Let players say what to pick up automatically and what to leave on the floor
In a game with endless drops, picking up everything fills the bag with rubbish and picking up nothing is tiresome. Rules the player writes solve it, until two rules disagree or a rule leaves the one item the story needs lying there. This entry settles the order and the exceptions.
Why this works
A rule the player writes must be easy to predict, or they stop trusting it. Reading rules from the top and obeying the first that fits is simple to explain, and putting story items above every rule protects the one thing that must never be lost.
When not to use it
Don't automate pickup when looting is the game, such as a hoarder's game where each find is a small joy, or when bags are tiny and each item needs a thought. Let players grab by hand and only offer a button to sweep up the junk.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 4 common mistakes and the fix
- A diagram of every state
- 27 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 "Let players say what to pick up automatically and what to leave on the floor" (read_entry auto-pickup-rules-first-match-wins) 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