params = (battle_id, team, unit) cursor.execute(sql, params) unit_stats = cursor.fetchone() if(unit_stats["health_current"] < 1): action_helper.dead_action_receipt(battle_id, team, unit, unit_stats["title"], turn) elif(unit_stats["energy_current"] < cost): action_helper.exhausted_action_receipt(battle_id, team, unit, unit_stats["title"], turn) else: action_helper.spend_energy(battle_id, team, unit, cost) sql = "SELECT * FROM battle_unit_stats WHERE health_current > 0 AND battle_id = %s AND team = %s" params = (battle_id, target_team) cursor.execute(sql, params) target_stats_all = cursor.fetchall() for target_stats in target_stats_all: heal = 10 + unit_stats["power_current"] * scale * action_helper.key_bonus_ally( action_helper.key_difference(target_stats["song_key"], unit_stats["song_key"])) heal_string = heal_string + str(heal) + " " newhealth = target_stats["health_current"] + heal sql = "UPDATE battle_unit_stats SET health_current = %s WHERE battle_id = %s AND team = %s AND slot = %s" params = (newhealth, battle_id, target_team, target_stats["slot"]) summary_code += "t{}u{} +{} ".format(target_team, target_stats["slot"], heal) cursor.execute(sql, params) source_animation = "defensive_action_cast" target_animation = "defensive_action_effect" background_animation = "defensive_action_background" summary_text = "{} casts All Start on all allies, giving {} extra heath".format( unit_stats["title"], heal_string) sql = "UPDATE battle_action_queue SET source_animation=%s, target_animation=%s, background_animation=%s, summary_code=%s, summary_text=%s, processed=1 WHERE battle_id=%s AND unit=%s AND team=%s AND turn =%s"
if (unit_stats["health_current"] < 1): action_helper.dead_action_receipt(battle_id, team, unit, unit_stats["title"], turn) elif (unit_stats["energy_current"] < cost): action_helper.exhausted_action_receipt(battle_id, team, unit, unit_stats["title"], turn) else: action_helper.spend_energy(battle_id, team, unit, cost) sql = "SELECT * FROM battle_unit_stats WHERE health_current > 0 AND battle_id = %s AND team = %s AND slot = %s" params = (battle_id, target_team, action_target_unit) cursor.execute(sql, params) target_stats = cursor.fetchone() heal = (10 + unit_stats["power_current"]) * scale * target_stats[ "health_default"] * action_helper.key_bonus_ally( action_helper.key_difference(target_stats["song_key"], unit_stats["song_key"])) heal_string = heal_string + str(heal) + " " newhealth = target_stats["health_current"] + heal if (newhealth > target_stats["health_default"]): newhealth = target_stats["health_default"] sql = "UPDATE battle_unit_stats SET health_current = %s WHERE battle_id = %s AND team = %s AND slot = %s" params = (newhealth, battle_id, target_team, action_target_unit) cursor.execute(sql, params) ''' This is the part where it updates some stuff in the receipt ''' if (heal > target_stats["health_default"] * 0.2): effective_text = "It was extremely strong!"
action_helper.dead_action_receipt(battle_id, team, unit, unit_stats["title"], turn) elif (unit_stats["energy_current"] < cost): action_helper.exhausted_action_receipt(battle_id, team, unit, unit_stats["title"], turn) else: action_helper.spend_energy(battle_id, team, unit, cost) sql = "SELECT * FROM battle_unit_stats WHERE health_current > 0 AND battle_id = %s AND team = %s AND slot = %s" params = (battle_id, target_team, action_target_unit) cursor.execute(sql, params) target_stats = cursor.fetchone() heal = (10 + (unit_stats["health_default"] - unit_stats["health_current"])) * action_helper.key_bonus_ally( action_helper.key_difference(target_stats["song_key"], unit_stats["song_key"])) heal_string = heal_string + str(heal) + " " newhealth = target_stats["health_current"] + heal if (newhealth > target_stats["health_default"]): newhealth = target_stats["health_default"] sql = "UPDATE battle_unit_stats SET health_current = %s WHERE battle_id = %s AND team = %s AND slot = %s" params = (newhealth, battle_id, target_team, action_target_unit) cursor.execute(sql, params) ''' This is the part where it updates some stuff in the receipt ''' if (heal > target_stats["health_default"] * 0.2): effective_text = "It was extremely strong!"
params = (battle_id, team, unit) cursor.execute(sql, params) unit_stats = cursor.fetchone() if(unit_stats["health_current"] < 1): action_helper.dead_action_receipt(battle_id, team, unit, unit_stats["title"], turn) elif(unit_stats["energy_current"] < cost): action_helper.exhausted_action_receipt(battle_id, team, unit, unit_stats["title"], turn) else: action_helper.spend_energy(battle_id, team, unit, cost) sql = "SELECT * FROM battle_unit_stats WHERE health_current > 0 AND battle_id = %s AND team = %s" params = (battle_id, target_team) cursor.execute(sql, params) target_stats_all = cursor.fetchall() for target_stats in target_stats_all: heal = (20 + unit_stats["power_current"] * scale) * 0.01 * target_stats["health_default"] * action_helper.key_bonus_ally( action_helper.key_difference(target_stats["song_key"], unit_stats["song_key"])) heal_string = heal_string + str(heal) + " " newhealth = target_stats["health_current"] + heal if(newhealth > target_stats["health_default"]): newhealth = target_stats["health_default"] sql = "UPDATE battle_unit_stats SET health_current = %s WHERE battle_id = %s AND team = %s AND slot = %s" params = (newhealth, battle_id, target_team, target_stats["slot"]) summary_code += "t{}u{} h +{}".format(target_team, target_stats["slot"], heal) cursor.execute(sql, params) source_animation = "healing_action_cast" background_animation = "healing_action_background" target_animation = "healing_action_effect"
cursor.execute(sql, params) unit_stats = cursor.fetchone() if(unit_stats["health_current"] < 1): action_helper.dead_action_receipt(battle_id, team, unit, unit_stats["title"], turn) elif(unit_stats["energy_current"] < cost): action_helper.exhausted_action_receipt(battle_id, team, unit, unit_stats["title"], turn) else: action_helper.spend_energy(battle_id, team, unit, cost) sql = "SELECT * FROM battle_unit_stats WHERE battle_id = %s AND team = %s" params = (battle_id, target_team) cursor.execute(sql, params) target_stats_all = cursor.fetchall() for target_stats in target_stats_all: defense_boost = unit_stats["power_current"] * action_helper.key_bonus_ally( action_helper.key_difference(target_stats["song_key"], unit_stats["song_key"])) newhealth = target_stats["defense_current"] + (defense_boost / 3) if(target_stats["health_current"] > 0): sql = "UPDATE battle_unit_stats SET defense_current = %s WHERE battle_id = %s AND team = %s AND slot = %s" params = (newhealth, battle_id, target_team, target_stats["slot"]) cursor.execute(sql, params) source_animation = "defense_attack_cast" background_animation = "defense_attack_bg_animation" target_animation = "defense_attack_effect" summary_code = "format this later" summary_text = "{} has increased defense of every alive ally unit".format( unit_stats["title"]) sql = "UPDATE battle_action_queue SET source_animation=%s, target_animation=%s, background_animation=%s, summary_code=%s, summary_text=%s, processed=1 WHERE battle_id=%s AND unit=%s AND team=%s AND turn =%s" params = (source_animation, target_animation, background_animation,
if (unit_stats["health_current"] < 1): action_helper.dead_action_receipt(battle_id, team, unit, unit_stats["title"], turn) elif (unit_stats["energy_current"] < cost): action_helper.exhausted_action_receipt(battle_id, team, unit, unit_stats["title"], turn) else: action_helper.spend_energy(battle_id, team, unit, cost) sql = "SELECT * FROM battle_unit_stats WHERE health_current > 0 AND battle_id = %s AND team = %s AND slot = %s" params = (battle_id, target_team, action_target_unit) cursor.execute(sql, params) target_stats = cursor.fetchone() power_boost = (20 + unit_stats["power_current"] ) * scale * action_helper.key_bonus_ally( action_helper.key_difference( target_stats["song_key"], unit_stats["song_key"])) power_boost_string = power_boost_string + str(power_boost) + " " newpower = target_stats["power_current"] + power_boost sql = "UPDATE battle_unit_stats SET power_current = %s WHERE battle_id = %s AND team = %s AND slot = %s" params = (newpower, battle_id, target_team, action_target_unit) cursor.execute(sql, params) ''' This is the part where it updates some stuff in the receipt ''' if (power_boost > target_stats["power_default"] * 0.2): effective_text = "It was extremely strong!" target_animation = "power_boosting_action_effect_strong" elif (power_boost > target_stats["power_default"] * 0.1): effective_text = "It was strong!"
params = (battle_id, team, unit) cursor.execute(sql, params) unit_stats = cursor.fetchone() if(unit_stats["health_current"] < 1): action_helper.dead_action_receipt(battle_id, team, unit, unit_stats["title"], turn) elif(unit_stats["energy_current"] < cost): action_helper.exhausted_action_receipt(battle_id, team, unit, unit_stats["title"], turn) else: action_helper.spend_energy(battle_id, team, unit, cost) sql = "SELECT * FROM battle_unit_stats WHERE health_current > 0 AND battle_id = %s AND team = %s" params = (battle_id, target_team) cursor.execute(sql, params) target_stats_all = cursor.fetchall() for target_stats in target_stats_all: multiplier = 0.01 * (40 + unit_stats["power_current"] * action_helper.key_bonus_ally( action_helper.key_difference(target_stats["song_key"], unit_stats["song_key"]))) if(target_stats["health_current"] < (target_stats["health_default"] * multiplier)): summary_code += "t{}u{} d +{} ".format(target_team, target_stats["slot"], defense_current) sql = "UPDATE battle_unit_stats SET defense_current = defense_current*2 WHERE battle_id = %s AND team = %s AND slot = %s" params = (battle_id, target_team, target_stats["slot"]) cursor.execute(sql, params) source_animation = "defensive_action_cast" target_animation = "defensive_action_effect" background_animation = "defensive_action_background" summary_text = "{} casts Under Pressure on all allies, giving all weaken units double defense".format( unit_stats["title"]) sql = "UPDATE battle_action_queue SET source_animation=%s, target_animation=%s, background_animation=%s, summary_code=%s, summary_text=%s, processed=1 WHERE battle_id=%s AND unit=%s AND team=%s AND turn =%s" params = (source_animation, target_animation, background_animation, summary_code, summary_text, battle_id, unit, team, turn)