Let small hits only shake a soldier, and let only big ones knock him out of his swing
If every arrow interrupts the swing of a sword fighter, a crowd of archers makes a whole army stand helpless and twitch. If nothing interrupts it, hits feel like they do not matter. This entry sorts blows into shakes and real staggers, by their size and what the soldier is doing, and prevents the endless stunlock.
Why this works
How much a blow matters depends on the one hit, so it is judged against his own strength, not in absolute terms. A small hit shows on the body but does not stop the action, while only a big one breaks it. A short protected time stops a crowd from locking one fighter.
When not to use it
Wrong for games built on precise timing, where every hit should interrupt, like a fighting game or a duel. It is also wrong for armoured heroes that must feel unstoppable. Use a fixed rule the player can learn.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 4 common mistakes and the fix
- 18 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 small hits only shake a soldier, and let only big ones knock him out of his swing" (read_entry small-hit-shakes-a-soldier-without-cancelling-his-attack) 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