Spielerando

Delay a spell when the caster is hit, but only so far

Being hit while casting should hurt the caster's plan, yet a spell that can be pushed back forever is never cast, and one that cannot be delayed at all makes casters unbeatable. This entry shows the small rules between those two extremes, with an edge case at the very last moment.

Why this works

A hit should matter to the caster, but a rule with no end turns into a trap. Allowing only a few delays keeps the tension while leaving a way to finish, and a separate hard stop gives the attacker a clear skill to use.

When not to use it

Skip it in fast action games where casting is a quick flick, or when you want casters to stand firm against hits. Use a plain, uninterruptible cast there and let position and timing be the defence.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 4 common mistakes and the fix
  • A diagram of every state
  • 29 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 "Delay a spell when the caster is hit, but only so far" (read_entry cast-delay-from-hits-with-a-limit) 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