Spielerando

Add a sell-all-junk button that never sells the wrong thing

A single button to sell junk saves players minutes, until it sells the sword they were saving, the item the quest still needs, or the gear they are wearing. This entry builds the rules that decide what counts as junk, and a list to confirm and undo.

Why this works

A shortcut that destroys things must be harder to misuse than to use. Treating anything with a reason to stay as protected, showing the plan first and keeping a way back makes a fast button safe to trust.

When not to use it

Do not sell in bulk when items have value in ways the game cannot see, such as a gift, a keepsake or a trade good for later. Let players mark such pieces themselves, or sell one at a time.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 4 common mistakes and the fix
  • 34 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 "Add a sell-all-junk button that never sells the wrong thing" (read_entry sell-junk-button-with-protections) 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