Make healing potions weaker when drunk one after another
If every potion heals the same, a stack of them makes any boss fight a matter of inventory, and the player never has to dodge. A drop in power for quick repeats keeps potions useful but not endless. This entry shows how to count recent potions and when the effect recovers.
Why this works
A recent habit should cost something, or the best answer to danger is always to drink more. Forgetting old drinks rewards patience, and a floor keeps the last potion worth taking when it truly matters.
When not to use it
Skip it in a hard game where every potion is rare, or in a slow story game where running out is already the limit. Penalising a scarce item twice only frustrates; keep a plain count of potions instead.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 4 common mistakes and the fix
- 25 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 "Make healing potions weaker when drunk one after another" (read_entry potions-heal-less-when-chugged-in-a-row) 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