Spielerando

Decide when a fight is over so healing starts and old poison does not restart it

Health should regrow when the fight is over, but what is over? A timer after the last hit sounds right, until a poison tick from a minute ago puts the hero back in combat forever. This entry separates real hostile actions from leftovers and shows the exact moments.

Why this works

A fight is over when nobody is trying to hurt anybody. Slow damage from long ago is a leftover, not a new act, so it may carry a fight a short while but never start or stretch one on its own.

When not to use it

Skip it when the world should stay dangerous at all times, such as a survival game where poison itself is a threat to manage. Then let any harm keep the flag on, and treat rest as something to earn.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 4 common mistakes and the fix
  • 26 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 "Decide when a fight is over so healing starts and old poison does not restart it" (read_entry out-of-combat-timer-ignores-old-poison) 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