Spielerando

Stop a visual effect from changing which treasure drops

If the whole game draws its dice from one pool, adding a sparkle or an extra monster sound can silently change the chest everyone gets, and a saved fight plays out differently after loading. This entry shows how to split the dice per job and keep a run repeatable.

Why this works

Dice rolled from one shared pool are handed out in the order things happen to ask, so any new part that asks changes everyone else's luck. Giving each job its own named dice, all grown from one run seed, makes each job's luck depend only on itself.

When not to use it

Skip it when the game has no repeating needs at all, such as a small toy where nobody saves, shares a seed or compares runs. Also keep real chance for things that are meant to differ every time, like a fresh daily surprise.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 4 common mistakes and the fix
  • 29 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 "Stop a visual effect from changing which treasure drops" (read_entry random-streams-per-system) 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