Decide who gets a reward from a shared enemy, so that a single last hit is not enough
If only the player who lands the last hit is rewarded, people wait and steal. If everyone who touched the enemy is rewarded, anyone can tag it and leave. This entry shows a fair share rule and a counting mistake that makes the numbers lie.
Why this works
A reward for being there at the end pays the last blow, not the work. Counting only health really taken away, and asking for a fair share of it, pays those who did real work and stops a late strong hit from stealing the credit.
When not to use it
Skip it for fights where everyone present should share, such as a world event for a crowd, or where healing and guarding matter as much as damage. Count those roles too, or reward everyone who took part.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 4 common mistakes and the fix
- 22 lines of example code with 3 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Decide who gets a reward from a shared enemy, so that a single last hit is not enough" (read_entry loot-eligibility-from-damage-share-without-overkill) 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