Introduce a structured upgrade to the defend system with clear separation between simplicity and control.
Mode Toggle
- Add a toggle to switch between Basic and Advanced modes at any time.
Basic Mode (simplified, current-style)
- Mirrors the existing system.
- Includes a new option: “First turn: use temporary” to improve early engagement.
- No additional complexity beyond current behaviour.
- This is the default
Advanced Mode (conditional control)
- Exposes additional variables:
- Opponent health (%)
- Turn count
- Opponent buffs/debuffs
Preset Conditional Rules (with Priority + Validation):
- Rules are evaluated in priority order (top to bottom).
- All conditions within a rule must pass for it to trigger.
- Prevents invalid or impossible actions from being executed.
Examples:
- If turn count is between _ and _ and ammo > 0 then use primary
- If opponent health is between _ and _ then use secondary
- If opponent has speed boost then use temporary
Previous Turn State Priority
- Status effects from the previous turn (e.g. wind-up, paralysed) are evaluated before all rules.
- These states override standard rule evaluation where required.
- Ensures continuity of multi-turn actions and enforced limitations.
Fallback Action
- Define a default action if no rules pass validation.
- Ensures consistent behaviour and avoids undefined outcomes.
Options Cap (Advanced Mode)
- Limit the total number of conditional entries.
- Prevents full scripting across all 25 turns.
- Keeps decisions strategic rather than fully automated.
Intent
- Maintain a clean, familiar system for most players
- Provide depth for advanced users without enabling full automation
- Ensure all actions are valid, state-aware, and predictable