Spielerando

Let the quality of the crafted item depend on what went in

If the result is the plain average, one terrible ingredient hardly matters and players mix junk with gold. If it is the worst one, a good blacksmith is never rewarded. This entry blends both, adds skill and turns a number into a named tier.

Why this works

Players want good material to matter and bad material to hurt, but not to wreck everything. Mixing the overall level with the weakest part gives both, and keeping chance out of it means effort always shows in the result.

When not to use it

Do not blend quality in games where items are all alike or where only a yes or no matters, such as a key that either opens the door or not. There a quality number adds clutter. Keep one fixed grade.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 4 common mistakes and the fix
  • 19 lines of example code with 3 checks that pass
  • How your AI shows you that it works

Say this to your AI

Use the Spielerando entry "Let the quality of the crafted item depend on what went in" (read_entry crafted-quality-from-ingredient-quality) 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