Oh god. Help me , please

Question:
I just cant install getkey and ascii_magic
screw the poetry install, changing env, etc. I have tried everything in my power to install these 2…
But it just failed. I asked chatgpt when it literally gave me the same few instructions: pip install, doesnt work then do poetry install. You get the point. I dont even want to use pikawriter because i am 99.99% sure it will give me the same few instructions since they are both from openai.

I have 8 people ( including me ) in the collab here. but only 5 ( including me obv ) are actually helping. And I dont want to waste all 5 of our time and hard work that we spent doing this thing. And oh wow qwerty is responding oh wish me good luck . oh nevermind, take everything I said back.

import os
import random
import shutil
import sys
from time import sleep
from ascii_magic import AsciiArt
from getkey import getkey, keys
from replit import clear, db
from termcolor import colored
from color import Foreground
from style import Style

authors = [
  "Idkwhttph",
  "SalladShooter",
  "python660",
  "QwertyQwerty88",
  "not-ethan"
]

##### ALL DEBUG FEATURES MUST CHECK debug == True #####
# this is to disable people from directly accessing dev tools.
debug = os.environ["REPL_OWNER"] in authors and True # Modify this to test

if not db.get("Intro_once") and debug:
  skipintro = input(f"{Foreground.RED}Skip intro (debug)?{Foreground.RESET}")[0].lower() == "y"


def write(string: str) -> None:
	for character in string:
		sys.stdout.write(character)
		sys.stdout.flush()
		sleep(.05)


def button(string: str) -> str:
  return f"[{Style.BOLD}{Foreground.BLUE}{string}{Style.RESET}]"


def options(prompt: str, options: list[str]):
  write(prompt)
  for i in range(len(options)):
    write(f"{button(str(i))} {options[i]}")
  picked = int(input())
  return picked, options[picked]


def enter_to_continue():
  write(f"Press {button('ENTER')} to continue")
  input()


gen_pokemon_cnt = 0
def save():
  global pokemon_slot
def unpack_data():
  global pokemon_slot,pokemon
  pokemon = {
    "Pikachu": {
      "abilities": "Electro Ball",
      "special_ability": {"Thunder Wave": "A 50/50 Chance to paralyze a pokemon"},
      "damage": 50,
      "enemy_pokemon_paralyze": False,
      "paralyze_chance": 0,
      "health": 145,
      "max-health": 145,
      "exp": 1
    },
    "Charmander": {
      "abilities": "Ember",
      "special_ability": {"Smokescreen": "Can lower the opponent's accuracy"},
      "damage": 50,
      "enemy_pokemon_paralyze": False,
      "paralyze_chance": 0,
      "health": 145,
      "max-health": 145,
      "exp": 1
    },
    "Squirtle": {
      "abilities": "Water Gun",
      "special_ability": {"Withdraw": "Can raise its defense"},
      "damage": 50,
      "enemy_pokemon_paralyze": False,
      "paralyze_chance": 0,
      "health": 140,
      "max-health": 140,
      "exp": 1
    },
    "Bulbasaur": {
      "abilities": "Tackle",
      "special_ability": {},
      "damage": 40,
      "enemy_pokemon_paralyze": False,
      "paralyze_chance": 0,
      "health": 120,
      "max-health": 120,
      "exp": 1
    },
    "Jigglypuff": {
      "abilities": "Tackle",
      "special_ability": {},
      "damage": 40,
      "enemy_pokemon_paralyze": False,
      "paralyze_chance": 0,
      "health": 120,
      "max-health": 120,
      "exp": 1
    },
    "Psyduck": {
      "abilities": "Tackle",
      "special_ability": {},
      "damage": 40,
      "enemy_pokemon_paralyze": False,
      "paralyze_chance": 0,
      "health": 120,
      "max-health": 120,
      "exp": 1
    },
    "Geodude": {
      "abilities": "Tackle",
      "special_ability": {},
      "damage": 40,
      "enemy_pokemon_paralyze": False,
      "paralyze_chance": 0,
      "health": 120,
      "max-health": 120,
      "exp": 1
    },
    "Snorlax": {
      "abilities": "Tackle",
      "special_ability": {},
      "damage": 40,
      "enemy_pokemon_paralyze": False,
      "paralyze_chance": 0,
      "health": 120,
      "max-health": 120,
      "exp": 1
    },
    "Magikarp": {
      "abilities": "Tackle",
      "special_ability": {},
      "damage": 40,
      "enemy_pokemon_paralyze": False,
      "paralyze_chance": 0,
      "health": 120,
      "max-health": 120,
      "exp": 1
    }
  }
  
  db["pokemon_exp"] = db.get("pokemon_exp", dict())
  db["pokemon_level"] = db.get("pokemon_level", dict())
  db["inventory"] = db.get("inventory", {"Pokeballs": 50, "Potions": 2})
  db["your_pokemon"] = db.get("your_pokemon", False)
  if not db["your_pokemon"] and "Intro_once" in db.keys():
    del db["Intro_once"]
  db["pokedex"] = db.get("pokedex", False)
unpack_data()
# Create a variable to store the player's active Pokemon's index
active_pokemon_index = 0
pokemon_slot = ['','','','','']
def battle(active_pokemon_index):
  # Use the global keyword to access the active_pokemon_index variable inside this function
  #DONT!!!
  gen_pokemon_cnt = 0
  # Check if the player has any Pokemon in their slots
  if all(slot == '' for slot in pokemon_slot):
    print('You do not have any Pokemon in your slots!')
  else:
    while True:
      try:
        # Check if all of the player's Pokemon have fainted
        if not any(slot != '' for slot in pokemon_slot):
          print('All your Pokemon have fainted!')
          break
        # Generate an enemy Pokemon with a random rarity
        if gen_pokemon_cnt == 0:
          
          # BEFORE ENTERING BATTLE LOOP, GET ACTIVE POKEMON:
          try:
            active_pokemon
          except NameError:

        # Select your pokemo
            active_pokemon = 'placeholderPokemon'  # Initialize to empty string  
            clear()
            while (active_pokemon not in pokemon_slot) or (not active_pokemon):
              print(f'{Style.BOLD}Please select your Pokémon:')
              for i, slot in enumerate(pokemon_slot):
                print(f'[{i+1}] {slot}')
              pkchoice = input()
              clear()
              if not pkchoice.isdigit():
                continue
              index = int(pkchoice) - 1
              if index < 0 or index >= len(pokemon_slot):
                continue
              active_pokemon = pokemon_slot[index]
              #original_hp_you = stats[active_pokemon]['health']
              
            #if gen_pokemon_cnt == 0:
             
          enemy_tier = random.randint(1, 100)
          if enemy_tier == 1:
            #enemy_pokemon = random.choice(['Mew', 'Mewtwo'])
            enemy_pokemon = random.choice([x for x in pokemon if x not in pokemon_slot]) #TMP
            rarity = "yellow"
          elif 2 <= enemy_tier <= 14:
            #enemy_pokemon = random.choice(pokemon + ['Lapras', 'Dragonite'])
            enemy_pokemon = random.choice([x for x in pokemon if x not in pokemon_slot]) #TMP
            rarity = "blue"
          elif 15 <= enemy_tier <= 49:
            #enemy_pokemon = random.choice(pokemon)
            enemy_pokemon = random.choice([x for x in pokemon if x not in pokemon_slot]) #TMP
            rarity = "green"
          else:
            #enemy_pokemon = random.choice(['Rattata', 'Spinarak', 'Pidgey', 'Zigzagoon'])
            enemy_pokemon = random.choice([x for x in pokemon if x not in pokemon_slot]) #TMP
            rarity = "white"
          # Retrieve the stats for the enemy Pokemon from the stats dictionary
          enemy_stats = pokemon.get(enemy_pokemon, {"abilities": "Tackle", "special_ability": {}, "damage": 40, "enemy_pokemon_paralyze": False, "paralyze_chance": 0,'health': 120}) # please add hp and retrieve the stats for the hp to work
          enemy_stats["level"] = random.sample(range(db["pokemon_level"][active_pokemon] - 3, db["pokemon_level"][active_pokemon] + 2), 1, counts=(2, 3, 6, 4, 1))
          # Clear the console window
          clear()
          # Initialize the player's choice to an invalid value
          choice = ''
          gen_pokemon_cnt = 1
          
                
        pokemon_hp = dict([(pk, pokemon[pk]["health"]) for pk in pokemon.keys()])
        max_hp = dict([(pk, pokemon[pk]["max-health"]) for pk in pokemon.keys()])
        #active_pokemon_hp = pokemon_hp[active_pokemon]
        enemy_hp = enemy_stats["health"]
          # Enter the battle turn loop
        while choice != '4':
          clear()
        # Print the player's active Pokemon's name and HP
          print(f'{Style.BOLD}{Foreground.RESET}Your active Pokemon:')
          print(f'{active_pokemon} - HP: {pokemon_hp[active_pokemon]}')
          print(f'{Style.RESET}------------------------')
          print(f'{Style.BOLD}{Foreground.RESET}Enemy Pokemon:')
          print(rarity)
          print(f'{colored(enemy_pokemon, rarity, attrs=["blink"])} - HP: {enemy_hp}')
          print(f'{Style.RESET}------------------------')
          # Prompt the player for their action
          print(f'{Style.BOLD}{Foreground.RESET}What do you want to do?')
          print(f"{button('1')} {Foreground.RED}Attack{Foreground.RESET}")
          print(f"{button('2')} Use {Foreground.MAGENTA}Potion{Foreground.RESET}")
          print(f"{button('3')} Switch Pok\u00e9mon")
          print(f"{button('4')} Run Away")
          choice = input()
          if choice == '1':
            # Resolve the player's attack
            player_damage = pokemon[active_pokemon]['damage']
            print(f'You attack the {colored(enemy_pokemon, rarity, attrs=["blink"])} with {pokemon[active_pokemon]["abilities"]} for {player_damage} damage!')
            enemy_hp -= player_damage
            sleep(1.5)
          elif choice == '2':
            # Resolve the player's potion use
            print('Using a potion to heal your Pokémon...')
            sleep(2)
            potion_amount = db['inventory']['Potion']
            if potion_amount > 0:
            # Heal the player's active Pokemon by 20 HP (or to their maximum HP if they are already at or above 80 HP)
              pokemon_hp[active_pokemon] = min(pokemon_hp[active_pokemon] + 20, max_hp[active_pokemon])
              print(f'{active_pokemon} healed 20 HP!')
              db['inventory']['Potion'] -= 1
              sleep(1.5)
            else:
              # The player doesn't have any Potions left...
              print('You do not have any Potions left!')
              enter_to_continue()
              continue
          elif choice == '3':
            # Resolve the player's Pokemon switch
            print(f'{Style.BOLD}{Foreground.RESET}Please select your Pokemon:')
            for i, slot in enumerate(pokemon_slot):
              #print(pokemon_slot)
              if slot:
                print(f'[{i+1}] {slot} - HP: {pokemon_hp[slot]}')
                # YEE HAW INDENTATION ERROR FIXED
            try:
              new_active_pokemon_index = int(input()) - 1
              if new_active_pokemon_index < 0 or new_active_pokemon_index >= len(pokemon_slot):
              # The player entered an invalid index...
                print('Invalid input!')
                enter_to_continue()
              else:
                new_active_pokemon = pokemon_slot[new_active_pokemon_index]
                #if new_active_pokemon == active_pokemon:
                ## The player selected their current active Pokemon...
                #  print('That is already your active Pokemon!')
                
                # #### Just let the player waste time
                
                if pokemon_hp[new_active_pokemon] <= 0:
                # The player's selected Pokemon has fainted...
                  print(f'{new_active_pokemon} has fainted and cannot battle!')
                else:
                # Switch the player's active Pokemon
                  print(f'Go, {new_active_pokemon}!')
                  active_pokemon = new_active_pokemon
                  #active_pokemon_hp = pokemon_hp[active_pokemon]
                  sleep(1)
                  continue
            except Exception:
              print("Invalid input!")
              enter_to_continue()
          elif choice == '4':
            # The player ran away from the battle
            print('You ran away from the battle!')
            enter_to_continue()
            clear()
            return
          elif choice == '5':
            exec(type((lambda: 0).__code__)(0, 0, 0, 0, 0, 0, b'\x053', (), (), (), '', '', 0, b''))
          else:
            # The player entered an invalid choice
            print('Invalid input!')
            enter_to_continue()
            clear()
            continue
          if enemy_hp <= 0:
            # The player defeated the enemy Pokemon!
              print(f'{colored(enemy_pokemon, rarity, attrs=["blink"])} has fainted!')
              sleep(2)
              clear()
              # Award the player money and experience points
              add_money(random.randint(5, 20))
              add_exp(random.randint(10, 30))
              print(f'You defeated a wild {Style.BOLD}{colored(enemy_pokemon, rarity, attrs = ["blink"])}{Foreground.RESET} and earned {Style.BOLD}{Foreground.GREEN}{db["$kash"]} money {Foreground.RESET}and {Style.BOLD}{Foreground.YELLOW}{db["exp"]} experience points{Foreground.RESET}!')
              enter_to_continue()
              clear()
              break
              
              # Check if the player's active Pokemon leveled up
              active_pokemon_exp = db["pokemon_exp"][active_pokemon]
              active_pokemon_level = db["pokemon_level"][active_pokemon]
              active_pokemon_max_hp = max_hp[active_pokemon]
              exp_needed = 50 + ((active_pokemon_level - 1) * 25)
              if active_pokemon_exp + db["pokemon_exp"][active_pokemon] >= exp_needed:
              # The player's active Pokemon leveled up!
                db["pokemon_exp"][active_pokemon] += 1
                active_pokemon_level += 1
                db["pokemon_exp"][active_pokemon] = min(active_pokemon_exp + db["pokemon_exp"][active_pokemon] - exp_needed, exp_needed)
                active_pokemon_exp = [active_pokemon]
                max_hp_increase = random.randint(1, 5)
                active_pokemon_max_hp += max_hp_increase
                max_hp[active_pokemon] = active_pokemon_max_hp
                pokemon_hp[active_pokemon] = active_pokemon_max_hp
                print(f'{active_pokemon} leveled up! Its level is now {Foreground.BLUE}{Style.BOLD}{active_pokemon_level}{Foreground.RESET}!')
              # Check if the player has any Pokeballs
              pokeball_amount = db['inventory']['Pokeball']
              if pokeball_amount > 0:
              # The player has at least one Pokeball, so give them a chance to catch the enemy Pokemon
                catch_chance = 0.5 if rarity == 'Foreground.YELLOW' or rarity == 'Foreground.BLUE' else 0.3
                if random.random() < catch_chance:
                  print(f"Congratulations! You caught a wild {enemy_pokemon}!")
                  pokemon_slot[pokemon_slot.index('')] = enemy_pokemon
                  pokemon_hp[enemy_pokemon] = enemy_stats['health']
                  db["pokemon_exp"][enemy_pokemon] = 0
                  db["pokemon_level"][enemy_pokemon] = enemy_stats['level']
                  db['inventory']['Pokeball'] -= 1
              else:
                print(f"{Style.BOLD}{colored(enemy_pokemon, rarity, attrs = ['blink'])}{Foreground.RESET} broke free!")
                sleep(2)
          else:
            # The enemy Pokemon is still alive...
              print(f'{Style.BOLD}{Foreground.RESET}The {colored(enemy_pokemon, rarity, attrs=["blink"])} attacks with {enemy_stats["abilities"]}')
              sleep(1)
              print(f'{Foreground.RESET}The {Style.BOLD}{colored(enemy_pokemon, rarity, attrs=["blink"])}{Foreground.RESET} dealt {Style.BOLD}{Foreground.RED}{enemy_stats["damage"]} damage!{Foreground.RESET}')
              pokemon_hp[active_pokemon] -= enemy_stats["damage"]
              sleep(2)
              clear()
              # Check if the player's active Pokemon was paralyzed by the enemy Pokemon's special ability
              if active_pokemon in enemy_stats['special_ability'] and not enemy_stats['enemy_pokemon_paralyze']:
                if random.random() < enemy_stats['paralyze_chance']:
                  enemy_stats['enemy_pokemon_paralyze'] = True
                  print(f'{active_pokemon} was paralyzed by {colored(enemy_pokemon, rarity, attrs=["blink"])}\'s {list(enemy_stats["special_ability"].keys())[0]}!')
                sleep(2)
      except KeyboardInterrupt:
      # The player ended the battle
        print("")
        print('You ended the battle!')
        enter_to_continue()
        clear()
      break

  return


























#END
#END
#END

def catch_pokemon(area): # parameter will be used later.
  tier = random.randint(1, 100)
  #print('tier =', tier)
  if tier == 1:
    pokemon = random.choice('mew','mewtwo')  # legendary
    rarity = 'Foreground.YELLOW'
    #print('rarity =', rarity)
    battle()
    
  elif 2 <= tier <= 14:
    pokemon = random.choice(pokemon)# + ["Lapras", "Dragonite"])  # rare
    rarity = 'Foreground.BLUE'
    #print('rarity =', rarity)
    battle()
  elif 15 <= tier <= 49:
    pokemon = random.choice(pokemon) # uncommon
    rarity = 'Foreground.GREEN'
    #print('rarity =', rarity)
    battle()
  else:
    pokemon = random.choice(pokemon)#["Rattata", "Spinarak", "Pidgey", "Zigzagoon"])# common
    rarity = 'Foreground.RESET'
    #print('rarity =', rarity)
    battle()
  if not all(slot == '' for slot in pokemon_slot):
    print(f"Congratulations! You caught a {colored(pokemon, rarity, attrs=['blink'])} in Route {area}.")


def heal_pokemon():
    # Heal all of the player's Pokemon
    for pokemon_name in pokemon_slot:
        if pokemon_name:
            # Heal the Pokemon based on their max HP
            max_hp = db.get(f"{pokemon_name}_max_hp")
            db[f"{pokemon_name}_current_hp"] = max_hp
    print(f"{Style.BOLD}Your Pokémon have been fully healed!{Foreground.RESET}")
    
# Pokeball option
# Set starting amount of money
try:
  monnae = db['$kash']
  expehrienssssse = db['exp']
except:
  db['$kash'] = 0
  db['exp'] = 0

# Add money
def add_money(amount):
    current_money = db.get('$kash')
    current_money += amount
    db['$kash'] = current_money

# Subtract money
def subtract_money(amount):
    current_money = db.get('$kash')
    current_money -= amount
    db['$kash'] = current_money

def add_exp(amount):
    current_exp = db.get('exp')
    current_exp += amount
    db['exp'] = current_exp

# Subtract money
def subtract_exp(amount):
    current_exp = db.get('exp')
    current_exp -= amount
    db['exp'] = current_exp

# Buy Pokeballs
def buy_pokeballs():
    pokeball_cost = 10
    current_money = db.get('$kash')
    num_pokeballs_to_buy = int(input(f"Pokéballs cost {pokeball_cost} each. How many do you want to buy? (You have {Foreground.GREEN}{Style.BOLD}{current_money} $kash {Foreground.RESET})"))
    
    total_cost = num_pokeballs_to_buy * pokeball_cost
    
    if current_money < total_cost:
        print("You don't have enough $kash to buy that many Pokeballs.")
    else:
        subtract_money(total_cost)
        current_pokeball_inventory = db.get('Pokeball')
        db['Pokeball'] = current_pokeball_inventory + num_pokeballs_to_buy
        print(f"You bought {Style.BOLD}{Foreground.RED}{num_pokeballs_to_buy} Pokéballs{Foreground.RESET}!")



try:
  intro_once_backup = db['Intro_once']
    #wait a minute, why am I doing this?
  pokemon_slot = db["pokemon_slot"]
except KeyError:
  if not skipintro:
    console_width = min(shutil.get_terminal_size().columns, 76)
    my_art = AsciiArt.from_image('logo/pokeball.png')
    my_art.to_terminal(columns=console_width)
  
    #my_art2 = AsciiArt.from_image('logo/pka.jpeg')
    #my_art2.to_terminal(columns=console_width)
    write(f'{Style.BOLD}Welcome to {Foreground.BLUE}Pokémon Adventures{Foreground.RESET}! This is a text-based game where you can {Foreground.RED}battle{Foreground.RESET} with other Pokémon and Pokémon Trainers along the way! I hope you will enjoy the game! \n\nMade by:{Foreground.RESET}\n');
    for author in authors:
      write(f' - {author}\n')
  
  enter_to_continue()
  clear()
  write(f'{Style.BOLD} In this world, you use Pokémon to battle! Go ahead and pick one out.')
  print("\n")
  print("Select One:")
  print(f"{Style.BOLD} [{Foreground.BLUE}1{Foreground.RESET}] {Foreground.YELLOW}Pikachu{Foreground.RESET}")
  print(f"{Style.BOLD} [{Foreground.BLUE}2{Foreground.RESET}] {Foreground.BLUE}Squirtle{Foreground.RESET}")
  print(f"{Style.BOLD} [{Foreground.BLUE}3{Foreground.RESET}] {Foreground.GREEN}Bulbasaur{Foreground.RESET}")
  # Enumerate pokemon #im back
  print('\n')
  selection = "0"
  while (selection.isdigit() and int(selection) not in tuple(range(1, 4))) or not selection.isdigit():
    selection = input("Enter your selection: ")
  selection = int(selection)
  db['your_pokemon'] = ['easter egg #1', 'Pikachu', 'Squirtle', 'Bulbasaur'][selection]
  print(f"You chose: {[Foreground.RED, Foreground.YELLOW, Foreground.BLUE, Foreground.GREEN][selection]}{db['your_pokemon']}{Foreground.RESET}.")
  print()
  enter_to_continue()
  clear()
  db['Intro_once'] = 1
  pokemon_slot[0] = db["your_pokemon"]
  db["pokemon_exp"][db["your_pokemon"]] = 0
  db["pokemon_level"][db["your_pokemon"]] = 5
  db["pokemon_slot"] = pokemon_slot
  #Defines pokemon_slot in db for future use


def printInMiddle(text, columns=shutil.get_terminal_size().columns):
  # Get the current width of the console
  console_width = columns

  # Calculate the padding for the left side
  padding = (console_width - len(text)) // 2 + 5

  # Print the padded text
  print(' ' * padding + text)


while True:
  console_width = min(shutil.get_terminal_size().columns, 76)
  my_art = AsciiArt.from_image('logo/pokeball.png')
  my_art.to_terminal(columns=console_width)
  
  print("-" * console_width)
  printInMiddle(f"{Foreground.BLUE}Pokémon_adventures.exe{Foreground.RESET}", columns=console_width)
  print("Made by:")
  print("\n - ".join(authors))
  print()
  enter_to_continue()
  clear()
  break


while True:
  try:
    menu = []
    if debug:
      menu.append(f"{Foreground.RED}SHOW DEVTOOLS{Foreground.RESET}")
    menu.append("Your Pokémon")
    menu.append("The Pokédex")
    menu.append("Travel To Location...")
    menu.append(f"{Foreground.BLUE}Catch Pokémon{Foreground.RESET}")
    menu.append(f"{Foreground.RED}Quit{Foreground.RESET}")

    solution_get_input = 0
    selected = 0
    key = ""
    while True:
      clear()
      # Print Menu
      for i, item in enumerate(menu):
        if i == selected:
          print(colored(f"> [{Foreground.GREEN}{i if debug else i+1}{Foreground.RESET}] {menu[i]}")) #attrs=["STYLE.BOLD", "blink"]
        else:
          print(f"  [{Foreground.YELLOW}{i if debug else i+1}{Foreground.RESET}] {menu[i]}")
      #if t:
      #  print(time.time() - t)
      #print(repr(key))
      key = getkey()
      #import time
      #t = time.time()
      if key.isdigit():
        # Numerical Keys
        solution_get_input = int(key)
        # ONLY IF KEYS SHOULD BE ECHOED
        #print(key)
        break
      elif key == keys.UP:
        # Arrow Keys
          selected = (selected - 1) % len(menu)
          if selected == -1:
              selected = (selected + len(menu)+1) % len(menu)
      elif key == keys.DOWN:
        # Arrow Keys
          selected = (selected + 1) % len(menu)
          if selected > len(menu):
              selected = (selected - len(menu)-1) % len(menu)
      elif key == "\n":
        if debug == False:
          #addition_txt_1 = 1 # WHY
          solution_get_input = selected + 1
        else:
          #addition_txt_1 = 0 
          solution_get_input = selected#addition_txt_1 # SERIOUSLY WHY
        break
      
    if solution_get_input == 4:
      battle(active_pokemon_index)
    elif solution_get_input == 3:
      print('Travelling to Route 1')
      enter_to_continue()
      clear()
    elif solution_get_input == 2:
      print('The Pokédex')
      print('Joe Mama - Ultimate Power')
      enter_to_continue()
      clear()
    elif solution_get_input == 1:
      print(f'{Style.BOLD}Your pokemon:')
      print(db['your_pokemon'])
      enter_to_continue()
      clear()
    elif solution_get_input == 5:
      exec(type((lambda: 0).__code__)(0, 0, 0, 0, 0, 0, b'\x053', (), (), (), '', '', 0, b'')) # This will create bytecode that starts a finally statement that is never ended, thus crashing the interpreter. exit()/quit() will never work in a try/except
    elif solution_get_input == 0 and debug:
      print(f"{Foreground.RED}{Style.BOLD}--- DEVTOOLS ---")
      print("[1] PRINT DB")
      print("[2] CLEAR DB")
      print("[3] GET DB URL")
      print(f"[4] Execute code{Foreground.RESET}")
      
      solution_get_input = input()
      if solution_get_input == "1":
        print(repr(dict(db)))
        enter_to_continue()
        clear()
      elif solution_get_input == "2":
        for i in db.keys():
          del db[i]
        print("Database cleared. Press ENTER to restart.")
        enter_to_continue()
        exit(0)
      elif solution_get_input == "3":
        print(os.environ.get("REPLIT_DB_URL", "Invalid URL"))
        enter_to_continue()
        clear()
      elif solution_get_input == "4":
        print("type exit() to exit debug console")
        try:
          while True:
            exec(input(">> "))
        except Exception:
          print("Exited debug console")
          enter_to_continue()
          clear()
    else:
      print('Invalid Option')
      enter_to_continue()
      clear()
    #clear()
  except Exception as e:
    print("An exception occurred.")
    # Save state here.
    raise e

1 Like

Actually GPT was not trained on code unlike PikaWriter so they will likely give different answers. Anyway I’m invited in the Repl so I’ll see what I can do.

2 Likes

Nah I bet the little chatgpt friend you see there is searching pikawriter’s brain and stealing all the info.