Spielerando

Apply burning damage in even ticks and keep the beat when set alight again

Damage over time sounds trivial until a second fire arrives: the target either takes an extra hit at once, or the beat restarts so that a flame touched every few moments never hurts. Here is the timing that always deals the promised total.

Why this works

Damage over time is a rhythm, and the player learns to feel it. If setting the target alight again restarted that rhythm, touching a flame would either stop the damage or make it fire early. Keep the beat and extend only the length.

When not to use it

Do not use it when each new source should hurt more, such as stacking poison that gets stronger with every dose. Then add up the strength per source and keep one shared beat for the damage.

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 "Apply burning damage in even ticks and keep the beat when set alight again" (read_entry burning-damage-ticks-that-survive-a-refresh) 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