Decide what a player keeps and what lies on the corpse after death
Losing everything on death feels brutal, losing nothing makes dying meaningless. A middle path lets the player save a few stacks, but choosing which ones is harder than it sounds, and the wrong rule lets people hide their treasure behind a pile of junk.
Why this works
A loss only hurts in a useful way when the player can see the rule and judge it fair. Ranking by what a pile is truly worth, and deciding it by rule, leaves no gap to cheat in and no choice to dodge by quitting.
When not to use it
Skip it in a relaxed or story-driven game where dying should cost nothing, or in a hardcore game where losing everything is the point. There, keep everything or drop everything, and say so clearly.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 21 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 "Decide what a player keeps and what lies on the corpse after death" (read_entry death-drop-keep-best-stacks) 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