Let an arrow to the head hurt more and a broken leg slow the monster
Hit zones make fights about aim, but the usual version has two bugs: a head that stays a weak point after it is destroyed, and part damage that is mixed up with the creature's health. This entry shows both numbers kept apart and what a broken part does.
Why this works
Aiming should pay off, and a choice between two targets is a decision, not a chore. One part gives damage, another gives control. Using the strength the part had before the hit keeps the breaking blow from being a punishment.
When not to use it
Skip it for enemies that are too small or too fast to aim at, for games played with a controller on auto-aim, and for swarms. Give the hit a single weak side or a status effect instead.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 4 common mistakes and the fix
- 35 lines of example code with 4 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Let an arrow to the head hurt more and a broken leg slow the monster" (read_entry weak-spots-and-breakable-limbs) 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