Stack buffs and debuffs without the numbers getting out of hand
Three small boosts from three items and a spell can multiply into a hero who one-shots the final boss, or the same spell cast twice counts double. This entry shows how to group bonuses so stacking stays predictable and the displayed number is always the one used.
Why this works
The same bonuses give different totals depending on the order they are added in. One fixed recipe with limits at both ends lets every item and spell fit, keeps repeated casts from piling up, and makes the screen and the fight agree.
When not to use it
Skip it when stacking is the whole joy, as in games built around absurdly huge numbers: drop the limits there and tune the enemies to match. Also skip it for tiny games with two or three stats, where simple adding is enough.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 20 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 "Stack buffs and debuffs without the numbers getting out of hand" (read_entry stat-buffs-that-do-not-explode) 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