Resource Meter Function:
Instead of just having a cooldown, you will be given a resource bar that will generate power for you to use. Each ability will use a certain amount and/or scale based on the amount used(The less the resource the weaker, and the more the resource the stronger). On top of that, the max amount of resource you can get is based on the abilities you equip (example ability 1 give you 20 resource bar max and ability 2 give you 30 resource bar max. So if you equip both, you'd have 50 resource bar max) The bar can have two types of resource that will affect how the ability functions when cast: Weapon Damage and Ability Damage. The resource that has more will be prioritised in the casting and convert the other resource into it (30 weapon dmg vs 20 dability dmg while the ability casted needs 40 will take the higher dmg which is 30 and convert 10 of the ability damage into weapon dmg leaving only 10 ability dmg). Weapon dmg would cause the ability to act normally and deal music damage while ability damage would cause it to intead apply the effect chosen on the secondary gun instead. Both resources will generate at the same rate, but can be increased by dealing damage on their respective types ( secondary is considered ability dmg while music abilities itself does not increase regeneration when dealing damage). One more thing about the resource bar is that it goes on a decent cooldown and is unable to generate any resource if it reaches zero, this will encourage management (you can't generate any while using an ability aswell)
Ability List
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Strum -
Play a chord and push back enemies in-front of you in a cone shape (fixed amount of resource taken and is not alot)
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Chorus
Play the guitar and deal aoe damage to enemies around you and push them back (the longer you play the more effective is the push and damage)