Spielerando

"Buy max" charges a different price than the sum of the single buys

Prices that grow with every unit owned are easy to get slightly wrong when a player buys many at once: the button shows one price and the wallet loses another, or the last affordable unit is missed. Here is the rule that always agrees.

Why this works

What the button promises and what the game charges must come from the same single source, or players find the difference and stop trusting both. Treat any shortcut formula as a guess to be checked against the real prices before it is used.

When not to use it

Skip it when prices do not grow, such as a flat price per unit, or when buying is limited to one at a time. A plain multiplication is then exact and the search for the largest affordable amount is just a division.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 19 lines of example code with 3 checks that pass
  • How your AI shows you that it works

Say this to your AI

Use the Spielerando entry ""Buy max" charges a different price than the sum of the single buys" (read_entry idle-buy-many-cost-and-max-affordable) in my game. Build it step by step, and show me how you checked that it works.

Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP