Score a gift to a character from taste, repeats, birthdays and dislikes
Giving gifts is the quickest way to win someone over, which is why players will try to give the same favourite thing every day. This entry decides how many points a gift is worth, what repeats do, what a birthday changes, and why a disliked gift should never be cheap to repeat.
Why this works
A reward that stays the same every time is a chore, so players repeat it. Letting the value shrink makes variety the better choice, while a bad gift never softening means a mistake stays a mistake and cannot be wiped out by sheer repetition.
When not to use it
Skip it when a gift is a single story moment, such as a farewell present, where a fixed scripted reaction is better. Also skip it in a short game with one companion, where fading rewards only feels stingy.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 4 common mistakes and the fix
- 26 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 "Score a gift to a character from taste, repeats, birthdays and dislikes" (read_entry gift-points-that-fade-with-repeats) 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