Check that every rescue count has exactly one ending text
The final screen changes with how many hostages or survivors the player saved, written as a handful of ranges. One off-by-one and a score of exactly the wrong number shows nothing, or two texts at once. Here is how your AI checks the ranges and names the numbers that fall through.
Why this works
Ranges written by hand fail at their edges, and the edges are exactly where players land. Going through every possible count once, in order, shows each number that matches nothing, matches twice, or can never occur, instead of trusting your eye on the boundaries.
When not to use it
Skip it when the text does not depend on a count at all, or when a single formula picks the text, because there are no ranges to line up. Also skip it for fuzzy endings blended from several things, where a score is smoothed rather than cut into bands.
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
- 32 lines of example code with 6 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Check that every rescue count has exactly one ending text" (read_entry ending-bands-for-rescued-count) 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