A strong move costs energy and magic together, and the game takes one and then fails
When one action needs several resources, taking them one after the other can leave the player poorer without the action happening. Here is a payment that either takes everything or nothing, says exactly what was missing, and can offer a painful alternative.
Why this works
A cost is a promise: either the whole move happens or the player keeps everything. Checking first and changing once means no half-paid move can ever exist, and the exact shortfall tells the player what to fix.
When not to use it
Skip it when partial payment is part of the fun, such as a spell that fires weaker with less power. Let it use what is there instead of refusing, as the charged attack entry does.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 33 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 "A strong move costs energy and magic together, and the game takes one and then fails" (read_entry pay-from-several-pools-all-or-nothing) 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