Decide when a healing item is spent if a monster interrupts the use
Drinking a potion takes time, and in a frightening game something will hit the player in the middle of it. Was the potion used up, kept, or spilled without help? This entry gives one clear moment where the answer changes, so the result feels earned rather than random.
Why this works
A player forgives a loss when they can see where the line was. One clear point, before which they can still back out and after which the item is gone, makes an interrupted use feel like a risk they took rather than a rule that robbed them.
When not to use it
Skip a half-way point when healing is plentiful or the game is fast and forgiving; there, just never spend the item if it is interrupted. In a very harsh game, spend it at the start and say so, so no one is surprised.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 16 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 "Decide when a healing item is spent if a monster interrupts the use" (read_entry use-item-commits-halfway) 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