Finish off weak enemies automatically, but never bosses or double rewards
A finishing blow that kills an enemy below a health mark is satisfying, until it triggers on a boss, counts the same kill twice, or lands on the wrong side of the mark because of rounding. This entry says when the finisher fires and what it reports.
Why this works
A finisher is a reward for bringing an enemy low, so it should look at the enemy as the hit leaves it, not before. Deciding on what remains keeps a normal kill a normal kill, and exempting bosses protects fights that are built to last.
When not to use it
Skip it in games where each enemy is meant to be fought in full, or where players would feel robbed when a fight ends early. Also skip it when finishers could trivialise a hard level. Use a visible weak state the player triggers on purpose.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 4 common mistakes and the fix
- 16 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 "Finish off weak enemies automatically, but never bosses or double rewards" (read_entry execute-below-health-threshold) 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