Let only the strongest buff of a kind work, and the next one take over when it ends
A blessing, a potion and a banner may all raise attack, but should a hero get all three? If weaker ones are simply thrown away, a long blessing vanishes the moment a short potion is drunk and ends. This entry shows how to keep them and which one counts.
Why this works
Two boosts of the same kind should not add up, or stacking becomes the only plan. Keeping the weaker ones alive in the background means nothing is lost when the strong one runs out, and the best one always shows.
When not to use it
Skip it in games about stacking, where piling up many small boosts is the fun, or when each boost is rare and should always count. There, add them up and limit the total 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 "Let only the strongest buff of a kind work, and the next one take over when it ends" (read_entry same-kind-buffs-strongest-wins-others-wait) 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