Fix a lives refill timer that restarts on every use or hands out too many hearts
A player loses a life and the next one should arrive after a set wait. In practice the wait starts over each time they lose another, a long break gives more hearts than the maximum, or a full set starts counting too early. This entry shows how to make the AI keep the timer exact.
Why this works
One timer should answer one question: when does the next heart arrive. So remember only when the current wait began, and work out the rest from that whenever someone looks. Keeping the part of a wait already served means no visit costs the player time.
When not to use it
Do not use a wait timer for a game that is meant to be played in long sessions, or one where the wait only pushes people toward paying. It then feels like a toll. Consider letting lives return through play, or drop the limit entirely.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- A diagram of every state
- 23 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 "Fix a lives refill timer that restarts on every use or hands out too many hearts" (read_entry lives-timer-restarts-or-overfills) 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