With tied affection points the wrong character's route starts, or none does
When two characters have the same score at the branching point, a simple "highest wins" picks whoever is listed first in the code, and a player with low scores gets a route nobody earned. Here is a clear rule for ties, for too few points, and for locking the choice.
Why this works
A route is a promise that the player earned it. Whenever the rule leaves room, the game fills it by accident, with whatever happens to come first. Writing out what counts, what breaks a tie and when the choice is final makes the result something you can defend.
When not to use it
Skip the lock when the story is meant to stay open to change of heart, such as a game where the player may switch sides late. Then let the route follow the points, but still write the tie rule down.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 4 common mistakes and the fix
- 30 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 "With tied affection points the wrong character's route starts, or none does" (read_entry tied-affection-points-start-the-wrong-route) 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