Build a rage meter that fills in a fight, waits to be used and then drains
A special-power meter sounds like a number that goes up. In play it needs rules: slower gains near the top, a full bar that does not leak away before you press the button, and a power mode that cannot refill itself. This entry shows the three states and the clock behind them.
Why this works
A stored power is only a choice if it waits for the player. A full bar that never fades lets them pick the moment, slower gains near the top keep a lucky hit from skipping the build-up, and a drain while active keeps the power a burst.
When not to use it
Skip it for characters who should be steady all fight long, or in a slow game with few hits where the bar would take forever to fill. A passive strength that grows with lost health gives the same drama more simply.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 4 common mistakes and the fix
- A diagram of every state
- 38 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 "Build a rage meter that fills in a fight, waits to be used and then drains" (read_entry rage-meter-builds-holds-and-drains) 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