Spielerando

Make a weapon's special effect fire equally often whether it swings fast or slow

A fixed percentage per hit makes a quick dagger fire its effect far more often than a heavy axe, and a haste spell makes it worse. Players then pick weapons only by speed. This entry ties the chance to the swing time so the effect comes as often per minute as intended.

Why this works

What players feel is how often something happens over time, not how often per swing. Tying the chance to the length of a swing makes slow and quick weapons produce the effect equally often, so choosing a weapon is not decided by speed alone.

When not to use it

Don't normalise by time when the effect is meant to reward a fast hand or a risky slow blow, so that a heavy hit is a big moment. Then give each weapon its own plain chance and let the difference be part of its character.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 14 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 "Make a weapon's special effect fire equally often whether it swings fast or slow" (read_entry weapon-proc-chance-by-swing-speed) 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