Make flowers droop where a ghost passed, and recover only long after it left
A trail of dead flowers behind an unseen visitor tells the story without a line of text. The effect fails if flowers die the instant it comes near, or if they spring back as soon as it leaves. Here is how to read the wilt from the path alone, so the same garden can be rebuilt after a reload.
Why this works
The record that matters is where the ghost went and when. From that alone you can say how wilted any flower is at any moment, so rewinding, loading or replaying never leaves a flower in the wrong state.
When not to use it
Skip it when many flowers and many ghosts make the search through the path too slow, or when the wilt is permanent. Then store one wilt value per flower and update it as the ghost passes.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 54 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 "Make flowers droop where a ghost passed, and recover only long after it left" (read_entry flowers-wilt-where-the-presence-passed) 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