Spielerando

Combine several buffs on one stat in an order players can predict

A blessing, a potion, a cursed ring and a campfire meal all touch the same number, and the result depends on the order they happen to be applied. Here is a fixed order that always gives the same answer, and a rule that stops one source from counting twice.

Why this works

Players trust a number they can work out for themselves. A fixed order of steps, the same every time, and a rule that one source counts once, gives an answer that does not change with luck, loading or the order things happened.

When not to use it

Skip it when your game has only a handful of effects that never overlap, or when stacking is meant to be a chaotic surprise. There a simple sum is easier to explain and nobody needs the layers.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • A diagram of every state
  • 25 lines of example code with 5 checks that pass
  • How your AI shows you that it works

Say this to your AI

Use the Spielerando entry "Combine several buffs on one stat in an order players can predict" (read_entry stacking-buffs-flat-then-percent) 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