Spielerando

Set Bonuses

Set bonuses reward wearing matching pieces of gear together. A set has steps, such as 2 pieces and 4 pieces, and every step the player has reached adds its bonus on top of the earlier ones. The bonuses are worked out fresh from what is worn, so swapping gear can never leave a bonus behind.

Also called: Armor sets, Gear sets, Matching gear bonus, Collection bonus.

A fox warrior in four matching pieces of indigo armour stands in a mountain pass at dawn, four threads of cyan light joining the pieces in a glowing circle over its chest.
Oddlark Armoury, an invented woodblock-style adventure game. Invented game, image generated with AI.

Paste this to your AI

Copy it into Claude, Cursor or ChatGPT. It already has good values and the usual mistakes in it.

Add "Set Bonuses" to my game.

What it should do: A set gives the player a reason to collect and plan. Chasing the last piece, or choosing between a set and a single stronger item, makes gear a real decision.

Build it exactly as this state machine. First check that it fits my game, then build it like this:

```mermaid
stateDiagram-v2
  [*] --> none
  none: No set bonus
  partial: Some bonuses
  full: Set complete
  none --> none: gear changes
  none --> partial: reach a step
  partial --> none: lose the last step
  partial --> partial: gear changes
  partial --> full: complete a set
  full --> partial: take a piece off
  full --> full: gear changes
```

Use these starting values:
- slots: 6
- bonusScale: 1 x

Watch out for these common mistakes:
- Two of the same ring give a set bonus: Tell your AI: count the different pieces that are worn, not the slots that are full.
- A bonus stays behind after swapping gear: Tell your AI: never add and subtract. After any change, work the bonuses out again from what is worn.
- The 4-piece bonus replaces the 2-piece bonus: Tell your AI: add up every step reached, not just the highest one. If a step should replace the earlier one, write that into the set on purpose.
- One piece from each set makes a pair: Tell your AI: count the pieces of each set on its own.
- Gear in the backpack gives a bonus: Tell your AI: only gear in an equipment slot counts toward a set.
- A set that cannot be finished: Tell your AI: check each set against the number of slots when the game starts, and report any step that no gear can reach.

Do not change anything else in the game. Do not claim anything without proof: model what it takes, and show me what your solution rests on and how I can see that it works. If you cannot show something, say you do not know. When you are done, tell me in plain words how to try it.

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

What it does

A set gives the player a reason to collect and plan. Chasing the last piece, or choosing between a set and a single stronger item, makes gear a real decision.

How it runs, as a diagram

Everything it can be in, and what moves it on. Your AI builds from exactly this.

gear changesreach a steplose the last stepgear changescomplete a settake a piece offgear changesNo set bonusSome bonusesSet complete
How it runs, as a diagram
  • No set bonus → No set bonus: gear changes
  • No set bonus → Some bonuses: reach a step
  • Some bonuses → No set bonus: lose the last step
  • Some bonuses → Some bonuses: gear changes
  • Some bonuses → Set complete: complete a set
  • Set complete → Some bonuses: take a piece off
  • Set complete → Set complete: gear changes

Good starting values

ValueStart withWhat it changes
slots6How many places the character can wear gear in. It must be at least as many as the biggest set has pieces, or that set can never be finished.
bonusScale1 xA multiplier on every set bonus, for easy and hard modes or for tuning. At 1 the bonuses are as written, and at 0 they are switched off while the sets still count.

What usually goes wrong

Two of the same ring give a set bonus

The character has two ring slots and wears the same ring in both. Each slot is counted, so one piece counts as two and the first step arrives for free.

Fix: Tell your AI: count the different pieces that are worn, not the slots that are full.

A bonus stays behind after swapping gear

The code adds a bonus when a piece goes on and takes it off when the piece comes off. Putting a new item straight over an old one skips the taking off, so the old bonus stays for good.

Fix: Tell your AI: never add and subtract. After any change, work the bonuses out again from what is worn.

The 4-piece bonus replaces the 2-piece bonus

The code picks only the highest step reached. A player with four pieces loses the speed they had with two, and a full set can feel weaker than a half set.

Fix: Tell your AI: add up every step reached, not just the highest one. If a step should replace the earlier one, write that into the set on purpose.

One piece from each set makes a pair

The code counts all set pieces together instead of per set. One wolf cap and one ember ring then count as two pieces and give a bonus that belongs to neither set.

Fix: Tell your AI: count the pieces of each set on its own.

Gear in the backpack gives a bonus

The code looks at everything the player owns, so a whole set in the backpack gives its full bonus without anyone wearing it.

Fix: Tell your AI: only gear in an equipment slot counts toward a set.

A set that cannot be finished

A set has four pieces but the character has only three slots for them. The last step can never be reached, and players blame themselves.

Fix: Tell your AI: check each set against the number of slots when the game starts, and report any step that no gear can reach.

How to check it works

Works well with

Common questions

how do set bonuses work in games

Pieces of gear belong to a set. Wearing two, three or four pieces of the same set unlocks bonuses in steps. The game counts the different pieces worn and works the bonuses out again after every change.

should higher set bonuses stack on the lower ones

Usually yes, because a full set that feels weaker than a half set is confusing. Stacking is also easier to explain. If you want a step to replace the earlier one, say so in the set's description.

how big should a set bonus be

Make the first step small, so two pieces are a nice extra. Make the last step worth chasing, roughly as much as one extra strong item. If the bonus is too large, players ignore every item that is not in the set.

what do i tell my ai to add set bonuses

Paste this: Gear pieces can belong to a set. After every equip or unequip, count the different pieces of each set that are worn and add every step the player has reached. Count each piece once, and work the bonuses out fresh each time.

Where it comes from

We could not find a reliable origin for this one yet.

Where this mechanic comes from has not been researched yet.

Games are named only as references. Names and marks belong to their owners, and nothing here is endorsed by them.

What was checked

This is what separates the blueprint from a catalogue entry: the values on this page come from code that runs.

Your AI gets the code

Tested example code comes through the Spielerando connection, so your AI can use it right away. How to connect it