Let small scratches not break a long action, but a heavy blow does
Setting a bone, lighting a fire or building a wall takes a few turns, and being hit should sometimes stop it. Stopping on any damage makes long actions useless, and never stopping makes them free. This entry picks a middle path that players can read.
Why this works
A steady hand should survive a scratch but not a blow, so what counts is how much the worker has taken between its own turns. Keeping the progress means an interruption costs time, not everything, and a player will still dare to start long work.
When not to use it
Skip it when actions are short, or when any hit should stop the work, such as a delicate spell in a harsh game. Then make the action instant or make every hit break it, and say so clearly.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 26 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 "Let small scratches not break a long action, but a heavy blow does" (read_entry only-a-big-hit-breaks-concentration) 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