Several wounds bleed at once: how they combine, and how a bandage helps
Three small cuts should be worse than one, but not three times worse, and blood loss in whole points must not vanish when frames are short. Here is how bleeding sources combine, how fractions are carried over and which wound a bandage should close.
Why this works
Wounds overlap: a body already losing blood fast does not lose it three times as fast from two more scratches. Letting the worst wound lead keeps it clear what to treat, and carrying the leftover fractions makes slow bleeding count at any frame speed.
When not to use it
Skip it when you want one clear number the player can read at a glance, such as a simple health bar in a casual game. Then each wound would need its own icon and teaching; use one flat damage over time instead.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 21 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 "Several wounds bleed at once: how they combine, and how a bandage helps" (read_entry narr-bleeding-stack-whole-points) 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