Save in the middle of a fight without changing what the dice will say
If every load gives different luck, players reload until a crit lands. If the luck depends on how often you looked at a hit chance, previews change the fight. This entry makes randomness a plain sum of two saved numbers, so saves, previews and replays all agree.
Why this works
Luck feels fair when it belongs to the situation, not to how often you look or reload. Fixing the dice by the battle and the count of rolls used means a preview, a save and a replay all agree on what comes next.
When not to use it
Skip it when surprise is the point, such as a casual card or party game where every round should differ, or when nobody can save mid-fight. There ordinary random numbers are simpler and nothing is lost.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 4 common mistakes and the fix
- 31 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 "Save in the middle of a fight without changing what the dice will say" (read_entry save-in-a-fight-and-keep-the-same-dice) 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