Spielerando

Let poison or frost build up on a target until it tips, then get harder to repeat

Instead of a dice roll for each poisoned dart, many games fill a hidden bar that triggers the effect at the top. Players like the feeling of progress, but the bar must drain, must not trigger again at once, and should get stiffer for the next time. Here are the rules and numbers.

Why this works

A hidden number that tips over makes status effects a plan instead of luck. The bar drains when attacks stop, so only steady pressure works, and a rising threshold stops a fast weapon from locking a target in the effect.

When not to use it

Skip it in a simple game where an effect should just happen on hit, or against bosses meant to be immune. A bar adds a thing to read; use a plain chance or a fixed effect when the player does not need the build-up.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 4 common mistakes and the fix
  • 42 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 poison or frost build up on a target until it tips, then get harder to repeat" (read_entry poison-bar-fills-then-triggers-and-resists) 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