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Azalacak Ama azalmıyor şansları ilk 3 petin ilk 1 sonra 2 en son 3 dediğim gibi yap pet pet 1 pet 2 bunların
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Ve şöyle olcak ilk pet ın çıkma şansı 70 ya yüzde 1 düşe düşe 40 a gelince pet 1 ın düşme şansı ozaman azalmaya başlasın luck boost başına sonra oda 5 e gelince pet 3 de düşmeye başlasın o kaça gelirse gelsin pet 4 Le pet 5 düşmesin artsın sadece ve luck boost yüzde 25 arttırsın 50 değil
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Luck boost başına yaygın petlerin şansı yüzde 1 düşsün 0 a kadar 0.1 olunca şansları 0 a çevrilsin - yok
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Ve kaç şansı varsa petlerin o yazıcak inventory de şuan sadece yazı yazıyo verisi yazmıyo luck boost alınca verisi değiştiği için yazması lazım ve çok yaygın çıkan petlerin çıkma şansı düşsün onlar daha az veriyo diye luck boost başına
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Mağazaya yeni boost ekle 100 win ile alınacak ve 1 luck boost verecek oyunun sol altında yazıcak yine boost ve her alınınca 10 x Le çarpılacak ve okadar win isteyecek her 1 luck boost yüzde 50 şans arttıracak petlerin şansını örneğin 0.05 şansla çıkan pet 0.075 olucak 1 tane lucky boost varsa ↪💡 Consider importing and using the following plugins: @upit/storage.v1
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Pet 3 ve pet 4 ün y sini yazılarıyla birlikte pet ile pet 1 ın muscle yazısının 250 y altına koy
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Pet 3 ve pet 4 ün y sini yazılarıyla birlikte pet ile pet 1 ın muscle yazısının 50 y altına koy
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Pet 3 ün yazılarıyla birlikte kendisinin x ini -280 x yap
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Pet 3 pet assetinin altında değil x ini al pet 3 objesi nede ata
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Pet lerin kaç tane olduğunu gösteren x dede 1.1k 1 m gibi mantıklar olsun ve pet 4 ve pet 3 pet ın 300 y altında olsun yazılarıyla birlikte pet 4 de pet 1 ın 300 y altında olsun yazılarıyla birlikte
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200 win olsun yumurtanın parası ve shopdaki alınan şeyinde 10 muscle istesin başta ve son petin çıkma şansı 0.05 olsun 30 güç fln veren 30 60 fln
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1. Egg e yeni pet assetsi 3 tane ekle yüzde 10 şansla çıkan 0.1 muscle boost vercek 0.2 win boost yüzde 1 şansla çıkan 0.75 muscle boost 1.5 win boost yüzde 0.0975 şansla çıkan 30 muscle boost 60 win boost olucak diğer pet lerdeki her özellik yazı olucak
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Ve şimdi 100 k da yeni bir slime daha ollcak ve 1 m ve 10 m ve 100 m de de olcak muscle
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Ve son olarak win deki gibi musclede en fazla 2 sayı olcak 0 dan sonra 0.0 0.00 olabilir 0.000 olursa bi üstündeki sayıya yuvarlanacak
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Ve hepsinde geçerli mesela muscle boost 5.1 ise 5 değil ne olduğu gözükecek hepsinde sadece 1000 ve üstünde geçerli 1k 1m tarzı mantık
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Ama 0.2 fln onlarda gözükecek sadece 1 k ve sonrasında olcak bunlar
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Ve oyundaki sayısal olan herşey için geçerli 1 k tarzı görünüm ama sadece görünüm bu yani 1050 diyelim gerçek sayı hala 1 k olcak 1100 olduğun da 1.1k olcak
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Şimdi yeni bir assets ekle bu assets şöyle olucak karakterin kaslı hali olucak bu assets de 1k muscle yapınca bu assets artık karakterimizin görünümü yerine geçicek ve yeni bir tane assets daha ekle bu sefer 10 k olucak 10 k oluncada bu assets yerine geçicek ve şöyle olucak 1 k muscle ve altında şuanki karakter 1 k ve 10 k ya kadar diğeri 10 k ve 100 k ya kadar diğeri olucak ve muscle 999 u aştığında 1 k 2 k 10 k 100 k 1 m tarzı gözükecek bin ise 1 k gibi 1100 ise 1.1k gibi
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Hata düzelt shopdaki yazının click detectorünü çalıştır bozulmuş
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Petler muscle boost da vercek tanesi pet ın 0.01 vercek pet1 ın ise 0.03 vercek envanter de win boostlarının altında ne kadar muscle boost verdikleri de yazıcak ↪💡 Consider importing and using the following plugins: @upit/storage.v1
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Ekranın sol altında şuanki win boost ve muscle boost yazıcak ama winin kendisi ve muscle sayılmayacak yani mesela 1 muscle var 0.20 boost geldiyse 0.20 boost yazılacak muscle sayılmayacak ve win ↪💡 Consider importing and using the following plugins: @upit/storage.v1
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ var Character = Container.expand(function () { var self = Container.call(this); var characterGraphics = self.attachAsset('character', { anchorX: 0.5, anchorY: 0.5 }); // Add floating text for muscle display self.muscleText = new Text2('Muscle: 0', { size: 60, fill: '#ffffff' }); self.muscleText.anchor.set(0.5, 1); self.addChild(self.muscleText); self.speed = 8; self.velocityX = 0; self.velocityY = 0; self.targetRotation = 0; self.setVelocity = function (vx, vy) { self.velocityX = vx; self.velocityY = vy; // Calculate rotation to face movement direction if (vx !== 0 || vy !== 0) { self.targetRotation = Math.atan2(vy, vx); } }; self.update = function () { // Store previous position for collision detection var prevX = self.x; var prevY = self.y; // Move character self.x += self.velocityX * self.speed; self.y += self.velocityY * self.speed; // Check collision with enemy (barrier) var enemyLeft = enemy.x - 100 - 115; // enemy half width + character half width var enemyRight = enemy.x + 100 + 115; var enemyTop = enemy.y - 100 - 115; var enemyBottom = enemy.y + 100 + 115; if (self.x >= enemyLeft && self.x <= enemyRight && self.y >= enemyTop && self.y <= enemyBottom) { // Collision detected, revert to previous position self.x = prevX; self.y = prevY; self.setVelocity(0, 0); } // Check collision with weight lifting area (barrier) var weightLeft = weightLiftingRect.x - 175 - 115; // weight half width + character half width var weightRight = weightLiftingRect.x + 175 + 115; var weightTop = weightLiftingRect.y - 203 - 115; // weight half height + character half width var weightBottom = weightLiftingRect.y + 203 + 115; if (self.x >= weightLeft && self.x <= weightRight && self.y >= weightTop && self.y <= weightBottom) { // Collision detected, revert to previous position self.x = prevX; self.y = prevY; self.setVelocity(0, 0); } // Keep character within screen bounds only if (self.x < 40) { self.x = 40; } if (self.x > 2008) { self.x = 2008; } if (self.y < 40) { self.y = 40; } if (self.y > 2692) { self.y = 2692; } // Update character graphics based on muscle level var currentAssetId = 'character'; if (muscle >= 100000000) { currentAssetId = 'character_100m'; } else if (muscle >= 10000000) { currentAssetId = 'character_10m'; } else if (muscle >= 1000000) { currentAssetId = 'character_1m'; } else if (muscle >= 100000) { currentAssetId = 'character_100k'; } else if (muscle >= 10000) { currentAssetId = 'character_10k'; } else if (muscle >= 1000) { currentAssetId = 'character_1k'; } // Check if we need to change the character asset if (!self.currentAssetId || self.currentAssetId !== currentAssetId) { // Remove old graphics if (characterGraphics.parent) { self.removeChild(characterGraphics); } // Add new graphics characterGraphics = self.attachAsset(currentAssetId, { anchorX: 0.5, anchorY: 0.5 }); self.currentAssetId = currentAssetId; } // Update muscle text with formatted display self.muscleText.setText('Muscle: ' + formatMuscle(muscle)); self.muscleText.x = 0; self.muscleText.y = -100; // 50px higher than before // Update win text if (!self.winText) { self.winText = new Text2('Win: 0', { size: 60, fill: '#ffffff' }); self.winText.anchor.set(0.5, 1); self.addChild(self.winText); } self.winText.setText('Win: ' + formatWin(win)); self.winText.x = 0; self.winText.y = -150; // 50px above muscle text // Smooth rotation towards target var currentRotation = characterGraphics.rotation; var rotationDiff = self.targetRotation - currentRotation; // Handle rotation wrapping if (rotationDiff > Math.PI) { rotationDiff -= 2 * Math.PI; } if (rotationDiff < -Math.PI) { rotationDiff += 2 * Math.PI; } characterGraphics.rotation += rotationDiff * 0.15; }; return self; }); var Joystick = Container.expand(function () { var self = Container.call(this); var baseGraphics = self.attachAsset('joystickBase', { anchorX: 0.5, anchorY: 0.5 }); var handleGraphics = self.attachAsset('joystickHandle', { anchorX: 0.5, anchorY: 0.5 }); baseGraphics.alpha = 0.3; handleGraphics.alpha = 0.7; self.baseRadius = 100; self.handleRadius = 40; self.isActive = false; self.centerX = 0; self.centerY = 0; self.handleX = 0; self.handleY = 0; self.show = function (x, y) { self.visible = true; self.isActive = true; self.x = x; self.y = y; self.centerX = x; self.centerY = y; self.handleX = 0; self.handleY = 0; handleGraphics.x = 0; handleGraphics.y = 0; }; self.hide = function () { self.visible = false; self.isActive = false; // Smooth return to center tween(handleGraphics, { x: 0, y: 0 }, { duration: 200 }); }; self.updateHandle = function (x, y) { if (!self.isActive) { return; } // Calculate offset from center var offsetX = x - self.centerX; var offsetY = y - self.centerY; var distance = Math.sqrt(offsetX * offsetX + offsetY * offsetY); // Constrain handle within base radius if (distance > self.baseRadius) { offsetX = offsetX / distance * self.baseRadius; offsetY = offsetY / distance * self.baseRadius; distance = self.baseRadius; } self.handleX = offsetX; self.handleY = offsetY; handleGraphics.x = offsetX; handleGraphics.y = offsetY; // Return normalized values for movement return { x: offsetX / self.baseRadius, y: offsetY / self.baseRadius, magnitude: distance / self.baseRadius }; }; self.visible = false; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x2C3E50 }); /**** * Game Code ****/ // Initialize muscle variable var muscle = storage.muscle || 0; // Initialize win variable var win = storage.win || 0; // Function to format win numbers with proper decimal places function formatWin(value) { if (value >= 1) { // For values >= 1, use maximum 2 decimal places return Math.round(value * 100) / 100; } else { // For values < 1, round to 2 decimal places and format appropriately var rounded = Math.round(value * 100) / 100; return rounded; } } // Function to format muscle numbers with k, m notation function formatMuscle(value) { if (value >= 1000000) { // For millions var millions = value / 1000000; if (millions >= 10) { return Math.floor(millions) + 'm'; } else { return Math.floor(millions * 10) / 10 + 'm'; } } else if (value >= 1000) { // For thousands var thousands = value / 1000; if (thousands >= 10) { return Math.floor(thousands) + 'k'; } else { return Math.floor(thousands * 10) / 10 + 'k'; } } else { // For values less than 1000, show with max 2 decimal places return Math.round(value * 100) / 100; } } // Universal function to format all numbers with k, m notation for display function formatNumber(value) { if (value >= 1000000) { // For millions var millions = value / 1000000; if (millions >= 10) { return Math.floor(millions) + 'm'; } else { return Math.floor(millions * 10) / 10 + 'm'; } } else if (value >= 1000) { // For thousands var thousands = value / 1000; if (thousands >= 10) { return Math.floor(thousands) + 'k'; } else { return Math.floor(thousands * 10) / 10 + 'k'; } } else { // For values < 1000, show with proper decimal places return Math.round(value * 100) / 100; } } // Initialize pet inventory var petCount = storage.petCount || 0; var pet1Count = storage.pet1Count || 0; var pet2Count = storage.pet2Count || 0; var pet3Count = storage.pet3Count || 0; var pet4Count = storage.pet4Count || 0; // Initialize pet boost values var petWinBoost = petCount * 0.02; // 0.02 per pet var pet1WinBoost = pet1Count * 0.06; // 0.06 per pet1 var pet2WinBoost = pet2Count * 0.2; // 0.2 per pet2 var pet3WinBoost = pet3Count * 1.5; // 1.5 per pet3 var pet4WinBoost = pet4Count * 60; // 60 per pet4 var totalWinBoost = petWinBoost + pet1WinBoost + pet2WinBoost + pet3WinBoost + pet4WinBoost; // Initialize pet muscle boost values var petMuscleBoost = petCount * 0.01; // 0.01 per pet var pet1MuscleBoost = pet1Count * 0.03; // 0.03 per pet1 var pet2MuscleBoost = pet2Count * 0.1; // 0.1 per pet2 var pet3MuscleBoost = pet3Count * 0.75; // 0.75 per pet3 var pet4MuscleBoost = pet4Count * 30; // 30 per pet4 var totalPetMuscleBoost = petMuscleBoost + pet1MuscleBoost + pet2MuscleBoost + pet3MuscleBoost + pet4MuscleBoost; // Initialize shop variables var muscleBoost = storage.muscleBoost || 0; // Additional muscle gain per flex var shopPrice = storage.shopPrice || 10; // Current price for muscle boost var shopBoostAmount = 1.5; // Current boost amount var luckBoost = storage.luckBoost || 0; // Luck boost count var luckPrice = storage.luckPrice || 100; // Current price for luck boost var isShopOpen = false; // Track if shop UI is open var isInventoryOpen = false; // Track if inventory UI is open // Joystick handle (smaller circle) // Joystick base (semi-transparent circle) // Character shape var character = game.addChild(new Character()); character.x = 1024; character.y = 1366; // Create Weight Lifting rectangle at top-center, 100px from left edge var weightLiftingRect = game.addChild(LK.getAsset('weightLiftingRect', { anchorX: 0.5, anchorY: 0.5 })); weightLiftingRect.x = 200 + 175; // 200px from left + half width (175) to center weightLiftingRect.y = 50 + 110; // 50 + half height (70) to center // Add text above the rectangle var weightLiftingText = new Text2('Weight Lifting', { size: 58, // 36 * 1.6 = 57.6, rounded to 58 fill: '#ffffff' }); weightLiftingText.anchor.set(0.5, 1); weightLiftingText.x = weightLiftingRect.x; weightLiftingText.y = weightLiftingRect.y - 75; game.addChild(weightLiftingText); // Create enemy at top right, 150px from top var enemy = game.addChild(LK.getAsset('dusman', { anchorX: 0.5, anchorY: 0.5 })); enemy.x = 2048 - 200; // Right edge minus half width enemy.y = 150 + 100; // 150px from top plus half height // Add power text above enemy var enemyPowerText = new Text2('Power: ' + formatNumber(10), { size: 60, fill: '#ffffff' }); enemyPowerText.anchor.set(0.5, 1); enemyPowerText.x = enemy.x; enemyPowerText.y = enemy.y - 100; game.addChild(enemyPowerText); // Variables for weight lifting interaction var isMovingToWeights = false; var isWaitingAtWeights = false; var joystick = game.addChild(new Joystick()); var isDragging = false; var joystickTouchId = null; // Create egg object at left center, 200px up from center var egg = game.addChild(LK.getAsset('egg', { anchorX: 0.5, anchorY: 0.5 })); egg.x = 100; // Left edge + some margin egg.y = 866 - 200; // Center Y - 200px // Add "Egg 1" text above egg var eggTitle = new Text2('Egg 1', { size: 60, fill: '#ffffff' }); eggTitle.anchor.set(0.5, 1); eggTitle.x = egg.x; eggTitle.y = egg.y - 160; // Above egg game.addChild(eggTitle); // Add "200 wins" text below egg title var eggCost = new Text2(formatNumber(200) + ' wins', { size: 50, fill: '#ffffff' }); eggCost.anchor.set(0.5, 1); eggCost.x = egg.x; eggCost.y = egg.y - 100; // Below egg title, above egg game.addChild(eggCost); // Create inventory button above shop var inventory = LK.gui.bottomRight.addChild(LK.getAsset('inventory', { anchorX: 1, anchorY: 1, scaleX: 0.15, scaleY: 0.15 })); inventory.x = -50; inventory.y = -260; // 150px above shop (-50 - 150 = -200) // Add inventory text var inventoryText = new Text2('Inventory', { size: 35, fill: '#ffffff' }); inventoryText.anchor.set(0.5, 0.5); inventoryText.x = inventory.width / 2; inventoryText.y = inventory.height / 2; inventory.addChild(inventoryText); // Create shop object at bottom right var shop = LK.gui.bottomRight.addChild(LK.getAsset('shop_bg', { anchorX: 1, anchorY: 1, scaleX: 0.15, scaleY: 0.15 })); shop.x = -50; shop.y = -50; // Add shop text var shopText = new Text2('Shop', { size: 40, fill: '#ffffff' }); shopText.anchor.set(0.5, 0.5); shopText.x = shop.width / 2; shopText.y = shop.height / 2; shop.addChild(shopText); // Create shop UI (initially hidden) var shopUI = LK.gui.center.addChild(LK.getAsset('shop_bg', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.65, scaleY: 0.65 })); shopUI.visible = false; // Create inventory UI (initially hidden) var inventoryUI = LK.gui.center.addChild(LK.getAsset('inventory', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.65, scaleY: 0.65 })); inventoryUI.visible = false; // Create in_inventory image UI element (initially hidden) var inInventoryImage = LK.gui.center.addChild(LK.getAsset('in_inventory', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.8, scaleY: 0.8 })); inInventoryImage.visible = false; // Create pet display elements (initially hidden) var petDisplay = LK.gui.center.addChild(LK.getAsset('pet', { anchorX: 0.5, anchorY: 0.5 })); petDisplay.visible = false; petDisplay.x = -280; petDisplay.y = -140; var pet1Display = LK.gui.center.addChild(LK.getAsset('pet1', { anchorX: 0.5, anchorY: 0.5 })); pet1Display.visible = false; pet1Display.x = -40; pet1Display.y = -140; var pet2Display = LK.gui.center.addChild(LK.getAsset('pet2', { anchorX: 0.5, anchorY: 0.5 })); pet2Display.visible = false; pet2Display.x = 200; pet2Display.y = -140; var pet3Display = LK.gui.center.addChild(LK.getAsset('pet3', { anchorX: 0.5, anchorY: 0.5 })); pet3Display.visible = false; pet3Display.x = -280; pet3Display.y = 160; var pet4Display = LK.gui.center.addChild(LK.getAsset('pet4', { anchorX: 0.5, anchorY: 0.5 })); pet4Display.visible = false; pet4Display.x = -40; pet4Display.y = 160; // Create count text for pets var petCountText = LK.gui.center.addChild(new Text2('0x', { size: 55, fill: '#ffffff' })); petCountText.anchor.set(0, 1); petCountText.visible = false; petCountText.x = -265 - 50; // Bottom left of pet display petCountText.y = -105; var pet1CountText = LK.gui.center.addChild(new Text2('0x', { size: 55, fill: '#ffffff' })); pet1CountText.anchor.set(0, 1); pet1CountText.visible = false; pet1CountText.x = -25 - 50; // Bottom left of pet1 display pet1CountText.y = -105; var pet2CountText = LK.gui.center.addChild(new Text2('0x', { size: 55, fill: '#ffffff' })); pet2CountText.anchor.set(0, 1); pet2CountText.visible = false; pet2CountText.x = 215 - 50; // Bottom left of pet2 display pet2CountText.y = -105; var pet3CountText = LK.gui.center.addChild(new Text2('0x', { size: 55, fill: '#ffffff' })); pet3CountText.anchor.set(0, 1); pet3CountText.visible = false; pet3CountText.x = -265 - 50; // Bottom left of pet3 display pet3CountText.y = 195; var pet4CountText = LK.gui.center.addChild(new Text2('0x', { size: 55, fill: '#ffffff' })); pet4CountText.anchor.set(0, 1); pet4CountText.visible = false; pet4CountText.x = -25 - 50; // Bottom left of pet4 display pet4CountText.y = 195; // Add pet chance and boost text var petChanceText = LK.gui.center.addChild(new Text2('70%', { size: 35, fill: '#ffffff' })); petChanceText.anchor.set(0.5, 0); petChanceText.visible = false; petChanceText.x = -280; petChanceText.y = -70; // Below pet display var petBoostText = LK.gui.center.addChild(new Text2('Win boost = 0.02', { size: 27, fill: '#ffffff' })); petBoostText.anchor.set(0.5, 0); petBoostText.visible = false; petBoostText.x = -280; petBoostText.y = -35; // Below chance text // Add pet1 chance and boost text var pet1ChanceText = LK.gui.center.addChild(new Text2('30%', { size: 35, fill: '#ffffff' })); pet1ChanceText.anchor.set(0.5, 0); pet1ChanceText.visible = false; pet1ChanceText.x = -40; pet1ChanceText.y = -70; // Below pet1 display var pet1BoostText = LK.gui.center.addChild(new Text2('Win boost = 0.06', { size: 27, fill: '#ffffff' })); pet1BoostText.anchor.set(0.5, 0); pet1BoostText.visible = false; pet1BoostText.x = -40; pet1BoostText.y = -35; // Below chance text // Add pet muscle boost text var petMuscleBoostText = LK.gui.center.addChild(new Text2('Muscle boost = 0.01', { size: 23, fill: '#ffffff' })); petMuscleBoostText.anchor.set(0.5, 0); petMuscleBoostText.visible = false; petMuscleBoostText.x = -280; petMuscleBoostText.y = 0; // Below win boost text // Add pet1 muscle boost text var pet1MuscleBoostText = LK.gui.center.addChild(new Text2('Muscle boost = 0.03', { size: 23, fill: '#ffffff' })); pet1MuscleBoostText.anchor.set(0.5, 0); pet1MuscleBoostText.visible = false; pet1MuscleBoostText.x = -40; pet1MuscleBoostText.y = 0; // Below win boost text // Add pet2 chance and boost text var pet2ChanceText = LK.gui.center.addChild(new Text2('10%', { size: 35, fill: '#ffffff' })); pet2ChanceText.anchor.set(0.5, 0); pet2ChanceText.visible = false; pet2ChanceText.x = 200; pet2ChanceText.y = -70; // Below pet2 display var pet2BoostText = LK.gui.center.addChild(new Text2('Win boost = 0.2', { size: 27, fill: '#ffffff' })); pet2BoostText.anchor.set(0.5, 0); pet2BoostText.visible = false; pet2BoostText.x = 200; pet2BoostText.y = -35; // Below chance text var pet2MuscleBoostText = LK.gui.center.addChild(new Text2('Muscle boost = 0.1', { size: 23, fill: '#ffffff' })); pet2MuscleBoostText.anchor.set(0.5, 0); pet2MuscleBoostText.visible = false; pet2MuscleBoostText.x = 200; pet2MuscleBoostText.y = 0; // Below win boost text // Add pet3 chance and boost text var pet3ChanceText = LK.gui.center.addChild(new Text2('1%', { size: 35, fill: '#ffffff' })); pet3ChanceText.anchor.set(0.5, 0); pet3ChanceText.visible = false; pet3ChanceText.x = -280; pet3ChanceText.y = 230; // Below pet3 display var pet3BoostText = LK.gui.center.addChild(new Text2('Win boost = 1.5', { size: 27, fill: '#ffffff' })); pet3BoostText.anchor.set(0.5, 0); pet3BoostText.visible = false; pet3BoostText.x = -280; pet3BoostText.y = 265; // Below chance text var pet3MuscleBoostText = LK.gui.center.addChild(new Text2('Muscle boost = 0.75', { size: 23, fill: '#ffffff' })); pet3MuscleBoostText.anchor.set(0.5, 0); pet3MuscleBoostText.visible = false; pet3MuscleBoostText.x = -280; pet3MuscleBoostText.y = 300; // Below win boost text // Add pet4 chance and boost text var pet4ChanceText = LK.gui.center.addChild(new Text2('0.05%', { size: 35, fill: '#ffffff' })); pet4ChanceText.anchor.set(0.5, 0); pet4ChanceText.visible = false; pet4ChanceText.x = -40; pet4ChanceText.y = 230; // Below pet4 display var pet4BoostText = LK.gui.center.addChild(new Text2('Win boost = 60', { size: 27, fill: '#ffffff' })); pet4BoostText.anchor.set(0.5, 0); pet4BoostText.visible = false; pet4BoostText.x = -40; pet4BoostText.y = 265; // Below chance text var pet4MuscleBoostText = LK.gui.center.addChild(new Text2('Muscle boost = 30', { size: 23, fill: '#ffffff' })); pet4MuscleBoostText.anchor.set(0.5, 0); pet4MuscleBoostText.visible = false; pet4MuscleBoostText.x = -40; pet4MuscleBoostText.y = 300; // Below win boost text // Create close1 button for inventory (initially hidden) var close1Button = LK.gui.center.addChild(LK.getAsset('close', { anchorX: 0.5, anchorY: 0.5 })); close1Button.visible = false; close1Button.x = 538; close1Button.y = -315; // Create shopping image UI element (initially hidden) var shoppingImage = LK.gui.center.addChild(LK.getAsset('shopping', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.8, scaleY: 0.8 })); shoppingImage.visible = false; // Create close button UI element (initially hidden) var closeButton = LK.gui.center.addChild(LK.getAsset('close', { anchorX: 0.5, anchorY: 0.5 })); closeButton.visible = false; closeButton.x = 310; // Position close button to the right of shopping image closeButton.y = -310; // Position close button at the top of shopping image // Add shop upgrade text var shopUpgradeText = LK.gui.center.addChild(new Text2(formatNumber(shopPrice) + ' muscle = + ' + formatNumber(1) + ' muscle boost', { size: 45, fill: '#ffffff', font: 'bold serif' })); shopUpgradeText.anchor.set(0.5, 0.5); shopUpgradeText.x = 0; shopUpgradeText.y = -200; shopUpgradeText.visible = false; // Add luck boost upgrade text var luckUpgradeText = LK.gui.center.addChild(new Text2(formatNumber(luckPrice) + ' win = + 1 luck boost', { size: 45, fill: '#ffffff', font: 'bold serif' })); luckUpgradeText.anchor.set(0.5, 0.5); luckUpgradeText.x = 0; luckUpgradeText.y = -100; luckUpgradeText.visible = false; // Add win boost display in bottom left var winBoostDisplay = LK.gui.bottomLeft.addChild(new Text2('Win Boost: ' + formatNumber(totalWinBoost), { size: 50, fill: '#ffffff' })); winBoostDisplay.anchor.set(0, 1); winBoostDisplay.x = 20; winBoostDisplay.y = -20; // Add muscle boost display in bottom left var muscleBoostDisplay = LK.gui.bottomLeft.addChild(new Text2('Muscle Boost: ' + formatNumber(muscleBoost + totalPetMuscleBoost), { size: 50, fill: '#ffffff', font: 'bold serif' })); muscleBoostDisplay.anchor.set(0, 1); muscleBoostDisplay.x = 20; muscleBoostDisplay.y = -80; // Add luck boost display in bottom left var luckBoostDisplay = LK.gui.bottomLeft.addChild(new Text2('Luck Boost: ' + formatNumber(luckBoost), { size: 50, fill: '#ffffff' })); luckBoostDisplay.anchor.set(0, 1); luckBoostDisplay.x = 20; luckBoostDisplay.y = -140; // Add close button text var closeShopText = new Text2('Close', { size: 50, fill: '#ff0000' }); closeShopText.anchor.set(0.5, 0.5); closeShopText.x = 0; closeShopText.y = 200; shopUI.addChild(closeShopText); game.down = function (x, y, obj) { // Check if inventory UI is open if (isInventoryOpen) { // Check if close1 button was clicked (convert screen coordinates to GUI coordinates) var screenY = y * (LK.gui.height / 2732); var screenX = x * (LK.gui.width / 2048); var guiCenterX = LK.gui.width / 2; var guiCenterY = LK.gui.height / 2; // Calculate close1 button bounds in screen coordinates var close1Bounds = { left: guiCenterX + close1Button.x - 50, right: guiCenterX + close1Button.x + 50, top: guiCenterY + close1Button.y - 50, bottom: guiCenterY + close1Button.y + 50 }; if (screenX >= close1Bounds.left && screenX <= close1Bounds.right && screenY >= close1Bounds.top && screenY <= close1Bounds.bottom) { // Close inventory isInventoryOpen = false; inInventoryImage.visible = false; close1Button.visible = false; // Hide pet displays petDisplay.visible = false; pet1Display.visible = false; pet2Display.visible = false; pet3Display.visible = false; pet4Display.visible = false; petCountText.visible = false; pet1CountText.visible = false; pet2CountText.visible = false; pet3CountText.visible = false; pet4CountText.visible = false; petChanceText.visible = false; petBoostText.visible = false; pet1ChanceText.visible = false; pet1BoostText.visible = false; pet2ChanceText.visible = false; pet2BoostText.visible = false; pet3ChanceText.visible = false; pet3BoostText.visible = false; pet4ChanceText.visible = false; pet4BoostText.visible = false; petMuscleBoostText.visible = false; pet1MuscleBoostText.visible = false; pet2MuscleBoostText.visible = false; pet3MuscleBoostText.visible = false; pet4MuscleBoostText.visible = false; return; } return; } // Check if shop UI is open if (isShopOpen) { // Check if close button was clicked (convert screen coordinates to GUI coordinates) var screenY = y * (LK.gui.height / 2732); var screenX = x * (LK.gui.width / 2048); var guiCenterX = LK.gui.width / 2; var guiCenterY = LK.gui.height / 2; // Calculate close button bounds in screen coordinates var closeBounds = { left: guiCenterX + closeButton.x - 50, right: guiCenterX + closeButton.x + 50, top: guiCenterY + closeButton.y - 50, bottom: guiCenterY + closeButton.y + 50 }; if (screenX >= closeBounds.left && screenX <= closeBounds.right && screenY >= closeBounds.top && screenY <= closeBounds.bottom) { // Close shop isShopOpen = false; shoppingImage.visible = false; closeButton.visible = false; shopUpgradeText.visible = false; luckUpgradeText.visible = false; return; } // Calculate shop upgrade text bounds in screen coordinates var upgradeBounds = { left: guiCenterX - 200, // Approximate text width bounds right: guiCenterX + 200, top: guiCenterY + shopUpgradeText.y - 30, // Approximate text height bounds bottom: guiCenterY + shopUpgradeText.y + 30 }; if (screenX >= upgradeBounds.left && screenX <= upgradeBounds.right && screenY >= upgradeBounds.top && screenY <= upgradeBounds.bottom) { // Check if player has enough muscle to buy upgrade if (muscle >= shopPrice) { // Deduct muscle and add boost muscle = Math.round((muscle - shopPrice) * 10) / 10; muscleBoost = Math.round((muscleBoost + shopBoostAmount) * 10) / 10; // Multiply the price by 1.5x for next upgrade shopPrice = Math.round(shopPrice * 1.5); // Save to storage storage.muscle = muscle; storage.muscleBoost = muscleBoost; storage.shopPrice = shopPrice; // Update shop text shopUpgradeText.setText(formatNumber(shopPrice) + ' muscle = + ' + formatNumber(1.5) + ' muscle boost'); // Update muscle boost display muscleBoostDisplay.setText('Muscle Boost: ' + formatNumber(muscleBoost + totalPetMuscleBoost)); } return; } // Calculate luck upgrade text bounds in screen coordinates var luckUpgradeBounds = { left: guiCenterX - 200, right: guiCenterX + 200, top: guiCenterY + luckUpgradeText.y - 30, bottom: guiCenterY + luckUpgradeText.y + 30 }; if (screenX >= luckUpgradeBounds.left && screenX <= luckUpgradeBounds.right && screenY >= luckUpgradeBounds.top && screenY <= luckUpgradeBounds.bottom) { // Check if player has enough wins to buy luck boost if (win >= luckPrice) { // Deduct wins and add luck boost win -= luckPrice; luckBoost += 1; // Multiply the price by 10x for next upgrade luckPrice = luckPrice * 10; // Save to storage storage.win = win; storage.luckBoost = luckBoost; storage.luckPrice = luckPrice; // Update luck upgrade text luckUpgradeText.setText(formatNumber(luckPrice) + ' win = + 1 luck boost'); // Update luck boost display luckBoostDisplay.setText('Luck Boost: ' + formatNumber(luckBoost)); } return; } return; } // Check if shop was clicked (convert screen coordinates to GUI coordinates) var screenY = y * (LK.gui.height / 2732); var screenX = x * (LK.gui.width / 2048); // Calculate shop bounds more accurately for bottom-right position var shopBounds = { left: LK.gui.width + shop.x - shop.width * 0.15, // Account for right anchor and scale right: LK.gui.width + shop.x, top: LK.gui.height + shop.y - shop.height * 0.15, // Account for anchor and scale bottom: LK.gui.height + shop.y }; if (screenX >= shopBounds.left && screenX <= shopBounds.right && screenY >= shopBounds.top && screenY <= shopBounds.bottom) { // Open shop (don't toggle, only open) if (!isShopOpen) { isShopOpen = true; shoppingImage.visible = true; closeButton.visible = true; shopUpgradeText.visible = true; luckUpgradeText.visible = true; // Update shop upgrade text with current values shopUpgradeText.setText(formatNumber(shopPrice) + ' muscle = + ' + formatNumber(1.5) + ' muscle boost'); // Update luck upgrade text with current values luckUpgradeText.setText(formatNumber(luckPrice) + ' win = + 1 luck boost'); } return; } // Check if egg was clicked var eggLeft = egg.x - 75; var eggRight = egg.x + 75; var eggTop = egg.y - 75; var eggBottom = egg.y + 75; if (x >= eggLeft && x <= eggRight && y >= eggTop && y <= eggBottom && win >= 200) { // Deduct 200 win points win -= 200; storage.win = win; // Pet chances with luck boost and reduced chances for common pets var luckMultiplier = 1 + luckBoost * 0.5; // Reduce common pet chances based on how many are owned and luck boost var basePetChance = Math.max(0.1, 70 - petCount * 0.01 - luckBoost * 1); // Base 70%, reduce 0.01% per pet and 1% per luck boost, minimum 0.1% var basePet1Chance = Math.max(0.1, 30 - pet1Count * 0.02 - luckBoost * 1); // Base 30%, reduce 0.02% per pet1 and 1% per luck boost, minimum 0.1% var basePet2Chance = Math.max(0.1, 10 - pet2Count * 0.05 - luckBoost * 1); // Base 10%, reduce 0.05% per pet2 and 1% per luck boost, minimum 0.1% // Apply luck boost var pet4Chance = 0.05 * luckMultiplier; var pet3Chance = 1 * luckMultiplier; var pet2Chance = basePet2Chance * luckMultiplier; var pet1Chance = basePet1Chance * luckMultiplier; var petChance = basePetChance * luckMultiplier; var random = Math.random() * 100; // Convert to percentage if (random < pet4Chance) { // Got pet4 pet4Count += 1; storage.pet4Count = pet4Count; } else if (random < pet4Chance + pet3Chance) { // Got pet3 pet3Count += 1; storage.pet3Count = pet3Count; } else if (random < pet4Chance + pet3Chance + pet2Chance) { // Got pet2 pet2Count += 1; storage.pet2Count = pet2Count; } else if (random < pet4Chance + pet3Chance + pet2Chance + pet1Chance) { // Got pet1 pet1Count += 1; storage.pet1Count = pet1Count; } else { // Got pet (remaining chance) petCount += 1; storage.petCount = petCount; } // Recalculate win boost values petWinBoost = petCount * 0.02; pet1WinBoost = pet1Count * 0.06; pet2WinBoost = pet2Count * 0.2; pet3WinBoost = pet3Count * 1.5; pet4WinBoost = pet4Count * 60; totalWinBoost = petWinBoost + pet1WinBoost + pet2WinBoost + pet3WinBoost + pet4WinBoost; // Recalculate pet muscle boost values petMuscleBoost = petCount * 0.01; pet1MuscleBoost = pet1Count * 0.03; pet2MuscleBoost = pet2Count * 0.1; pet3MuscleBoost = pet3Count * 0.75; pet4MuscleBoost = pet4Count * 30; totalPetMuscleBoost = petMuscleBoost + pet1MuscleBoost + pet2MuscleBoost + pet3MuscleBoost + pet4MuscleBoost; // Update win boost display winBoostDisplay.setText('Win Boost: ' + formatNumber(totalWinBoost)); // Update muscle boost display muscleBoostDisplay.setText('Muscle Boost: ' + formatNumber(muscleBoost + totalPetMuscleBoost)); return; } // Check if inventory was clicked (convert screen coordinates to GUI coordinates) var inventoryBounds = { left: LK.gui.width + inventory.x - inventory.width * 0.15, right: LK.gui.width + inventory.x, top: LK.gui.height + inventory.y - inventory.height * 0.15, bottom: LK.gui.height + inventory.y }; if (screenX >= inventoryBounds.left && screenX <= inventoryBounds.right && screenY >= inventoryBounds.top && screenY <= inventoryBounds.bottom) { // Open inventory (don't toggle, only open) if (!isInventoryOpen) { isInventoryOpen = true; inInventoryImage.visible = true; close1Button.visible = true; // Calculate dynamic chances with luck boost var luckMultiplier = 1 + luckBoost * 0.5; var basePetChance = 70; var basePet1Chance = 30; var basePet2Chance = 10; var basePet3Chance = 1; var basePet4Chance = 0.05; // Reduce common pet chances when they have high counts and luck boost penalty var adjustedPetChance = Math.max(0.1, basePetChance - petCount * 0.01 - luckBoost * 1); // Reduce 0.01% per pet owned and 1% per luck boost, minimum 0.1% var adjustedPet1Chance = Math.max(0.1, basePet1Chance - pet1Count * 0.02 - luckBoost * 1); // Reduce 0.02% per pet1 owned and 1% per luck boost, minimum 0.1% var adjustedPet2Chance = Math.max(0.1, basePet2Chance - pet2Count * 0.05 - luckBoost * 1); // Reduce 0.05% per pet2 owned and 1% per luck boost, minimum 0.1% // Apply luck boost var finalPetChance = adjustedPetChance * luckMultiplier; var finalPet1Chance = adjustedPet1Chance * luckMultiplier; var finalPet2Chance = adjustedPet2Chance * luckMultiplier; var finalPet3Chance = basePet3Chance * luckMultiplier; var finalPet4Chance = basePet4Chance * luckMultiplier; // Show pets if owned if (petCount > 0) { petDisplay.visible = true; petCountText.visible = true; petCountText.setText(formatNumber(petCount) + 'x'); petChanceText.visible = true; petChanceText.setText(formatNumber(finalPetChance) + '%'); petBoostText.visible = true; petBoostText.setText('Win boost = ' + formatNumber(petCount * 0.02)); petMuscleBoostText.visible = true; petMuscleBoostText.setText('Muscle boost = ' + formatNumber(petCount * 0.01)); } if (pet1Count > 0) { pet1Display.visible = true; pet1CountText.visible = true; pet1CountText.setText(formatNumber(pet1Count) + 'x'); pet1ChanceText.visible = true; pet1ChanceText.setText(formatNumber(finalPet1Chance) + '%'); pet1BoostText.visible = true; pet1BoostText.setText('Win boost = ' + formatNumber(pet1Count * 0.06)); pet1MuscleBoostText.visible = true; pet1MuscleBoostText.setText('Muscle boost = ' + formatNumber(pet1Count * 0.03)); } if (pet2Count > 0) { pet2Display.visible = true; pet2CountText.visible = true; pet2CountText.setText(formatNumber(pet2Count) + 'x'); pet2ChanceText.visible = true; pet2ChanceText.setText(formatNumber(finalPet2Chance) + '%'); pet2BoostText.visible = true; pet2BoostText.setText('Win boost = ' + formatNumber(pet2Count * 0.2)); pet2MuscleBoostText.visible = true; pet2MuscleBoostText.setText('Muscle boost = ' + formatNumber(pet2Count * 0.1)); } if (pet3Count > 0) { pet3Display.visible = true; pet3CountText.visible = true; pet3CountText.setText(formatNumber(pet3Count) + 'x'); pet3ChanceText.visible = true; pet3ChanceText.setText(formatNumber(finalPet3Chance) + '%'); pet3BoostText.visible = true; pet3BoostText.setText('Win boost = ' + formatNumber(pet3Count * 1.5)); pet3MuscleBoostText.visible = true; pet3MuscleBoostText.setText('Muscle boost = ' + formatNumber(pet3Count * 0.75)); } if (pet4Count > 0) { pet4Display.visible = true; pet4CountText.visible = true; pet4CountText.setText(formatNumber(pet4Count) + 'x'); pet4ChanceText.visible = true; pet4ChanceText.setText(formatNumber(finalPet4Chance) + '%'); pet4BoostText.visible = true; pet4BoostText.setText('Win boost = ' + formatNumber(pet4Count * 60)); pet4MuscleBoostText.visible = true; pet4MuscleBoostText.setText('Muscle boost = ' + formatNumber(pet4Count * 30)); } } return; } // Check if enemy was clicked and character has muscle >= 10 var enemyLeft = enemy.x - 100; var enemyRight = enemy.x + 100; var enemyTop = enemy.y - 100; var enemyBottom = enemy.y + 100; if (x >= enemyLeft && x <= enemyRight && y >= enemyTop && y <= enemyBottom && muscle >= 10) { // Wait 1.25 seconds then increment win LK.setTimeout(function () { win = formatWin(win + 1 + totalWinBoost); storage.win = win; }, 1250); return; } // Check if weight lifting rectangle was clicked var rectLeft = weightLiftingRect.x - 175; var rectRight = weightLiftingRect.x + 175; var rectTop = weightLiftingRect.y - 70; var rectBottom = weightLiftingRect.y + 70; if (x >= rectLeft && x <= rectRight && y >= rectTop && y <= rectBottom && !isMovingToWeights && !isWaitingAtWeights) { // Move character to weight lifting area isMovingToWeights = true; character.setVelocity(0, 0); // Stop current movement tween(character, { x: weightLiftingRect.x, y: weightLiftingRect.y + 350 }, { duration: 500, easing: tween.easeInOut, onFinish: function onFinish() { isMovingToWeights = false; isWaitingAtWeights = true; // Wait 1 second then increase muscle LK.setTimeout(function () { muscle = Math.round((muscle + 1 + muscleBoost + totalPetMuscleBoost) * 10) / 10; storage.muscle = muscle; isWaitingAtWeights = false; }, 250); } }); return; } // Show joystick at bottom-left area when touched if (x < 400 && y > 2332) { joystick.show(x, y); isDragging = true; var input = joystick.updateHandle(x, y); if (input) { character.setVelocity(input.x * input.magnitude, input.y * input.magnitude); } } }; game.move = function (x, y, obj) { if (isDragging && joystick.isActive && !isMovingToWeights && !isWaitingAtWeights) { var input = joystick.updateHandle(x, y); if (input) { character.setVelocity(input.x * input.magnitude, input.y * input.magnitude); } } }; game.up = function (x, y, obj) { if (isDragging && !isMovingToWeights && !isWaitingAtWeights) { isDragging = false; joystick.hide(); character.setVelocity(0, 0); } }; game.update = function () { // Character update is handled automatically by its update method };
===================================================================
--- original.js
+++ change.js
@@ -880,18 +880,18 @@
win -= 200;
storage.win = win;
// Pet chances with luck boost and reduced chances for common pets
var luckMultiplier = 1 + luckBoost * 0.5;
- // Reduce common pet chances based on how many are owned
- var adjustedPetChance = Math.max(5, 70 - petCount * 0.01); // Base 70%, reduce 0.01% per pet, minimum 5%
- var adjustedPet1Chance = Math.max(2, 30 - pet1Count * 0.02); // Base 30%, reduce 0.02% per pet1, minimum 2%
- var adjustedPet2Chance = Math.max(1, 10 - pet2Count * 0.05); // Base 10%, reduce 0.05% per pet2, minimum 1%
+ // Reduce common pet chances based on how many are owned and luck boost
+ var basePetChance = Math.max(0.1, 70 - petCount * 0.01 - luckBoost * 1); // Base 70%, reduce 0.01% per pet and 1% per luck boost, minimum 0.1%
+ var basePet1Chance = Math.max(0.1, 30 - pet1Count * 0.02 - luckBoost * 1); // Base 30%, reduce 0.02% per pet1 and 1% per luck boost, minimum 0.1%
+ var basePet2Chance = Math.max(0.1, 10 - pet2Count * 0.05 - luckBoost * 1); // Base 10%, reduce 0.05% per pet2 and 1% per luck boost, minimum 0.1%
// Apply luck boost
var pet4Chance = 0.05 * luckMultiplier;
var pet3Chance = 1 * luckMultiplier;
- var pet2Chance = adjustedPet2Chance * luckMultiplier;
- var pet1Chance = adjustedPet1Chance * luckMultiplier;
- var petChance = adjustedPetChance * luckMultiplier;
+ var pet2Chance = basePet2Chance * luckMultiplier;
+ var pet1Chance = basePet1Chance * luckMultiplier;
+ var petChance = basePetChance * luckMultiplier;
var random = Math.random() * 100; // Convert to percentage
if (random < pet4Chance) {
// Got pet4
pet4Count += 1;
@@ -952,15 +952,15 @@
var basePet1Chance = 30;
var basePet2Chance = 10;
var basePet3Chance = 1;
var basePet4Chance = 0.05;
- // Reduce common pet chances when they have high counts
- var adjustedPetChance = basePetChance - petCount * 0.01; // Reduce 0.01% per pet owned
- var adjustedPet1Chance = basePet1Chance - pet1Count * 0.02; // Reduce 0.02% per pet1 owned
- var adjustedPet2Chance = basePet2Chance - pet2Count * 0.05; // Reduce 0.05% per pet2 owned
+ // Reduce common pet chances when they have high counts and luck boost penalty
+ var adjustedPetChance = Math.max(0.1, basePetChance - petCount * 0.01 - luckBoost * 1); // Reduce 0.01% per pet owned and 1% per luck boost, minimum 0.1%
+ var adjustedPet1Chance = Math.max(0.1, basePet1Chance - pet1Count * 0.02 - luckBoost * 1); // Reduce 0.02% per pet1 owned and 1% per luck boost, minimum 0.1%
+ var adjustedPet2Chance = Math.max(0.1, basePet2Chance - pet2Count * 0.05 - luckBoost * 1); // Reduce 0.05% per pet2 owned and 1% per luck boost, minimum 0.1%
// Apply luck boost
- var finalPetChance = Math.max(0.1, adjustedPetChance * luckMultiplier);
- var finalPet1Chance = Math.max(0.1, adjustedPet1Chance * luckMultiplier);
+ var finalPetChance = adjustedPetChance * luckMultiplier;
+ var finalPet1Chance = adjustedPet1Chance * luckMultiplier;
var finalPet2Chance = adjustedPet2Chance * luckMultiplier;
var finalPet3Chance = basePet3Chance * luckMultiplier;
var finalPet4Chance = basePet4Chance * luckMultiplier;
// Show pets if owned
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