Spielerando

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