A treasure chest hands out nothing because an item name is spelled differently
A loot list names an item that the game has never heard of, and the result is an empty chest or a silent crash. Your AI can compare every name you used against the real list and suggest what you most likely meant, including names that differ only in capitals.
Why this works
A name is just text, so a near miss does not look wrong to the eye or to the program until it is used. Comparing against the list of real names and measuring how many letters differ turns a vague empty chest into a precise fix.
When not to use it
If item names come from a menu or dropdown the typo cannot happen; prefer that to checking afterwards. For hundreds of ids, switch to generated constants.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 36 lines of example code with 3 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "A treasure chest hands out nothing because an item name is spelled differently" (read_entry rpg-item-name-typo-finder) 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