From the #219 implementation. Ruling 2 of that design says a boost the caster's current MP cannot pay is greyed and refused like any unaffordable row. Rage escalates in price (8 / 20 / 50 / 99) and is charged correctly — battle_rage measures tier3: MP 99 -> 0 after the boosted rage START (price 99) — but Gau's battle Rage window draws no price and no MP grey, so an unaffordable boosted Rage is refused by the universal insufficient-MP fizzle with no warning at all. The player boosts, picks a Rage, and the turn evaporates.
That is the one place the #219 rulings are not honoured on screen.
The obstacle is structural, not a matter of taste: adding a price/grey surface to the Rage window means a new shim in bank C1, which the nomp-baseline invariant forbids. It is the same situation Steal's command row was in before it got a submenu, so the Steal submenu is the precedent for how to solve it.
Until then, boosting Rage is a trap for a player with a thin pool. Worth deciding between:
- Give Rage a window with a price drawer (the Steal-submenu shape).
- Refuse the boost earlier, where there IS a surface — at the boost press rather than at the Rage pick.
- Exempt Rage from the escalation, on the grounds that a verb whose price cannot be shown should not have one that moves.
Related: #219 (the design), and the same "the window draws no price" shape as Slot, which is unpriced entirely.
From the #219 implementation. Ruling 2 of that design says a boost the caster's current MP cannot pay is greyed and refused like any unaffordable row. Rage escalates in price (8 / 20 / 50 / 99) and is charged correctly —
battle_ragemeasurestier3: MP 99 -> 0 after the boosted rage START (price 99)— but Gau's battle Rage window draws no price and no MP grey, so an unaffordable boosted Rage is refused by the universal insufficient-MP fizzle with no warning at all. The player boosts, picks a Rage, and the turn evaporates.That is the one place the #219 rulings are not honoured on screen.
The obstacle is structural, not a matter of taste: adding a price/grey surface to the Rage window means a new shim in bank C1, which the nomp-baseline invariant forbids. It is the same situation Steal's command row was in before it got a submenu, so the Steal submenu is the precedent for how to solve it.
Until then, boosting Rage is a trap for a player with a thin pool. Worth deciding between:
Related: #219 (the design), and the same "the window draws no price" shape as Slot, which is unpriced entirely.