Spielerando

Make the hit chance shown on screen exactly the chance the game rolls

Nothing makes a tactics player angrier than a shot shown as 75 percent that misses again and again. Often the number on screen was rounded or computed differently from the one used for the roll. Here is how to build the chance once, with cover, flanking and distance, and use it in both places.

Why this works

Players trust a number only if it is the one the game really uses. Build the chance in one place, round it once, and show and roll that same whole number; then nothing can differ between what the screen says and what the dice do, and a miss is bad luck, not a lie.

When not to use it

Wrong for games that hide the odds on purpose, such as horror or bluffing games, and for fast action games where nobody reads a percentage. In a game with simple fixed damage and no chance at all, there is nothing to show.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 4 common mistakes and the fix
  • 25 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 the hit chance shown on screen exactly the chance the game rolls" (read_entry hit-chance-shown-equals-rolled) 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