Spielerando

Poison and burning that deal whole points and handle being reapplied

Ten damage spread over three seconds does not divide evenly, and a second poison dart raises two awkward questions: does it restart, add up, or get ignored? This entry shows how to lose no damage and avoid weak effects overwriting strong ones.

Why this works

Players only see whole points, so the effect must keep exact books of what it still owes and pay the last piece in full. Comparing the strength per tick, not the total, decides fairly between a fresh effect and a half-finished one.

When not to use it

Skip it when effects are meant to pile up, such as a game about stacking poison from many sources. Then add them and cap the total. A smooth bar that drains continuously also needs no whole points.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 4 common mistakes and the fix
  • 21 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 "Poison and burning that deal whole points and handle being reapplied" (read_entry poison-ticks-with-whole-numbers) 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