('Ev:', self.ev_mult)
print('Acc:', self.acc_mult, '\n')
# increases or decreases (highly or normally) a generic stat multiplier
# highly defines whether the multiplier is updated by one or two stages
def inc_dec_stat_mult(self, multiplier, increase: bool, highly: bool = False, enemy = None):
if enemy != None:
if multiplier is enemy.atk_mult:
name = 'Attack'
elif multiplier is enemy.def_mult:
name = 'Defense'
elif multiplier is enemy.sp_atk_mult:
name = 'Special Attack'
elif multiplier is enemy.sp_def_mult:
name = 'Special Defense'
elif multiplier is enemy.speed_mult:
name = 'Speed'
elif multiplier is enemy.ev_mult:
name = 'Evasion'
elif multiplier is enemy.acc_mult:
name = 'Accuracy'
else:
if multiplier is self.atk_mult:
name = 'Attack'
elif multiplier is self.def_mult:
name = 'Defense'
elif multiplier is self.sp_atk_mult:
name = 'Special Attack'
elif multiplier is self.sp_def_mult:
name = 'Special Defense'
elif multiplier is self.speed_mult:
name = 'Speed'
elif multiplier is self.ev_mult:
name = 'Evasion'
elif multiplier is self.acc_mult:
name = 'Accuracy'
if increase:
if multiplier >= 6:
self.msg += '\n{pkmn}\'s {stat_name} won\'t rise anymore!\n'.format(pkmn = self.name, stat_name = name)
else:
if highly:
multiplier += 2
self.msg += '\n{pkmn}\'s {stat_name} went way up!\n'.format(pkmn = self.name, stat_name = name)
else:
multiplier += 1
self.msg += '\n{pkmn}\'s {stat_name} went up!\n'.format(pkmn = self.name, stat_name = name)
else:
if multiplier <= -6:
self.msg += '\n{pkmn}\'s {stat_name} won\'t drop anumore!\n'.format(pkmn = enemy.name, stat_name = name)
else:
if highly:
multiplier -= 2
self.msg += '\n{pkmn}\'s {stat_name} went way down!\n'.format(pkmn = enemy.name, stat_name = name)
else:
multiplier -= 1
self.msg += '\n{pkmn}\'s {stat_name} went down!\n'.format(pkmn = enemy.name, stat_name = name)
return multiplier
# resets the multipliers and barriers
def reset_stats_mult(self):
self.atk_mult = 0
self.def_mult = 0
self.sp_atk_mult = 0
self.sp_def_mult = 0
self.speed_mult = 0
self.ev_mult = 0
self.acc_mult = 0
self.reflect = False
self.light_screen = False
self.mist = False
# updates in-battle stats using the updated multipliers
def update_battle_stat(self, stat, multiplier):
if multiplier >= 0:
stat *= ((multiplier*50)+100)/100
elif multiplier == -1:
stat *= 0.66
elif multiplier == -2:
stat *= 0.5
elif multiplier == -3:
stat *= 0.4
elif multiplier == -4:
stat *= 0.33
elif multiplier == -5:
stat *= 0.28
elif multiplier == -6:
stat *= 0.25
return stat
# resets all stats
def reset_battle_stats(self):
self.attack = self.max_attack
self.defense = self.max_defense
self.sp_atk = self.max_sp_atk
self.sp_def = self.max_sp_def
self.speed = self.max_speed
self.accuracy = 1
self.evasion = 1
def get_moves(self):
for move in self.moves:
if move is not None:
move.get_info()
print('\n')
else: print('None\n')
# calculates the critical multiplier taking a random number
# if the random number is higher than a treshold, then critical
def calculate_crit_multiplier(self):
treshold = math.floor(self.base_speed/2)
if treshold > 255: treshold = 255
rate = random.randint(0, 255)
if (rate < treshold):
self.msg += '\nCritical hit!'
return 2
else:
return 1
# calculates the damage to enemy using a certain move
def calculate_damage(self, move, enemy):
power = move.power # move base power
# same-type attack bonus
if len(self.typing) == 2:
# if attacker has two types
if move.typing == self.typing[0] or self.typing[1]:
stab = 2
else:
stab = 1
else:
# if attacker has only one type
if move.typing == self.typing:
stab = 2
else:
stab = 1
a = self.attack if move.physical == 'Physical' else self.sp_atk # attacking pkmn atk stat if physical move, sp_atk stat otherwise
d = enemy.defense if move.physical == 'Physical' else enemy.sp_def # target pkmn def stat if physical move, sp_def stat otherwise
type2 = 1
type1 = pkmn_types.get_effectiveness(move.typing, enemy.typing[0]) # effectiveness vs enemy's type1
if len(enemy.typing) == 2:
type2 = pkmn_types.get_effectiveness(move.typing, enemy.typing[1]) # effectiveness vs enemy's type1
if type1 == 0 or type2 == 0:
crit = 0
else:
crit = self.calculate_crit_multiplier() # critical-hit multiplier
rand_list = [random.randint(217, 255) for i in range(9)]
rand = 1
for r in rand_list:
rand *= r
rand = r/255
damage = int(((((2*self.level*crit)/5 + 2) * power * (a/d)) /50 + 2) * stab * type1 * type2 * rand)
return damage
# causes enemy's hp update throug the damage
def hit(self, damage, attacker = None, status = False):
# if there is not substitute (or there is, ), simply take damage
if not self.substitute:
self.hp -= damage
if self.hp <= 0:
self.hp = 0
self.fainted = True
# else the substitute will take the damage
else:
if status == False:
self.sub_damage += damage
attacker.msg += '\n{pkmn}\'s substitute was hit!'.format(pkmn = self.name)
if self.sub_damage >= 255:
self.substitute = False
self.sub_damage = 0
attacker.msg += '\n{pkmn}\'s substitute vanished!'.format(pkmn = self.name)
else:
self.hp -= damage
if self.hp <= 0:
self.hp = 0
self.fainted = True
# attack function that handles the actual status modifier
def try_atk_status(self, move, enemy):
# PERMANENT STATUS
if self.status != None:
# PARALYSIS
if self.status == 'PAR':
# probability to attack if paralyzed
p = random.random()
if p <= 0.25:
self.atk(move, enemy)
else:
self.msg = '{pkmn} is paralyzed and can\'t move!'.format(pkmn = self.name)
# SLEEPING
elif self.status == 'SLP':
if self.sleeping_turns < 7:
# probability to wake up if sleeping
p = random.random()
if p <= 0.33:
self.status = None
self.atk(move, enemy)
self.msg += '\n{pkmn} woke up!'.format(pkmn = self.name)
else:
self.sleeping_turns += 1
self.msg = '{pkmn} is sleeping...'.format(pkmn = self.name)
else:
self.status = None
self.msg = '{pkmn} woke up!'.format(pkmn = self.name)
self.atk(move, enemy)
else:
self.atk(move, enemy)
# CONFUSION STATUS
if self.temp_status != None:
if self.confused_turns < 5:
# probability to heal from confusion
p = random.random()
if p <= 0.33:
self.temp_status = None
self.atk(move, enemy)
self.msg += '\n{pkmn} is not confused anymore!'.format(pkmn = self.name)
else:
self.confused_turns += 1
self.msg = '{pkmn} is confused...'.format(pkmn = self.name)
power = 40
a = self.attack
d = self.defense
damage = int((((2*self.level)/5 + 2) * power * (a/d)) /50 + 2)
self.hit(damage)
self.msg += '\nIt\'s so confused to hit itself!'.format(pkmn = self.name)
else:
self.temp_status = None
self.atk(move, enemy)
self.msg += '\n{pkmn} is not confused anymore!'.format(pkmn = self.name)
# NO STATUSES
elif self.temp_status == None and self.status == None:
self.atk(move, enemy)
def atk(self, move, enemy):
# T will determine whether the move will hit
T = move.accuracy * self.accuracy * enemy.evasion
rand_t = random.randint(0, 255)
self.msg = '{pkmn} used {mv}!'.format(pkmn = self.name, mv = move.name)
# the first condition removes a bug that affects gen I
# in fact, in gen I, if T == 255, the move will miss
# this resulted in bug where no move can be guaranteed to hit
if T == 255 or T < rand_t or move.accuracy == 100:
if move.physical == 'Physical' or move.physical == 'Special':
# handling effectiveness
type2 = 1
type1 = pkmn_types.get_effectiveness(move.typing, enemy.typing[0]) # effectiveness vs enemy's type1
tmp = ''
if move.name != 'Dream Eater' and enemy.status != 'SLP': # tmp variable with effectiveness status, to send to textbox
if len(enemy.typing) == 2:
type2 = pkmn_types.get_effectiveness(move.typing, enemy.typing[1]) # effectiveness vs enemy's type2
if ((type1 == 0.5 and type2 == 1) or (type1 == 1 and type2 == 0.5)) or (type1 == 0.5 and type2 == 0.5):
tmp += '\nIt\'s not very effective...'
elif ((type1 == 2 and type2 == 1) or (type1 == 1 and type2 == 2)) or (type1 == 2 and type2 == 2):
tmp += '\nIt\'s super effective!'
elif type1 == 0 or type2 == 0:
tmp += '\nIt has no effect...'
else:
if type1 == 0.5:
tmp += '\nIt\'s not very effective...'
elif type1 == 2:
tmp += '\nIt\'s super effective!'
elif type1 == 0:
tmp += '\nIt has no effect...'
self.msg += tmp
damage = self.calculate_damage(move, enemy)
if self.status == 'BRN': damage /= 2
# handlng moves with regain
if move.name == 'Absorb' or move.name == 'Mega Drain' or move.name == 'Leech Life':
regain = self.handle_recoil(enemy, damage, 50)
if self.hp + regain > self.max_hp:
self.hp = self.max_hp
else:
self.hp += regain
self.msg += '\nSucked health from {pkmn}!'.format(pkmn = enemy.name)
elif move.name == 'Dream Eater':
if enemy.status == 'SLP':
regain = self.handle_recoil(enemy, damage, 50)
if self.hp + regain > self.max_hp:
self.hp = self.max_hp
else:
self.hp += regain
self.msg += '\n{pkmn} dream was eaten!'.format(pkmn = enemy.name)
else:
self.msg += '\nIt does nothing...'
return
if self.temp_status != "CONF":
if enemy != self:
self.handle_special_physical_move(move, enemy, damage)
if enemy.fainted:
self.msg += '\n{enemy} fainted!'.format(enemy = enemy.name)
else:
# if attacking pkmn is confused, it can hit hitself
prob = random.random()
if prob <= 0.5:
self.msg = '{pkmn} is so confused to hit itself!'.format(pkmn = self.name)
self.hit(damage)
if self.fainted:
self.msg += '\n{pkmn} fainted!'.format(pkmn = self.name)
else:
# print("Non damaging move")
self.handle_status_move(move, enemy)
else:
if 'jump kick' in move.name.lower():
self.msg += '\n{pkmn} lost its poise and damaged itself!'.format(pkmn = self.name)
self.hit(1)
else:
self.msg += '\nBut it failed...'
move.pp = move.pp - 1
# struggle is a physical move with recoil
# done if all pp = 0
def struggle_no_pp(self, enemy):
power = 50
a = self.level
b = self.attack
c = enemy.defense
damage = int((((2*a/5 + 2) * b * 40)/c)/50) + 2
recoil = self.handle_recoil(enemy, damage, 50)
self.msg = '{pkmn} has no moves left!\n{pkmn} uses Struggle!\n{pkmn} is hit with recoil!'.format(pkmn = self.name)
enemy.hit(damage, self)
self.hit(recoil, self)
# calculate recoil with moves that cause recoil
def handle_recoil(self, enemy, damage, perc_scaler):
scaler = perc_scaler / 100
if enemy.hp - damage < 0:
damage_caused = damage - (enemy.hp - damage)
else:
damage_caused = damage
recoil = int(damage_caused * scaler)
return recoil
# handles all moves that cause a
# status or stat-multiplier update
def handle_status_move(self, move, enemy):
if move.name == 'Acid Armor':
self.def_mult = self.inc_dec_stat_mult(self.def_mult, increase=True, highly=True)
self.defense = self.update_battle_stat(self.defense, self.def_mult)
elif move.name == 'Agility':
self.speed_mult = self.inc_dec_stat_mult(self.speed_mult, increase=True, highly=True)
self.speed = self.update_battle_stat(self.speed, self.speed_mult)
elif move.name == 'Amnesia':
self.sp_atk_mult = self.inc_dec_stat_mult(self.sp_atk_mult, increase=True, highly=True)
self.sp_atk = self.update_battle_stat(self.sp_atk, self.sp_atk_mult)
self.sp_def_mult = self.inc_dec_stat_mult(self.sp_def_mult, increase=True, highly=True)
self.sp_def = self.update_battle_stat(self.sp_def, self.sp_def_mult)
elif move.name == 'Barrier':
self.def_mult = self.inc_dec_stat_mult(self.defense, increase=True, highly=True)
self.defense = self.update_battle_stat(self.defense, self.def_mult)
elif move.name == 'Confuse Ray' or move.name == 'Supersonic':
enemy.temp_status = 'CONF'
self.msg += '\n{pkmn} is now confused!'.format(pkmn = enemy.name)
elif move.name == 'Conversion':
self.typing = enemy.typing
self.msg += '\n{player_mon} assumes {enemy_mon} types!'.format(player_mon = self.name, enemy_mon = enemy.name)
elif move.name == 'Defense Curl' or move.name == 'Harden' or move.name == 'Withdraw':
self.def_mult = self.inc_dec_stat_mult(self.def_mult, increase=True)
self.defense = self.update_battle_stat(self.defense, self.def_mult)
elif move.name == 'Double Team':
self.ev_mult = self.inc_dec_stat_mult(self.ev_mult, increase=True)
self.evasion = self.update_battle_stat(self.evasion, self.ev_mult)
elif move.name == 'Flash' or move.name == 'Kinesis' or move.name == 'Sand Attack':
if not enemy.mist:
enemy.acc_mult = self.inc_dec_stat_mult(enemy.acc_mult, increase=False, enemy=enemy)
enemy.accuracy = self.update_battle_stat(enemy.accuracy, enemy.acc_mult)
else:
self.msg += '\nBut {enemy_mon}\'s Mist prevents its stats decrease...'
elif move.name == 'Glare' or move.name == 'Stun Spore' or move.name == 'Thunder Wave':
if not enemy.substitute:
if enemy.status == None:
enemy.status = 'PAR'
enemy.speed -= (0.75 * enemy.speed)
self.msg += '\n{pkmn} is paralized! Maybe it can\'t attack!'.format(pkmn = enemy.name)
else:
self.msg += '\nBut nothing happened...'
else:
self.msg += '\n{pkmn}\'s Substitute prevents its status change!'.format(pkmn = enemy.name)
elif move.name == 'Growl':
if not enemy.mist:
enemy.atk_mult = self.inc_dec_stat_mult(enemy.atk_mult, increase=False, enemy=enemy)
enemy.attack = enemy.update_battle_stat(enemy.attack, enemy.atk_mult)
else:
self.msg += '\nBut {enemy_mon}\'s Mist prevents its stats decrease...'
elif move.name == 'Growth':
self.sp_atk_mult = self.inc_dec_stat_mult(self.sp_atk_mult, increase=True)
self.sp_atk = self.update_battle_stat(self.sp_atk, self.sp_atk_mult)
self.sp_def_mult = self.inc_dec_stat_mult(self.sp_def_mult, increase=True)
self.sp_def = self.update_battle_stat(self.sp_def, self.sp_def_mult)
elif move.name == 'Haze':
self.reset_stats_mult()
self.reset_battle_stats()
enemy.reset_stats_mult()
enemy.reset_battle_stats()
self.msg += '\nAll stats changes have been reset!'
elif move.name == 'Hypnosis' or move.name == 'Lovely Kiss' or move.name == 'Sing' or move.name == 'Spore' or move.name == 'Sleep Powder':
if not enemy.substitute:
if enemy.status == None:
enemy.status = 'SLP'
self.msg += '\n{pkmn} is now sleeping!'.format(pkmn = enemy.name)
else:
self.msg += '\nBut nothing happened...'
else:
self.msg += '\n{pkmn}\'s Substitute prevents its status change!'.format(pkmn = enemy.name)
elif move.name == 'Leech Seed':
if not enemy.substitute:
if not enemy.seeded:
# if there are two types
if (len(enemy.typing) == 2):
# if no one of the types is grass
if enemy.typing[0] != 'GRASS' and enemy.typing[1] != 'GRASS':
enemy.seeded = True
self.msg += '\n{pkmn} was seeded!'.format(pkmn = enemy.name)
else:
self.msg += '\nIt has not effect on {pkmn}...'.format(pkmn = enemy.name)
# if the only type is not grass
elif enemy.typing[0] != 'GRASS':
enemy.seeded = True
self.msg += '\n{pkmn} was seeded!'.format(pkmn = enemy.name)
else:
self.msg += '\nIt has not effect on {pkmn}...'.format(pkmn = enemy.name)
# if enemy is already seeded
else:
self.msg += '\nBut {pkmn}\'s is already seeded...'.format(pkmn = enemy.name)
# there is a substitute
else:
self.msg += '\n{pkmn}\'s Substitute prevents Leech Seed!'.format(pkmn = enemy.name)
elif move.name == 'Light Screen':
if not self.light_screen:
self.light_screen = True
if (self.sp_def * 2) > 1024:
self.sp_def = 1024
else:
self.sp_def *= 2
self.msg += '\n{pkmn} protected against special attacks!'.format(pkmn = self.name)
else:
self.msg += '\nBut Light Screen is already covering {pkmn}...'.format(pkmn = self.name)
elif move.name == 'Meditate' or move.name == 'Minimize':
self.ev_mult = self.inc_dec_stat_mult(self.ev_mult, increase=True)
self.evasion = self.update_battle_stat(self.evasion, self.ev_mult)
elif move.name == 'Metronome':
rand_move_tmp = random.choice(moves.attacks)
rand_move = Move(rand_move_tmp['name'], rand_move_tmp['type'], rand_move_tmp['power'], rand_move_tmp['pp'], rand_move_tmp['category'], rand_move_tmp['accuracy'])
self.atk(rand_move, enemy)
elif move.name == 'Mimic':
m = random.choice(enemy.moves)
if m != None:
if m.name == 'Mimic':
self.msg += '\nBut it failed...'
else:
self.atk(m, enemy)
self.msg += '\n{player_mon} copies one of {enemy_mon}\'s moves!'.format(player_mon = self.name, enemy_mon = enemy.name)
else:
self.msg += '\nBut it failed...'
elif move.name == 'Mist':
if not self.mist:
self.mist = True
self.msg += '\n{pkmn} is shrouded in Mist!'.format(pkmn = self.name)
else:
self.msg += '\nBut there is already a Mist covering {pkmn}...'.format(pkmn = self.name)
elif move.name == 'Poison Gas' or move.name == 'Poison Powder':
if not enemy.substitute:
if enemy.status == None:
if (len(enemy.typing) == 2):
if enemy.typing[0] != 'POISON' and enemy.typing[1] != 'POISON':
enemy.status = 'PSN'
self.msg += '\n{pkmn} is poisoned!'.format(pkmn = enemy.name)
else:
self.msg += '\nIt has not effect on {pkmn}...'.format(pkmn = enemy.name)
elif enemy.typing[0] != 'POISON':
enemy.status = 'PSN'
self.msg += '\n{pkmn} is poisoned!'.format(pkmn = enemy.name)
else:
self.msg += '\nIt has not effect on {pkmn}...'.format(pkmn = enemy.name)
else:
self.msg += '\nBut nothing happened...'
else:
self.msg += '\n{pkmn}\'s Substitute prevents its status change!'.format(pkmn = enemy.name)
elif move.name == 'Recover' or move.name == 'Soft Boiled':
if self.hp < self.max_hp:
self.hp += (0.5) * self.max_hp
if self.hp > self.max_hp: self.hp = self.max_hp
self.msg += '\n{pkmn} restores half of its hp!'.format(pkmn = self.name)
else:
self.msg += '\nBut {pkmn} already has all its hp!'.format(pkmn = self.name)
elif move.name == 'Reflect':
if not self.reflect:
self.reflect = True
if (self.defense * 2) > 1024:
self.defense = 1024
else:
self.defense *= 2
self.msg += '\n{pkmn} gained armor!'.format(pkmn = self.name)
else:
self.msg += '\nBut Reflect is already covering {pkmn}...'.format(pkmn = self.name)
elif move.name == 'Rest':
if self.hp < self.max_hp or self.status != None:
# reset status
if self.status != None: self.status = None
if self.temp_status != None: self.temp_status = None
self.hp = self.max_hp
self.status = 'SLP'
self.msg += '\n{pkmn} went to sleep and regained health!'.format(pkmn = self.name)
else:
self.msg += '\nBut {pkmn} already has all its hp!'.format(pkmn = self.name)
elif move.name == 'Roar' or move.name == 'Splash' or move.name == 'Teleport' or move.name == 'Whirlwind':
self.msg += '\nBut nothing happened...'
elif move.name == 'Screech':
if not enemy.mist:
enemy.def_mult = self.inc_dec_stat_mult(enemy.def_mult, increase=False, enemy=enemy)
enemy.defense = enemy.update_battle_stat(enemy.defense, enemy.def_mult)
else:
self.msg += '\nBut {pkmn}\'s Mist prevents its stats decrease...'.format(pkmn = enemy.name)
elif move.name == 'String Shot':
if not enemy.mist:
enemy.speed_mult = self.inc_dec_stat_mult(enemy.speed_mult, increase=False, enemy=enemy)
enemy.speed = enemy.update_battle_stat(enemy.speed, enemy.speed_mult)
else:
self.msg += '\nBut {pkmn}\'s Mist prevents its stats decrease...'.format(pkmn = enemy.name)
elif move.name == 'Substitute':
if not self.substitute:
if self.hp >= (0.3 * self.max_hp):
self.hp -= math.floor(0.25 * self.max_hp)
self.substitute = True
self.msg += '\n{pkmn} is replaced by a substitute doll!'.format(pkmn = self.name)
else:
self.msg += '\nBut {pkmn} is already protected by a substitute doll...'.format(pkmn = self.name)
elif move.name == 'Sharpen':
self.atk_mult = self.inc_dec_stat_mult(self.atk_mult, increase=True)
self.attack = self.update_battle_stat(self.attack, self.atk_mult)
elif move.name == 'Swords Dance':
self.atk_mult = self.inc_dec_stat_mult(self.atk_mult, increase=True, highly=True)
self.attack = self.update_battle_stat(self.attack, self.atk_mult)
elif move.name == 'Tail Whip' or move.name == 'Leer':
if not enemy.mist:
enemy.def_mult = self.inc_dec_stat_mult(enemy.def_mult, increase=False, enemy=enemy)
enemy.defense = enemy.update_battle_stat(enemy.defense, enemy.def_mult)
else:
self.msg += '\nBut {enemy_mon}\'s Mist prevents its stats decrease...'
elif move.name == 'Toxic':
if not enemy.substitute:
if enemy.status == None:
if (len(enemy.typing) == 2):
if enemy.typing[0] != 'POISON' and enemy.typing[1] != 'POISON':
enemy.status = 'TOX'
self.msg += '\n{pkmn} is intoxicated!'.format(pkmn = enemy.name)
else:
self.msg += '\nIt has not effect on {pkmn}...'.format(pkmn = enemy.name)
elif enemy.typing[0] != 'POISON':
enemy.status = 'TOX'
self.msg += '\n{pkmn} is intoxicated!'.format(pkmn = enemy.name)
else:
self.msg += '\nIt has not effect on {pkmn}...'.format(pkmn = enemy.name)
else:
self.msg += '\nBut nothing happened...'
else:
self.msg += '\n{pkmn}\'s Substitute prevents its status change!'.format(pkmn = enemy.name)
elif move.name == 'Transform':
self.msg += '\n{player_mon} transforms into {enemy_mon}!'.format(player_mon = self.name, enemy_mon = enemy.name)
self.transformed = True
self.id = enemy.id
self.typing = enemy.typing
self.moves = deepcopy(enemy.moves)
self.max_attack = deepcopy(enemy.max_attack)
self.max_defense = deepcopy(enemy.max_defense)
self.max_sp_atk = deepcopy(enemy.max_sp_atk)
self.max_sp_def = deepcopy(enemy.max_sp_def)
self.max_speed = deepcopy(enemy.max_speed)
self.attack = deepcopy(enemy.attack)
self.defense = deepcopy(enemy.defense)
self.sp_atk = deepcopy(enemy.sp_atk)
self.sp_def = deepcopy(enemy.sp_def)
self.speed = deepcopy(enemy.speed)
for m in self.moves:
if m != None:
m.pp = int(m.max_pp/2)
# handles all physical/special moves that have
# particular or secondary effects (like status modifier)
def handle_special_physical_move(self, move, enemy, damage):
if move.typing == 'Fire':
enemy.hit(damage, self)
if not enemy.substitute:
prob = random.randint(0, 100)
if prob <= 10:
enemy.status = 'BRN'
self.msg += '\n{pkmn} is burned!'.format(pkmn = enemy.name)
if move.name == 'Body Slam':
enemy.hit(damage, self)
if not enemy.substitute:
if (len(enemy.typing) == 2):
if enemy.typing[0] != 'GHOST' and enemy.typing[1] != 'GHOST':
prob = random.randint(0, 100)
if prob <= 30:
enemy.status = 'PAR'
enemy.speed -= (0.75 * enemy.speed)
self.msg += '\n{pkmn} is paralized! Maybe it can\'t attack!'.format(pkmn = enemy.name)
else:
pass
elif enemy.typing[0] != 'GHOST':
prob = random.randint(0, 100)
if prob <= 30:
enemy.status = 'PAR'
enemy.speed -= (0.75 * enemy.speed)
self.msg += '\n{pkmn} is paralized! Maybe it can\'t attack'.format(pkmn = enemy.name)
else:
pass
if move.name == 'Confusion':
enemy.hit(damage, self)
prob = random.randint(0, 100)
if prob <= 10:
enemy.temp_status = 'CONF'
self.msg += '\n{pkmn} is now confused!'.format(pkmn = enemy.name)
if move.name == 'Explosion':
enemy.hit(damage, self)
self.hit(self.max_hp)
elif move.name == 'Fissure' or move.name == 'Guillotine':
enemy.hit(enemy.max_hp, self)
elif move.name == 'Fury Swipes' or move.name == 'Fury Attack' or move.name == 'Double Slap' or move.name == 'Wrap':
cnt = 1
enemy.hit(damage, self)
while cnt < 5:
prob = random.randint(0, 100)
if cnt < 2:
if prob <= 37:
enemy.hit(damage, self)
cnt += 1
else:
break
elif cnt >= 2 and cnt < 5:
if prob <= 12:
enemy.hit(damage, self)
cnt += 1
else:
break
self.msg += '\nHit {cnt} time(s)!'.format(cnt = cnt)
elif move.name == 'Poison Sting':
enemy.hit(damage, self)
if not enemy.substitute:
if (len(enemy.typing) == 2):
if enemy.typing[0] != 'POISON' and enemy.typing[1] != 'POISON':
prob = random.randint(0, 100)
if prob <= 20:
enemy.status = 'PSN'
self.msg += '\n{pkmn} is poisoned!'.format(pkmn = enemy.name)
else:
pass
elif enemy.typing[0] != 'POISON':
prob = random.randint(0, 100)
if prob <= 20:
enemy.status = 'PSN'
self.msg += '\n{pkmn} is poisoned!'.format(pkmn = enemy.name)
else:
pass
else:
# normal attack, without any particular effects
enemy.hit(damage, self)