Count poison on a blade only when it truly wounds
A coated weapon with a few uses is a staple of survival crafting. The questions come when you swing and miss, hit thick armour, or strike several times: when is a use spent, and does a new coating add to the old one? This entry answers each of these cases.
Why this works
A resource should be spent when it does its job. Poison that never touched skin was not used, so charging only for a real wound is honest, and replacing the old coating instead of adding to it stops the effect from growing without limit.
When not to use it
Skip it when poison should be a permanent trait of a weapon, or in a game with very few fights, where counting charges is just bookkeeping. Then give a weapon with a fixed effect and no supply to manage.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 4 common mistakes and the fix
- 21 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 "Count poison on a blade only when it truly wounds" (read_entry weapon-coating-charges-per-real-hit) 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