Spielerando

A reward fills energy past the maximum, and then the bar shrinks or stops working

Rewards that give more than a full bar are popular, but code that assumes the value is never above the maximum then does odd things: it cuts the bonus away, refuses to refill, or breaks the percent display. Here are the few rules that keep it sane.

Why this works

A limit is only a rule for the slow, automatic refill, not a wall around what the player owns. If every update squeezes the value under the limit, any gift quietly shrinks, and the player feels cheated by a reward.

When not to use it

Skip the extra room when the bar is a fixed, honest picture of capacity, such as a backpack or a magazine. There a gift that does not fit should wait or be turned into something else.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 24 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 "A reward fills energy past the maximum, and then the bar shrinks or stops working" (read_entry energy-above-the-limit-from-gifts) 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