Stop a bandage from being cancelled by every single hit
A player starts patching up while enemies are around. One scratch cancels everything and the materials are gone, or nothing ever interrupts and crafting mid-fight is a free heal. This entry finds the middle: hits slow the work down, and the last stretch is protected.
Why this works
A started job is a promise the player already paid for. Cancelling on every scratch breaks that promise, while ignoring hits makes danger meaningless. A short pause costs time, not materials, and a protected final stretch means effort near the finish is never thrown away.
When not to use it
Do not use it where crafting is meant to be a calm, safe act, such as at a camp or a workshop between levels. There a pause on hits only confuses, and the job should simply run. In a game built around constant fire, use a hard cancel instead.
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
- 20 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 "Stop a bandage from being cancelled by every single hit" (read_entry craft-time-pauses-when-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