A team burst skips a whole phase of the boss fight
Four players unload everything at once and the boss goes from nearly full to dead, or jumps past a phase with all its scripted moments. This entry shows how to make sure every stage of the fight happens, however hard the team hits.
Why this works
Players are meant to see every scripted moment of the fight, and what happens must not depend on how hard one hit was. A hard stop at each line makes the result the same every time, however the team happens to strike.
When not to use it
Wrong when skipping is part of the fun, such as speedrun games that reward big bursts, or when phases are triggered by time or events instead of health. There, let the damage through and trigger on what happened.
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
- 24 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 "A team burst skips a whole phase of the boss fight" (read_entry boss-phase-clamp-one-phase-per-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