Stop the hero's reputation from flipping back and forth on every kill
Spare an enemy and the town calls you merciful, shoot the next one and you are suddenly cruel, then merciful again. Characters react to a label that changes every minute. Here is how your AI makes a reputation that follows the player's habits and still moves when the habits really change.
Why this works
People expect a reputation to be sticky. Earning a name takes more than losing it should, so a single act near the edge cannot flip it back and forth. Keeping the honest tally underneath and letting only the label lag behind gives stable reactions without lying about the score.
When not to use it
Skip it when you want the world to answer every act at once, such as a short game where each choice should be visible immediately. Then a lagging label hides what the player just did. Show the plain score or react to the last act directly.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- A diagram of every state
- 15 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 "Stop the hero's reputation from flipping back and forth on every kill" (read_entry mercy-score-label-flips-on-last-kill) 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