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- Molpy.RewardNotLucky=function(automationLevel)
- {
- if(!automationLevel)
- Molpy.Notify('You are not Lucky (which is good)');
- var bonus=0;
- var i=0;
- var items=0;
- while(i<Molpy.SandToolsN)
- {
- bonus+=Molpy.SandToolsById[i].amount*Math.pow(3.5,i+1);
- items+=Molpy.SandToolsById[i].amount;
- i++;
- }
- i=0;
- while(i<Molpy.CastleToolsN)
- {
- bonus+=Molpy.CastleToolsById[i].amount*Math.pow(2.5,i+1);
- items+=Molpy.CastleToolsById[i].amount;
- i++;
- }
- var bb = Molpy.BoostsOwned+Molpy.BadgesOwned;
- bonus+=bb;
- items+=bb;
- bonus += Molpy.redactedClicks*10;
- if(Molpy.Got('BFJ'))
- {
- bonus*= (1+0.2*Molpy.Boosts['BKJ'].power)
- if(Molpy.Got('Blitzing'))
- bonus*=Math.min(2,(Molpy.Boosts['Blitzing'].power-800)/200);
- }
- var finite=isFinite(Molpy.castles);
- var pg = Molpy.Got('Panther Glaze');
- if(Molpy.Got('RRR') && Molpy.Boosts['RRR'].power && Molpy.HasGlassBlocks(30))
- {
- bonus*=10000;
- if(finite)
- Molpy.SpendGlassBlocks(30);
- else if(pg)
- Molpy.AddChips(300);
- }
- if(Molpy.Got('LCB') && Molpy.Boosts['LCB'].power)
- {
- if(Molpy.SandTools['Ladder'].amount)
- {
- items+=Math.floor(Molpy.SandTools['Ladder'].amount/2);
- if(finite&&Molpy.HasGlassBlocks(35))
- {
- Molpy.SpendGlassBlocks(35);
- }
- else
- {
- Molpy.SandTools['Ladder'].amount--;
- Molpy.SandTools['Ladder'].refresh();
- Molpy.SandToolsOwned--;
- if(!finite&&pg)
- Molpy.AddChips(350);
- }
- }
- if(Molpy.SandTools['Bag'].amount)
- {
- items+=Math.floor(Molpy.SandTools['Bag'].amount/2);
- if(finite&&Molpy.HasGlassBlocks(35))
- {
- Molpy.SpendGlassBlocks(35);
- }
- else
- {
- Molpy.SandTools['Bag'].amount--;
- Molpy.SandTools['Bag'].refresh();
- Molpy.SandToolsOwned--;
- if(!finite&&pg)
- Molpy.AddChips(350);
- }
- }
- }
- if(Molpy.Got('Catamaran') && Molpy.Boosts['Catamaran'].power)
- {
- if(Molpy.CastleTools['River'].amount)
- {
- items+=(Molpy.CastleTools['River'].amount)*6;
- if(finite&&Molpy.HasGlassBlocks(45))
- {
- Molpy.SpendGlassBlocks(45);
- }
- else
- {
- Molpy.CastleTools['River'].amount--;
- Molpy.CastleTools['River'].refresh();
- Molpy.CastleToolsOwned--;
- if(!finite&&pg)
- Molpy.AddChips(450);
- }
- }
- if(Molpy.CastleTools['Wave'].amount)
- {
- items+=(Molpy.CastleTools['Wave'].amount)*6;
- if(finite&&Molpy.HasGlassBlocks(45))
- {
- Molpy.SpendGlassBlocks(45);
- }
- else
- {
- Molpy.CastleTools['Wave'].amount--;
- Molpy.CastleTools['Wave'].refresh();
- Molpy.CastleToolsOwned--;
- if(!finite&&pg)
- Molpy.AddChips(450);
- }
- }
- }
- if(Molpy.Got('Redundant Raptor') && Molpy.Boosts['Redundant Raptor'].power)
- {
- if(finite&&Molpy.HasGlassBlocks(120))
- {
- Molpy.SpendGlassBlocks(120);
- items+=Molpy.redactedClicks*2;
- }else if(!finite&&pg)
- Molpy.AddChips(1200);
- }
- var nerf=0;
- if(Molpy.Got('Panther Salve') && Molpy.Boosts['Panther Salve'].power>0)
- {
- Molpy.Boosts['Panther Salve'].power++;
- if(finite&&Molpy.HasGlassBlocks(10))
- {
- Molpy.SpendGlassBlocks(10);
- bonus*=Math.pow(1.01,items);
- nerf=1;
- }
- else if(!finite&&pg)
- {
- Molpy.AddChips(100);
- }
- }
- if(Molpy.Got('Fractal Sandcastles'))
- {
- bonus*=Math.ceil((Molpy.Boosts['Fractal Sandcastles'].power+1)/10);
- nerf=1;
- }
- if(nerf)
- bonus=Math.min(bonus,Molpy.castlesBuilt/(50)); //just to keep things sane
- bonus = Math.floor(bonus);
- Molpy.Build(bonus);
- if(Molpy.Got('Glass Block Storage'))
- {
- if(Molpy.lGlass)
- {
- Molpy.lGlass--;
- Molpy.AddBlocks(1);
- }else{
- Molpy.AddChips(1);
- }
- }
- }
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