Spielerando

Keep boss taunts in order when one huge hit skips several phases

A boss speaks at three health marks. A strong attack, or a heal that pushes the health back up, makes the lines fire together, repeat, or never play at all, and the fight moves to a phase the story has not announced. Here is how your AI makes the speech and the phase agree.

Why this works

A fight is told in order, and a marker passed once stays passed. Remembering which lines already fired, instead of looking at the health bar each time, stops repeats after a heal. Speaking the lowest one still keeps a single clear voice when a hit crosses many at once.

When not to use it

Skip it when the boss is meant to return to earlier phases, such as one that heals back and repeats its speech as a warning. Then re-arm the marks on purpose and write lines that make sense the second time, rather than letting them fire again by accident.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • A diagram of every state
  • 16 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 "Keep boss taunts in order when one huge hit skips several phases" (read_entry boss-hp-lines-skipped-by-big-hit) 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