Пример #1
0
    def check_attack_secEffect(self, pk_defending):
        if (self.attackSecEffect == "paralized"):
            delay_print("{} is now paralyzed!".format(pk_defending.name))

        elif (self.attackSecEffect == "poisoned"):
            delay_print("{} is now poisoned!".format(pk_defending.name))

        elif (self.attackSecEffect == "burned"):
            delay_print("{} is now burned!".format(pk_defending.name))

        elif (self.attackSecEffect == "frozen"):
            delay_print("{} is now frozen solid!".format(pk_defending.name))

        elif (self.attackSecEffect == "confused"):
            delay_print("{} is now confused!".format(pk_defending.name))

        elif (self.attackSecEffect == "sleep"):
            delay_print("{} fall sleep".format(pk_defending.name))
Пример #2
0
def replay_pokemon_do_attack(pk_attacking, pk_defending, tur):

    delay_print("{} used {}!\n".format(self.name, self.att[att_index].name))

    #print("[DEBUG] | {} accuracy: {}".format(self.att[att_index].name, self.att[att_index].acc))

    if (self.att[att_index].acc == 0 or self.att[att_index].acc > randint(
            0, 99)):  # Chequeo si el ataque falla por accuracy

        repInfo.attackHit = True

        att_type = self.att[att_index].tipo  # Tipo del ataque elegido
        def_pk_type1 = def_pk.tipo1  # Tipo 1 del pokemon a la defensa
        def_pk_type2 = def_pk.tipo2  # Tipo 2 del pokemon a la defensa

        lvl = self.lvl  # Lvl del pokemon atacante: necesario para calcular daño crítico
        pwr = self.att[att_index].pwr  # Daño base del ataque
        pk_base_speed = self.spd_base  # Velocidad base del pokemon atacante: necesario para calcular chance de crítico

        if (
                self.att[att_index].dt == 'Especial'
        ):  # Si el tipo de daño del ataque es ESPECIAL, se carga el stat ESP del atacante y defensivo
            A = self.spc
            D = def_pk.spc
        else:  # Si el tipo de daño es FISICO, se carga el STR del pokemon atacante y DEF del defensivo
            A = self.str
            D = def_pk.df

        #Modifiers calculation: STAB, TYPE, RANDOM, CRIT
        if (att_type == self.tipo1 or att_type
                == self.tipo2):  # Si el tipo del ataque coincide con alguno de
            stab_mod = 1.5  # los del pokemon: STAB = 1.5
        else:
            stab_mod = 1.0

        type_mod = 1.0  # Modificador por debilidades y resistencias
        for n in weaknesses_table:
            if (n[0] == att_type and n[1] == def_pk_type1):
                type_mod *= float(n[2])
            if (n[0] == att_type and n[1] == def_pk_type2):
                type_mod *= float(n[2])

        random_mod = randint(217,
                             255) / 255  # Modificador random (Generación 1)

        crit_th = pk_base_speed / 2  # Cálculo de cŕitico: chance y daño
        if (randint(0, 255) < crit_th):
            crit_mod = (2 * lvl + 5) / (lvl + 5)
        else:
            crit_mod = 1

        modifier = random_mod * stab_mod * type_mod * crit_mod  # Modificador total de daño

        dmg = 0 if pwr == 0 else math.floor(
            ((((2 * lvl / 5 + 2) * pwr * (A / D)) / 50) + 2) * modifier
        )  # Cálculo del daño: https://bulbapedia.bulbagarden.net/wiki/Damage

        repInfo.attackDmg = int(dmg)

        # print("\n---Debugging Info---")
        # print("Tipo ataque: {}	DefPok tipo1: {}	DefPok tipo2: {}".format(att_type, def_pk_type1, def_pk_type2))
        # print("LVL: {}\nSpeed: {}\nPWR: {}\nA: {}\nD: {}".format(lvl,pk_base_speed,pwr,A,D))
        # print("Tipo del ataque: {}	Tipo1 del pokemon: {}	Tipo2 del pokemon: {}	STAB_mod: {}".format(att_type, self.tipo1, self.tipo2, stab_mod))
        # print("Random: {}	Stab: {}	Type: {}	Crit: {}	Modifier: {}".format(random_mod, stab_mod, type_mod, crit_mod, modifier))
        # print('Daño: ',dmg)
        # print("--------------------\n")

        if (type_mod == 0):
            delay_print("It doesn't have effect...")
            repInfo.attackHasEffect = False
        elif (crit_mod != 1 and dmg != 0):
            delay_print("It's a critical hit!")
            repInfo.attackWasCrit = True

        if (type_mod < 1 and type_mod != 0 and dmg != 0):
            delay_print("It's not very effective...")
            repInfo.attackEffectiveness = "not effective"
        elif (type_mod > 1 and dmg != 0):
            delay_print("It's super effective!")
            repInfo.attackEffectiveness = "very effective"

        def_pk.curr_hp -= dmg  # Actualizo el HP del pokemon a la defensa
        if (def_pk.curr_hp < 0):
            def_pk.curr_hp = 0

        def_pk.calculate_health_bars(
        )  # Actualizo las barras de HP del pokemon a la defensa

        # Evaluo efectos secundarios del ataque
        if (self.att[att_index].secEffect != "None" and type_mod != 0):
            #print("[DEBUG] | Entre al if de secondary effect porque no es NONE")
            repInfo.attackSecEffect = self.att[att_index].secEffect_methode(
                def_pk
            )  # Con secEffect_methode() le asigno el estado al pokemon a la defensa
            #print("[DEBUG] | secEffect_methode() devolvió: ", repInfo.attackSecEffect)
        #else: 																			# Ese método me devuelve el estado del pokemon y lo guardo para el replay
        #print("[DEBUG] | No tiene efecto secundario")

    else:
        delay_print("\n{} has failed...\n".format(self.att[att_index].name))

    _replay_table.append(repInfo)
    del repInfo
Пример #3
0
    def pokemon_do_attack(self, pk_attacking, pk_defending, qry_attack_list):

        self.attack_name = qry_attack_list[self.attackID - 1][1]

        self.check_status(pk_attacking)

        # if(self.status_post != "ok" and self.status_self_dmg != 0):
        # 	if(pk_attacking._identifier == 1):
        # 		pk_attacking.print_health_bars()
        # 		pk_defending.print_health_bars()
        # 	else:
        # 		pk_defending.print_health_bars()
        # 		pk_attacking.print_health_bars()

        if (self.canAttack == True):
            if (self.attackHit == True):
                delay_print("\n{} used {}!\n".format(pk_attacking.name,
                                                     self.attack_name))
                if (self.attackHasEffect == False):
                    delay_print("It doesn't have effect...")
                elif (self.attackWasCrit == True):
                    delay_print("It's a critical hit!")
                if (self.attackEffectiveness == "not effective"):
                    delay_print("It's not very effective...")
                elif (self.attackEffectiveness == "very effective"):
                    delay_print("It's super effective!")

                pk_defending.curr_hp -= self.attackDmg
                pk_defending.curr_hp = 0 if pk_defending.curr_hp < 0 else pk_defending.curr_hp

                pk_defending.calculate_health_bars()

                self.check_attack_secEffect(pk_defending)

            else:
                delay_print("\n{}'s {} has failed...\n".format(
                    pk_attacking.name, self.attack_name))
Пример #4
0
    def check_status(self, pk_attacking):

        if (self.status_prev == "ok"):
            return

        elif (self.status_prev == "sleep"):
            delay_print("\n{} is fast asleep...".format(pk_attacking.name))
            if (self.status_post != "sleep"):
                delay_print("\n{} woke up!".format(pk_attacking.name))

        elif (self.status_prev == "paralyzed" and self.canAttack == False):
            delay_print("\n{} is fully paralyzed.".format(pk_attacking.name))

        elif (self.status_prev == "confused"):
            delay_print("\n{} is confused...".format(pk_attacking.name))
            if (self.status_post != "confused"):
                delay_print("\n{} is no more confused!".format(
                    pk_attacking.name))
            if (self.canAttack == False):
                delay_print("It hurts itself in its confusion!")
                pk_attacking.curr_hp -= self.status_self_dmg
                pk_attacking.curr_hp = 0 if pk_attacking.curr_hp < 0 else pk_attacking.curr_hp
                pk_attacking.calculate_health_bars()

        elif (self.status_prev == "poisoned"):
            delay_print("\n{} is poisoned...".format(pk_attacking.name))
            pk_attacking.curr_hp -= self.status_self_dmg
            pk_attacking.curr_hp = 0 if pk_attacking.curr_hp < 0 else pk_attacking.curr_hp
            pk_attacking.calculate_health_bars()

        elif (self.status_prev == "burned"):
            delay_print("\n{} is burned...".format(pk_attacking.name))
            pk_attacking.curr_hp -= self.status_self_dmg
            pk_attacking.curr_hp = 0 if pk_attacking.curr_hp < 0 else pk_attacking.curr_hp
            pk_attacking.calculate_health_bars()

        elif (self.status_prev == "frozen"):
            delay_print(pk_attacking.name, " is frozen solid...")
            if (self.status_post != "frozen"):
                delay_print(pk_attacking.name, " is no more frozen!")