More UX improvements.

This commit is contained in:
Greyson Parrelli
2026-07-24 09:07:54 -04:00
parent 962e3bb5ff
commit 10b6346874
7 changed files with 60 additions and 20 deletions
+2 -2
View File
@@ -617,12 +617,12 @@ func (g *Game) applyShopTrigger(p *Player, c Card, trigger EffectTrigger) {
// inside resolveBattle, so battlePrep is excluded here.
if trigger == TriggerSell || trigger == TriggerBuy {
p.PendingApplesInPlay += e.count()
g.logf(p.Seat, "🍎", "%s sets up %d apple%s in play for the battle.", c.Name, e.count(), plural(e.count()))
g.logf(p.Seat, "🍎", "%s — %s will start the next battle with %d apple%s in play.", c.Name, p.Name, e.count(), plural(e.count()))
}
case ActionStartTrumpets:
// Golden pack: Bird of Paradise banks Trumpets for the next battle.
p.PendingTrumpets += e.count()
g.logf(p.Seat, "🎺", "%s sets up %d Trumpet%s in play for the battle.", c.Name, e.count(), plural(e.count()))
g.logf(p.Seat, "🎺", "%s — %s will start the next battle with %d Trumpet%s.", c.Name, p.Name, e.count(), plural(e.count()))
case ActionReactivateBuys:
// Golden pack: Catfish re-fires every pet's Buy ability at battle prep.
if trigger == TriggerBattlePrep {