Give a chance of extra items in a drop without runaway piles
Herbs, arrows or gems that sometimes drop in twos or threes make gathering exciting, but each bonus that can trigger another bonus can run away, and a luck boost can make it silly. This entry shows how the count behaves, how to cap it, and what players really get on average.
Why this works
A chain of lucky breaks is exciting only while it can end. Giving each link a chance to continue, and a ceiling on the total, keeps the thrill of extras while letting you work out exactly what the average player receives.
When not to use it
Don't add bonus chains where the drop is a survival need, like food for the next day. Players then plan around luck that may not come. Give a steady amount and add the extras as a pleasant surprise on top.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 22 lines of example code with 4 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Give a chance of extra items in a drop without runaway piles" (read_entry bonus-quantity-chance-with-a-hard-cap) 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