Mix healing herbs in any order and give back the ones that added nothing
Two green plants heal more than one, a red one makes the mix stronger, and a third red one does nothing. A player who loses a herb for no effect will feel cheated. This entry works out the strength of a mix and hands back exactly the herbs that were not needed.
Why this works
If only the count of each kind matters, the order of picking becomes irrelevant and a new herb adds one rule instead of a whole new table. Taking only what had an effect, and handing back the rest, means the player never pays for a mistake they could not see coming.
When not to use it
Do not use free mixing when the mixing itself is a discovery game with secret recipes, or when each herb should have its own distinct effect. Then a list of named recipes gives more surprise and more to find.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 29 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 "Mix healing herbs in any order and give back the ones that added nothing" (read_entry mix-healing-herbs-without-wasting-extras) 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