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A small example package

Project description

Anybody here play Pokémon?

Just me? That's fine.

This Python program simulates Pokémon and Pokémon battles. For a more detailed description of the game, check out game_blurb.md For a demonstration of how to play the game, check out this guy's YouTube video (and like and comment and subscribe, he told me to tell you that). The rest of the readme will be geared toward codestuff: prerequisites, launching the game, modifying the code to your tastes, etc.

Prerequisites:

  • Python
  • Numpy

Starting the game:

python3 pokemon.py [-m] [-n your_name_here] [-w how_big_to_display_the_game] [-p number_of_starter_parties] [-s number_of_pokémon_per_party]

Optional inputs:

  • '-m' to skip the game start-up
  • '-n' to set your name, you can set your name in-game, used to display in battles
  • '-w' to set the length of banners and headers throughout the game, defaults to 64 I think
  • '-p' to set the number of parties you start with
  • '-s' to set the number of Pokémon in each of those parties
  • '-h' to have all of this told to you again but by python

Editing the game:

Idk fam, follow your heart.

Adding moves, moves.py

You can add moves by adding them to moves.py. You'll find the construction of a list of tuples (it's hard to miss). Each of these tuples is a move. To add new moves, add your own tuples to this list. You'll need to specify the move's name, its base power, accuracy, max PP, priority, type, category, whether it makes contact, a description, and "notes." (Refer to the commenting within the script itself to get the order of the things right I definitely just butchered it.) The "notes" is where a move's mechanics are detailed. E.g. "burn 10" indicates a 10% chance to burn the target. "2turn" indicates a 2-turn move, like Dive or Fly, "mustRest" for Hyper Beams and Giga Impacts. "highCrit" for moves with increased critical hit ratios. Etc, etc.

Stats are raised and lowered using stat A,B,C,D where A=(self or targ) whose stats to change, B=(at,de,sa,sd,sp,ev,ac) what stat to change, C=(-6 to +6) how many stages to change and in what direction, D=(0 to 100) what percent chance is there for the stat change to occur. Multiple stats can be changed at once using colons. E.g. Agility looks like stat self,sp,+2,100, Leer = stat targ,de,-1,100, Dragon Dance = stat self,at:sp,+1:+1,100:100

Adding Pokémon, somemons.dat

Add Pokémon to the Pokédex by appending them to somemons.dat. You'll need to specify their name, typing, and base stats, and I think that's it. And the index. I don't know what happens if you don't follow the sequence of indeces. Do it and let me know how it works out. I'll get around to adding Gen IX at some point. Or you can do it!

pokemon.py

This script runs the game. It kind of actually is the game where everything else in this repo is a means to that end. I built it in pieces, so some pieces are a lot older and messier than others. Like the rough edges are still there, in the timing of certain printouts in the consistency with which newlines are placed in the battling simulation itself. I figured I would at some point get around to ironing out all the wrinkles and honestly I got a lot of them, but there a lot still left. But I think my game is cool.

You can add your own 'mode' accessible from the main menu by creating a if userChoice=='whatever you want someone to press to access your mode': block and go ham.

base_pokemon.py

Everything that pokemon.py does, it can do because it's in this script. (From terminal) I like to

myterminal$ python3
python$ from base_pokemon import *
python$ parties, fields = maker(2,6,2)
python$ bb = battle(parties[0],parties[1],fields[0],usr_name='Your Name',cpu_name='the_ops')
python$ bb.startbattle()

That's a Pokémon battle in 5 lines. I'm a legend.

Try:

yourterminal$ python3
python$ from base_pokemon import *
python$ parties, fields = maker(2,6,2)
python$ print_party(parties[0])
python$ parties[0][0].summary()
python$ parties[0][0].appraisal()
python$ parties[0][0].save('poke.sav')

victoryroad.py

This script constructs the Elite 4 + Champion.

trainerai.py

This script contains the logic for the cpu opponent in the RIVAL battle and the e4+champion. Unfinished. It has no means of evaluating status moves, and uses them at random. But it is brutal with damaging moves, favoring super-effective and STAB moves. Maybe I need to tone this down? Don't know. Let me know.

texter.py

Contains a bunch of functions that deal solely with text. I wanted to definitely separate them from the web of interdependent codes between base_pokemon.py and pokemon.py. So they are here. Fun stuff, can easily be repurposed for other purposes.

dexpoke.py

This script turns somemons.dat into a numpy structured array that pokemon.py uses.

The game is incomplete, an imperfect imitation of Pokémon by GameFreak, and is not completely bug-proof. Also, it is ripe for optimization. There's a lot of repeated code (checking to see if a Pokémon needs to take poison damage is functionally the same as checking if a Pokémon needs to take burn damage, yet these things happen separately), and I'm sure a lot of what I've done here can be condensed using for loops and modularizing stuff with functions. But, as is, it works really well if you don't try to break it.

Otherwise, yeah if any of this interested you at all please take it and run with it. I had a lot of fun writing and testing all this code and ultimately just playing a worse version of a game I already love. But also the more I add to this, the closer I get to the Sun, the more I realize how much more there is to do and fix and reconsider. Items! Abilities! P2P! Double battles! The Sun is so far away. But if you can do that, any of that, any serious improvements on this stuff, I would actually literally love to see it.

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