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