Drop ammunition for the guns the player carries, not for the ones they do not
Finding arrows when you carry only a pistol is a wasted find, and finding a hundred of the right kind when you already have plenty is just noise. Ammunition should show up when it is needed, in an amount that tops up the stock instead of burying it. A small rule decides what and how much.
Why this works
Help is welcome when it matches what the player actually has in hand, and wasted when it does not. Dropping only what is missing, and only part of the gap, keeps the hunt for supplies alive without ever filling the pockets for free.
When not to use it
Skip it in a game where supplies are meant to be scarce and every shot counts, or where players share one stock. There, drop fixed amounts of common kinds and let people plan, trade or craft what they lack.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 4 common mistakes and the fix
- 32 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 "Drop ammunition for the guns the player carries, not for the ones they do not" (read_entry ammo-drops-follow-the-guns-you-carry) 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