Holding a charged attack longer should cost more, but not leave the player with nothing
A charge-up attack lets the player pay for power with time. The messy case is the player who keeps holding past what the energy allows, and a shot that costs more than the player has. Here is a clean rule for both.
Why this works
A fair deal gives the player something in return for whatever they can afford. Paying for the time they actually could hold, instead of refusing or giving everything free, keeps every press meaningful and the price honest.
When not to use it
Skip the paid charge when the attack should be a simple tap, or when waiting itself is the price, such as a bow that only needs time. Then the cost is a second bar you do not need.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 16 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 "Holding a charged attack longer should cost more, but not leave the player with nothing" (read_entry charge-attack-cost-by-hold-time) 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