Ok all of that is working, but is there a way I can show the positive/negative change in a consumable status value?
For example:
PlayerA has 10 Ability Points (AP) expressed as a fraction of maximum AP (MaxAP)
MaxAP is a normal status value and AP is a consumable status value
HP+ is a passive skill with a bonus that increases HP. It requires 4 AP to equip
Now because the HP bonus is on a 'Normal' status value, that properly shows the adjustment in the menu. But AP is a consumable type status value and I dont see any way to present that this will consume 4AP on equip.