Poison hit twice: restart the timer, add time, or add strength?
Every game with burning, slowing or stunning has to decide what a second hit does to an effect already running. Choosing wrongly makes stun-locks, immortal enemies or effects that never matter. Here are the four choices and a way to keep each one in check.
Why this works
What a second hit does to a running effect decides whether the effect is a threat, a nuisance or a loophole. Choosing one clear rule per effect, with a limit and a rest period for the strongest ones, keeps any one tool from taking over the fight.
When not to use it
Skip it when you want effects to simply add up as a joke or a reward for clever play, or in games with a single enemy and a single effect. A plain one-line rule is enough there, and extra limits only add rules to explain.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 4 common mistakes and the fix
- 48 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 "Poison hit twice: restart the timer, add time, or add strength?" (read_entry status-effect-refresh-extend-stack) 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