Bind loot to its owner, with a short window to trade it to the party
Gear that can be traded at will invites boosting and market chaos, and gear that is locked at once punishes the player who got a drop for someone else. This entry binds items at the right moment, leaves a short window to hand a mistaken drop on, and closes it when the item is used.
Why this works
Binding makes gear mean something, but a mistake should not be final. Locking an item once it is worn, and allowing a short window beforehand for those who were there, keeps value in the item while letting a misplaced drop find the right owner.
When not to use it
Don't bind items in a game built on trade, gifts or a lively market, where moving goods between players is the fun. Binding would choke it. Let items move freely and tame abuse with prices or limits on how much a person can offer.
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
- 28 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 "Bind loot to its owner, with a short window to trade it to the party" (read_entry trade-window-for-gear-that-binds-when-picked-up) 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