Let health come back slowly after a fight, even at half a point per second
Whole-number health with a slow refill rate shows nothing happening, because each frame adds less than one point and gets rounded away. This entry keeps the fractions, waits until the fight is over, and stops when health is full.
Why this works
Small amounts do not disappear just because you cannot show them. Keeping the unpaid part and adding it to the next moment makes a slow rate come out exactly right, however finely time is cut, and waiting until the fight is over keeps the healing from undoing the danger.
When not to use it
Skip it in games about scarcity, where health should come only from found items or rest points. Free healing would break the tension. Also skip it when health is shown as a few hearts: refill by whole hearts at a safe place instead.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 4 common mistakes and the fix
- 24 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 "Let health come back slowly after a fight, even at half a point per second" (read_entry slow-health-regen-with-carried-fractions) 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