var M={};
M.parent=Game.Objects['Wizard tower'];
M.parent.minigame=M;
M.launch=function()
{
	var M=this;
	M.name=M.parent.minigameName;
	M.init=function(div)
	{
		//populate div with html and initialize values
		
		M.spells={
			'conjure baked goods':{
				name:'Conjure Baked Goods',
				desc:'Summon half an hour worth of your CpS, capped at 15% of your cookies owned.',
				failDesc:'Trigger a 15-minute clot and lose 15 minutes of CpS.',
				icon:[21,11],
				costMin:2,
				costPercent:0.4,
				win:function()
				{
					var val=Math.max(7,Math.min(Game.cookies*0.15,Game.cookiesPs*60*30));
					Game.Earn(val);
					Game.Notify('Conjure baked goods!','You magic <b>'+Beautify(val)+' cookie'+(val==1?'':'s')+'</b> out of thin air.',[21,11],6);
					Game.Popup('<div style="font-size:80%;">+'+Beautify(val)+' cookie'+(val==1?'':'s')+'!</div>',Game.mouseX,Game.mouseY);
				},
				fail:function()
				{
					var buff=Game.gainBuff('clot',60*15,0.5);
					var val=Math.min(Game.cookies*0.15,Game.cookiesPs*60*15)+13;
					val=Math.min(Game.cookies,val);
					Game.Spend(val);
					Game.Notify(buff.name,buff.desc,buff.icon,6);
					Game.Popup('<div style="font-size:80%;">Backfire!<br>Summoning failed! Lost '+Beautify(val)+' cookie'+(val==1?'':'s')+'!</div>',Game.mouseX,Game.mouseY);
				},
			},
			'hand of fate':{
				name:'Force the Hand of Fate',
				desc:'Summon a random golden cookie. Each existing golden cookie makes this spell +15% more likely to backfire.',
				failDesc:'Summon an unlucky wrath cookie.',
				icon:[22,11],
				costMin:10,
				costPercent:0.6,
				failFunc:function(fail)
				{
					return fail+0.15*Game.shimmerTypes['golden'].n;
				},
				win:function()
				{
					var newShimmer=new Game.shimmer('golden',{noWrath:true});
					var choices=[];
					choices.push('frenzy','multiply cookies');
					if (!Game.hasBuff('Dragonflight')) choices.push('click frenzy');
					if (Math.random()<0.1) choices.push('chain cookie','cookie storm','blab');
					if (Game.BuildingsOwned>=10 && Math.random()<0.25) choices.push('building special');
					//if (Math.random()<0.2) choices.push('clot','cursed finger','ruin cookies');
					if (Math.random()<0.15) choices=['cookie storm drop'];
					if (Math.random()<0.0001) choices.push('free sugar lump');
					newShimmer.force=choose(choices);
					if (newShimmer.force=='cookie storm drop')
					{
						newShimmer.sizeMult=Math.random()*0.75+0.25;
					}
					Game.Popup('<div style="font-size:80%;">Promising fate!</div>',Game.mouseX,Game.mouseY);
				},
				fail:function()
				{
					var newShimmer=new Game.shimmer('golden',{wrath:true});
					var choices=[];
					choices.push('clot','ruin cookies');
					if (Math.random()<0.1) choices.push('cursed finger','blood frenzy');
					if (Math.random()<0.003) choices.push('free sugar lump');
					if (Math.random()<0.1) choices=['blab'];
					newShimmer.force=choose(choices);
					Game.Popup('<div style="font-size:80%;">Backfire!<br>Sinister fate!</div>',Game.mouseX,Game.mouseY);
				},
			},
			'stretch time':{
				name:'Stretch Time',
				desc:'All active buffs gain 10% more time (up to 5 more minutes).',
				failDesc:'All active buffs are shortened by 20% (up to 10 minutes shorter).',
				icon:[23,11],
				costMin:8,
				costPercent:0.2,
				win:function()
				{
					var changed=0;
					for (var i in Game.buffs)
					{
						var me=Game.buffs[i];
						var gain=Math.min(Game.fps*60*5,me.maxTime*0.1);
						me.maxTime+=gain;
						me.time+=gain;
						changed++;
					}
					if (changed==0){Game.Popup('<div style="font-size:80%;">No buffs to alter!</div>',Game.mouseX,Game.mouseY);return -1;}
					Game.Popup('<div style="font-size:80%;">Zap! Buffs lengthened.</div>',Game.mouseX,Game.mouseY);
				},
				fail:function()
				{
					var changed=0;
					for (var i in Game.buffs)
					{
						var me=Game.buffs[i];
						var loss=Math.min(Game.fps*60*10,me.time*0.2);
						me.time-=loss;
						me.time=Math.max(me.time,0);
						changed++;
					}
					if (changed==0){Game.Popup('<div style="font-size:80%;">No buffs to alter!</div>',Game.mouseX,Game.mouseY);return -1;}
					Game.Popup('<div style="font-size:80%;">Backfire!<br>Fizz! Buffs shortened.</div>',Game.mouseX,Game.mouseY);
				},
			},
			'spontaneous edifice':{
				name:'Spontaneous Edifice',
				desc:'The spell picks a random building you could afford if you had twice your current cookies, and gives it to you for free. The building selected must be under 400, and cannot be your most-built one (unless it is your only one).',
				failDesc:'Lose a random building.',
				icon:[24,11],
				costMin:20,
				costPercent:0.75,
				win:function()
				{
					var buildings=[];
					var max=0;
					var n=0;
					for (var i in Game.Objects)
					{
						if (Game.Objects[i].amount>max) max=Game.Objects[i].amount;
						if (Game.Objects[i].amount>0) n++;
					}
					for (var i in Game.Objects)
					{if ((Game.Objects[i].amount<max || n==1) && Game.Objects[i].getPrice()<=Game.cookies*2 && Game.Objects[i].amount<400) buildings.push(Game.Objects[i]);}
					if (buildings.length==0){Game.Popup('<div style="font-size:80%;">No buildings to improve!</div>',Game.mouseX,Game.mouseY);return -1;}
					var building=choose(buildings);
					building.buyFree(1);
					Game.Popup('<div style="font-size:80%;">A new '+building.single+'<br>bursts out of the ground.</div>',Game.mouseX,Game.mouseY);
				},
				fail:function()
				{
					if (Game.BuildingsOwned==0){Game.Popup('<div style="font-size:80%;">Backfired, but no buildings to destroy!</div>',Game.mouseX,Game.mouseY);return -1;}
					var buildings=[];
					for (var i in Game.Objects)
					{if (Game.Objects[i].amount>0) buildings.push(Game.Objects[i]);}
					var building=choose(buildings);
					building.sacrifice(1);
					Game.Popup('<div style="font-size:80%;">Backfire!<br>One of your '+building.plural+'<br>disappears in a puff of smoke.</div>',Game.mouseX,Game.mouseY);
				},
			},
			'haggler\'s charm':{
				name:'Haggler\'s Charm',
				desc:'Upgrades are 2% cheaper for 1 minute.',
				failDesc:'Upgrades are 2% more expensive for an hour.<q>What\'s that spell? Loadsamoney!</q>',
				icon:[25,11],
				costMin:10,
				costPercent:0.1,
				win:function()
				{
					Game.killBuff('Haggler\'s misery');
					var buff=Game.gainBuff('haggler luck',60,2);
					Game.Popup('<div style="font-size:80%;">Upgrades are cheaper!</div>',Game.mouseX,Game.mouseY);
				},
				fail:function()
				{
					Game.killBuff('Haggler\'s luck');
					var buff=Game.gainBuff('haggler misery',60*60,2);
					Game.Popup('<div style="font-size:80%;">Backfire!<br>Upgrades are pricier!</div>',Game.mouseX,Game.mouseY);
				},
			},
			'summon crafty pixies':{
				name:'Summon Crafty Pixies',
				desc:'Buildings are 2% cheaper for 1 minute.',
				failDesc:'Buildings are 2% more expensive for an hour.',
				icon:[26,11],
				costMin:10,
				costPercent:0.2,
				win:function()
				{
					Game.killBuff('Nasty goblins');
					var buff=Game.gainBuff('pixie luck',60,2);
					Game.Popup('<div style="font-size:80%;">Crafty pixies!<br>Buildings are cheaper!</div>',Game.mouseX,Game.mouseY);
				},
				fail:function()
				{
					Game.killBuff('Crafty pixies');
					var buff=Game.gainBuff('pixie misery',60*60,2);
					Game.Popup('<div style="font-size:80%;">Backfire!<br>Nasty goblins!<br>Buildings are pricier!</div>',Game.mouseX,Game.mouseY);
				},
			},
			'gambler\'s fever dream':{
				name:'Gambler\'s Fever Dream',
				desc:'Cast a random spell at half the magic cost, with twice the chance of backfiring.',
				icon:[27,11],
				costMin:3,
				costPercent:0.05,
				win:function()
				{
					var spells=[];
					var selfCost=M.getSpellCost(M.spells['gambler\'s fever dream']);
					for (var i in M.spells)
					{if (i!='gambler\'s fever dream' && (M.magic-selfCost)>=M.getSpellCost(M.spells[i])*0.5) spells.push(M.spells[i]);}
					if (spells.length==0){Game.Popup('<div style="font-size:80%;">No eligible spells!</div>',Game.mouseX,Game.mouseY);return -1;}
					var spell=choose(spells);
					var cost=M.getSpellCost(spell)*0.5;
					setTimeout(function(){
						var out=M.castSpell(spell,{cost:cost,failChanceMax:0.5,passthrough:true});
						if (!out)
						{
							M.magic+=selfCost;
							setTimeout(function(){
								Game.Popup('<div style="font-size:80%;">That\'s too bad!<br>Magic refunded.</div>',Game.mouseX,Game.mouseY);
							},1500);
						}
					},1000);
					Game.Popup('<div style="font-size:80%;">Casting '+spell.name+'<br>for '+Beautify(cost)+' magic...</div>',Game.mouseX,Game.mouseY);
				},
			},
			'resurrect abomination':{
				name:'Resurrect Abomination',
				desc:'Instantly summon a wrinkler if conditions are fulfilled.',
				failDesc:'Pop one of your wrinklers.',
				icon:[28,11],
				costMin:20,
				costPercent:0.1,
				win:function()
				{
					var out=Game.SpawnWrinkler();
					if (!out){Game.Popup('<div style="font-size:80%;">Unable to spawn a wrinkler!</div>',Game.mouseX,Game.mouseY);return -1;}
					Game.Popup('<div style="font-size:80%;">Rise, my precious!</div>',Game.mouseX,Game.mouseY);
				},
				fail:function()
				{
					var out=Game.PopRandomWrinkler();
					if (!out){Game.Popup('<div style="font-size:80%;">Backfire!<br>But no wrinkler was harmed.</div>',Game.mouseX,Game.mouseY);return -1;}
					Game.Popup('<div style="font-size:80%;">Backfire!<br>So long, ugly...</div>',Game.mouseX,Game.mouseY);
				},
			},
			'diminish ineptitude':{
				name:'Diminish Ineptitude',
				desc:'Spells backfire 10 times less for the next 5 minutes.',
				failDesc:'Spells backfire 5 times more for the next 10 minutes.',
				icon:[29,11],
				costMin:5,
				costPercent:0.2,
				win:function()
				{
					Game.killBuff('Magic inept');
					var buff=Game.gainBuff('magic adept',5*60,10);
					Game.Popup('<div style="font-size:80%;">Ineptitude diminished!</div>',Game.mouseX,Game.mouseY);
				},
				fail:function()
				{
					Game.killBuff('Magic adept');
					var buff=Game.gainBuff('magic inept',10*60,5);
					Game.Popup('<div style="font-size:80%;">Backfire!<br>Ineptitude magnified!</div>',Game.mouseX,Game.mouseY);
				},
			},
		};
		M.spellsById=[];var n=0;
		for (var i in M.spells){M.spells[i].id=n;M.spellsById[n]=M.spells[i];n++;}
		
		
		M.computeMagicM=function()
		{
			var towers=Math.max(M.parent.amount,1);
			var lvl=Math.max(M.parent.level,1);
			M.magicM=Math.floor(4+Math.pow(towers,0.6)+Math.log((towers+(lvl-1)*10)/15+1)*15);
			//old formula :
			/*
			M.magicM=8+Math.min(M.parent.amount,M.parent.level*5)+Math.ceil(M.parent.amount/10);
			if (M.magicM>200)
			{
				//diminishing returns starting at 200, being 5% as fast by 400
				var x=M.magicM;
				var top=x-200;
				top/=200;
				var top2=top;
				top*=(1-top/2);
				if (top2>=1) top=0.5;
				top=top*0.95+top2*0.05;
				top*=200;
				x=top+200;
				M.magicM=x;
			}
			*/
			M.magic=Math.min(M.magicM,M.magic);
		}
		
		M.getFailChance=function(spell)
		{
			var failChance=0.15;
			if (Game.hasBuff('Magic adept')) failChance*=0.1;
			if (Game.hasBuff('Magic inept')) failChance*=5;
			if (spell.failFunc) failChance=spell.failFunc(failChance);
			return failChance;
		}
		
		M.castSpell=function(spell,obj)
		{
			var obj=obj||{};
			var out=0;
			var cost=0;
			var fail=false;
			if (typeof obj.cost!=='undefined') cost=obj.cost; else cost=M.getSpellCost(spell);
			if (M.magic<cost) return false;
			var failChance=M.getFailChance(spell);
			if (typeof obj.failChanceSet!=='undefined') failChance=obj.failChanceSet;
			if (typeof obj.failChanceAdd!=='undefined') failChance+=obj.failChanceAdd;
			if (typeof obj.failChanceMult!=='undefined') failChance*=obj.failChanceMult;
			if (typeof obj.failChanceMax!=='undefined') failChance=Math.max(failChance,obj.failChanceMax);
			Math.seedrandom(Game.seed+'/'+M.spellsCastTotal);
			if (!spell.fail || Math.random()<(1-failChance)) {out=spell.win();} else {fail=true;out=spell.fail();}
			Math.seedrandom();
			if (out!=-1)
			{
				if (!spell.passthrough && !obj.passthrough)
				{
					M.spellsCast++;
					M.spellsCastTotal++;
					if (M.spellsCastTotal>=9) Game.Win('Bibbidi-bobbidi-boo');
					if (M.spellsCastTotal>=99) Game.Win('I\'m the wiz');
					if (M.spellsCastTotal>=999) Game.Win('A wizard is you');
				}
				
				M.magic-=cost;
				M.magic=Math.max(0,M.magic);
				
				var rect=l('grimoireSpell'+spell.id).getBoundingClientRect();
				Game.SparkleAt((rect.left+rect.right)/2,(rect.top+rect.bottom)/2-24);
				
				if (fail) PlaySound('snd/spellFail.mp3',0.75); else PlaySound('snd/spell.mp3',0.75);
				return true;
			}
			PlaySound('snd/spellFail.mp3',0.75);
			return false;
		}
		
		M.getSpellCost=function(spell)
		{
			var out=spell.costMin;
			if (spell.costPercent) out+=M.magicM*spell.costPercent;
			return Math.floor(out);
		}
		M.getSpellCostBreakdown=function(spell)
		{
			var str='';
			if (spell.costPercent) str+=Beautify(spell.costMin)+' magic +'+Beautify(Math.ceil(spell.costPercent*100))+'% of max magic';
			else str+=Beautify(spell.costMin)+' magic';
			return str;
		}
		
		M.spellTooltip=function(id)
		{
			return function(){
				var me=M.spellsById[id];
				me.icon=me.icon||[28,12];
				var cost=Beautify(M.getSpellCost(me));
				var costBreakdown=M.getSpellCostBreakdown(me);
				if (cost!=costBreakdown) costBreakdown=' <small>('+costBreakdown+')</small>'; else costBreakdown='';
				var backfire=M.getFailChance(me);
				var str='<div style="padding:8px 4px;min-width:350px;">'+
				'<div class="icon" style="float:left;margin-left:-8px;margin-top:-8px;background-position:'+(-me.icon[0]*48)+'px '+(-me.icon[1]*48)+'px;"></div>'+
				'<div class="name">'+me.name+'</div>'+
				'<div>Magic cost : <b style="color:#'+(cost<=M.magic?'6f6':'f66')+';">'+cost+'</b>'+costBreakdown+'</div>'+
				(me.fail?('<div><small>Chance to backfire : <b style="color:#f66">'+Math.ceil(100*backfire)+'%</b></small></div>'):'')+
				'<div class="line"></div><div class="description"><b>Effect :</b> '+me.desc+(me.failDesc?('<div style="height:8px;"></div><b>Backfire :</b> '+me.failDesc):'')+'</div></div>';
				return str;
			};
		}
		
		var str='';
		str+='<style>'+
		'#grimoireBG{background:url(img/shadedBorders.png),url(img/grimoireBG.png);background-size:100% 100%,auto;position:absolute;left:0px;right:0px;top:0px;bottom:16px;}'+
		'#grimoireContent{position:relative;box-sizing:border-box;padding:4px 24px;}'+
		'#grimoireBar{max-width:95%;margin:4px auto;height:16px;}'+
		'#grimoireBarFull{transform:scale(1,2);transform-origin:50% 0;height:50%;}'+
		'#grimoireBarText{transform:scale(1,0.8);width:100%;position:absolute;left:0px;top:0px;text-align:center;color:#fff;text-shadow:-1px 1px #000,0px 0px 4px #000,0px 0px 6px #000;margin-top:2px;}'+
		'#grimoireSpells{text-align:center;width:100%;padding:8px;box-sizing:border-box;}'+
		'.grimoireIcon{pointer-events:none;margin:2px 6px 0px 6px;width:48px;height:48px;opacity:0.8;position:relative;}'+
		'.grimoirePrice{pointer-events:none;}'+
		'.grimoireSpell{box-shadow:4px 4px 4px #000;cursor:pointer;position:relative;color:#f33;opacity:0.8;text-shadow:0px 0px 4px #000,0px 0px 6px #000;font-weight:bold;font-size:12px;display:inline-block;width:60px;height:74px;background:url(img/spellBG.png);}'+
		'.grimoireSpell.ready{color:rgba(255,255,255,0.8);opacity:1;}'+
		'.grimoireSpell.ready:hover{color:#fff;}'+
		'.grimoireSpell:hover{box-shadow:6px 6px 6px 2px #000;z-index:1000000001;top:-1px;}'+
		'.grimoireSpell:active{top:1px;}'+
		'.grimoireSpell.ready .grimoireIcon{opacity:1;}'+
		'.grimoireSpell:hover{background-position:0px -74px;} .grimoireSpell:active{background-position:0px 74px;}'+
		'.grimoireSpell:nth-child(4n+1){background-position:-60px 0px;} .grimoireSpell:nth-child(4n+1):hover{background-position:-60px -74px;} .grimoireSpell:nth-child(4n+1):active{background-position:-60px 74px;}'+
		'.grimoireSpell:nth-child(4n+2){background-position:-120px 0px;} .grimoireSpell:nth-child(4n+2):hover{background-position:-120px -74px;} .grimoireSpell:nth-child(4n+2):active{background-position:-120px 74px;}'+
		'.grimoireSpell:nth-child(4n+3){background-position:-180px 0px;} .grimoireSpell:nth-child(4n+3):hover{background-position:-180px -74px;} .grimoireSpell:nth-child(4n+3):active{background-position:-180px 74px;}'+
		
		'.grimoireSpell:hover .grimoireIcon{top:-1px;}'+
		'.grimoireSpell.ready:hover .grimoireIcon{animation-name:bounce;animation-iteration-count:infinite;animation-duration:0.8s;}'+
		
		'#grimoireLumpRefill{cursor:pointer;width:48px;height:48px;position:absolute;left:-40px;top:-17px;transform:scale(0.5);z-index:1000;transition:transform 0.05s;}'+
		'#grimoireLumpRefill:hover{transform:scale(1);}'+
		'#grimoireLumpRefill:active{transform:scale(0.4);}'+
		
		'#grimoireInfo{text-align:center;font-size:11px;margin-top:12px;color:rgba(255,255,255,0.75);text-shadow:-1px 1px 0px #000;}'+
		'</style>';
		str+='<div id="grimoireBG"></div>';
		str+='<div id="grimoireContent">';
			str+='<div id="grimoireSpells">';//did you know adding class="shadowFilter" to this cancels the "z-index:1000000001" that displays the selected spell above the tooltip? stacking orders are silly https://philipwalton.com/articles/what-no-one-told-you-about-z-index/
			for (var i in M.spells)
			{
				var me=M.spells[i];
				var icon=me.icon||[28,12];
				str+='<div class="grimoireSpell titleFont" id="grimoireSpell'+me.id+'" '+Game.getDynamicTooltip('Game.ObjectsById['+M.parent.id+'].minigame.spellTooltip('+me.id+')','this')+'><div class="usesIcon shadowFilter grimoireIcon" style="background-position:'+(-icon[0]*48)+'px '+(-icon[1]*48)+'px;"></div><div class="grimoirePrice" id="grimoirePrice'+me.id+'">-</div></div>';
			}
			str+='</div>';
			var icon=[29,14];
			str+='<div id="grimoireBar" class="smallFramed meterContainer"><div '+Game.getTooltip('<div style="padding:8px;width:300px;font-size:11px;text-align:center;">Click to refill <b>100 units</b> of your magic meter<br>for <span class="price lump">1 sugar lump</span>.</div>')+' id="grimoireLumpRefill" class="usesIcon shadowFilter" style="background-position:'+(-icon[0]*48)+'px '+(-icon[1]*48)+'px;"></div><div id="grimoireBarFull" class="meter filling"></div><div id="grimoireBarText" class="titleFont"></div><div '+Game.getTooltip('<div style="padding:8px;width:300px;font-size:11px;text-align:center;">This is your magic meter. Each spell costs magic to use.<div class="line"></div>Your maximum amount of magic varies depending on your amount of <b>Wizard towers</b>, and their level.<div class="line"></div>Magic refills over time. The lower your magic meter, the slower it refills.</div>')+' style="position:absolute;left:0px;top:0px;right:0px;bottom:0px;"></div></div>';
			str+='<div id="grimoireInfo"></div>';
		str+='</div>';
		div.innerHTML=str;
		M.magicBarL=l('grimoireBar');
		M.magicBarFullL=l('grimoireBarFull');
		M.magicBarTextL=l('grimoireBarText');
		M.lumpRefill=l('grimoireLumpRefill');
		M.infoL=l('grimoireInfo');
		for (var i in M.spells)
		{
			var me=M.spells[i];
			AddEvent(l('grimoireSpell'+me.id),'click',function(spell){return function(){PlaySound('snd/tick.mp3');M.castSpell(spell);}}(me));
		}
		
		AddEvent(M.lumpRefill,'click',function(){
			if (Game.lumps>=1 && M.magic<M.magicM)
			{
				M.magic+=100;
				M.magic=Math.min(M.magic,M.magicM);
				Game.lumps-=1;
				PlaySound('snd/pop'+Math.floor(Math.random()*3+1)+'.mp3',0.75);
			}
		});
		
		M.computeMagicM();
		M.magic=M.magicM;
		M.spellsCast=0;
		M.spellsCastTotal=0;
		
		//M.parent.switchMinigame(1);
	}
	M.save=function()
	{
		//output cannot use ",", ";" or "|"
		var str=''+
		parseFloat(M.magic)+' '+
		parseInt(Math.floor(M.spellsCast))+' '+
		parseInt(Math.floor(M.spellsCastTotal))
		;
		return str;
	}
	M.load=function(str)
	{
		//interpret str; called after .init
		//note : not actually called in the Game's load; see "minigameSave" in main.js
		if (!str) return false;
		var i=0;
		var spl=str.split(' ');
		M.computeMagicM();
		M.magic=parseFloat(spl[i++]||M.magicM);
		M.spellsCast=parseInt(spl[i++]||0);
		M.spellsCastTotal=parseInt(spl[i++]||0);
	}
	M.reset=function()
	{
		M.computeMagicM();
		M.magic=M.magicM;
		M.spellsCast=0;
	}
	M.logic=function()
	{
		//run each frame
		if (Game.T%5==0) {M.computeMagicM();}
		M.magicPS=Math.max(0.002,Math.pow(M.magic/Math.max(M.magicM,100),0.5))*0.002;
		M.magic+=M.magicPS;
		M.magic=Math.min(M.magic,M.magicM);
		if (Game.T%5==0)
		{
			for (var i in M.spells)
			{
				var me=M.spells[i];
				var cost=M.getSpellCost(me);
				l('grimoirePrice'+me.id).innerHTML=Beautify(cost);
				if (M.magic<cost) l('grimoireSpell'+me.id).className='grimoireSpell titleFont';
				else l('grimoireSpell'+me.id).className='grimoireSpell titleFont ready';
			}
		}
	}
	M.draw=function()
	{
		//run each draw frame
		M.magicBarTextL.innerHTML=Math.min(Math.floor(M.magicM),Beautify(M.magic))+'/'+Beautify(Math.floor(M.magicM))+(M.magic<M.magicM?(' (+'+Beautify((M.magicPS||0)*Game.fps,2)+'/s)'):'');
		M.magicBarFullL.style.width=((M.magic/M.magicM)*100)+'%';
		M.magicBarL.style.width=(M.magicM*3)+'px';
		M.infoL.innerHTML='Spells cast : '+Beautify(M.spellsCast)+' (total : '+Beautify(M.spellsCastTotal)+')';
	}
	M.init(l('rowSpecial'+M.parent.id));
}
var M=0;
