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My edited version of G_heinz' damage calc

Mitsunee Oct 29th, 2016 (edited) 90 Never
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  1. import math
  2. import os
  3. #import os and therefore the last command I added are windows-only ~M
  4.  
  5. #first gather information about the attacking and defending pokemon
  6.  
  7. L = input("Attacking Pokemon's level: ")
  8. A = input("Attacking Pokemon's offensive stat value: ")
  9. P = input("Attacking move's base power: ")
  10. D = input("Defending Pokemon's defensive stat value: ")
  11. HP = input("Defending Pokemon's HP value: ")
  12. xitem = input("Attack stage after boosts/drops: ")
  13. defstage = input("Defense stage after boosts/drops: ")
  14.  
  15. badgeboost = raw_input("Does a badge boost apply? y or n: ")
  16. softwater = raw_input("Does a mystic water or soft sand boost apply? y or n: ")
  17. torrentcheck = raw_input("Does Torrent apply? y or n: ")
  18. doublecheck = raw_input("Does the attack target both defending Pokemon? y or n: ")
  19. stabcheck = raw_input("Is the move STAB? y or n: ")
  20. raincheck = raw_input("Is the move boosted by weather? y or n: ")
  21. suncheck = raw_input("Is the move negatively affected by weather? y or n: ")
  22. typeeffect = input("What is the type-effectiveness? 0.25, 0.5, 1, 2, or 4: ")
  23. lsrefcheck = raw_input("Is light screen or reflect active? y or n: ")
  24.  
  25. #next modify the attack stat based on the answers to the above
  26.  
  27. if badgeboost == "y":
  28.     A = int(A*1.1)
  29. elif badgeboost == "n":
  30.     A = A
  31.  
  32. if softwater == "y":
  33.     A = int(A*1.1)
  34. elif softwater == "n":
  35.     A = A
  36. if xitem == -1:
  37.     A = int(A*10/15)
  38. elif xitem == 0:
  39.     A = A
  40. elif xitem == 1:
  41.     A = int(A*15/10)
  42. elif xitem == 2:
  43.     A = int(A*20/10)
  44. elif xitem == 3:
  45.     A = int(A*25/10)
  46. elif xitem == 4:
  47.     A = int(A*30/10)
  48. elif xitem == 5:
  49.     A = int(A*35/10)
  50. elif xitem == 6:
  51.     A = int(A*40/10)
  52.  
  53. if defstage == -1:
  54.     D = int(D*10/15)
  55. elif defstage == 0:
  56.     D = D
  57. elif defstage == 1:
  58.     D = int(D*15/10)
  59. elif defstage == 2:
  60.     D = int(D*20/10)
  61. elif defstage == 3:
  62.     D = int(D*25/10)
  63. elif defstage == 4:
  64.     D = int(D*30/10)
  65. elif defstage == 5:
  66.     D = int(D*35/10)
  67. elif defstage == 6:
  68.     D = int(D*40/10)
  69.  
  70. if torrentcheck == "y":
  71.     P = int(P*1.5)
  72. elif torrentcheck == "n":
  73.     P = P
  74.  
  75. #third calculate the base damage of the attack before a few additional modifiers
  76.  
  77. basedamage = int(int(int(2*L/5+2)*A*P/D)/50)
  78.  
  79. #then include the relevant modifiers
  80.  
  81. if lsrefcheck == "y" and doublecheck == "n":
  82.     basedamage = int(basedamage/2)
  83. elif lsrefcheck == "y" and doublecheck == "y":
  84.     basedamage = int((basedamage*2)/3)
  85. elif lsrefcheck == "n" and doublecheck == "n":
  86.     basedamage = basedamage
  87.  
  88. #I renamed weathercheck to raincheck ~M
  89. if raincheck == "y":
  90.     basedamage = int(basedamage*1.5)
  91. elif raincheck == "n":
  92.     basedamage = basedamage
  93.  
  94. #and added suncheck ~M
  95. if suncheck == "y":
  96.     basedamage = int(basedamage*0.5)
  97. elif suncheck == "n":
  98.     basedamage = basedamage
  99.  
  100. if doublecheck == "y":
  101.     basedamage = int(basedamage/2)
  102. elif doublecheck == "n":
  103.     basedamage = basedamage
  104.  
  105. basedamage += 2
  106.  
  107. #factor in STAB
  108.  
  109. if stabcheck == "y":
  110.     basedamage = int(basedamage*1.5)
  111. elif stabcheck == "n":
  112.     basedamage = basedamage
  113.  
  114. #then type-effectiveness
  115.  
  116. damage = basedamage * typeeffect
  117.  
  118. #finally factor in damage variance and print
  119.  
  120. R = range(85,101)
  121. missedrange = 0
  122. for i in R:
  123.     roll = int((damage*i)/100)
  124.     if HP - roll > 0:
  125.         missedrange += 1
  126.  
  127. OHKO = 100 * ((16 - missedrange)/float(16))
  128. minroll = int((damage*85)/100)
  129. #Calculating damage in % ~M
  130. percminroll = float(float(minroll) / float(HP) * 100)
  131. percdamage = float(float(damage) / float(HP) * 100)
  132.  
  133. print("{}-{} damage".format(str(minroll), str(damage)))
  134. print("{}%-{}% damage".format(str(percminroll), str(percdamage)))
  135. print("{}% chance to OHKO".format(OHKO))
  136.  
  137. #I added a Pause here, because the script would autoexit for me ~M
  138. os.system("pause")
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