Let a bounty target that ran out of range come back wounded, not fully healed
The target is nearly dead, runs off, and the level unloads it. When the player comes back it stands there at full strength, and the long fight must start over. Or it never returns at all. Here is how to remember its state and let it recover only a little.
Why this works
A hunted character is a person in the story, not a fresh copy each time the area loads. If wounds vanish when the player walks away, the damage dealt was pointless, and if they never heal, leaving becomes a trick. A limited recovery sits between both.
When not to use it
Do not use it for an ordinary enemy or one the game resets on purpose, such as a boss that heals in each attempt. There a fresh start is part of the design, so keep it simple.
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
- 14 lines of example code with 5 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Let a bounty target that ran out of range come back wounded, not fully healed" (read_entry bounty-target-flees-and-keeps-its-wounds) 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