Miru
Well-known member
I am making a game where I want the special attack system to work like in SoR3, where the special moves cost from a cooldown bar that would always drain if they were performed, but after that, they would drain health only on hit (for defensive) or always (for offensive specials). My idea was that the cooldown gauge would serve as the block bar, and be separate from the MP bar (used for high-power finisher moves). First, it would drain if Special moves are used, but if there is not enough, it will drain from health on hit.