More UX improvements.
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@@ -617,12 +617,12 @@ func (g *Game) applyShopTrigger(p *Player, c Card, trigger EffectTrigger) {
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// inside resolveBattle, so battlePrep is excluded here.
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if trigger == TriggerSell || trigger == TriggerBuy {
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p.PendingApplesInPlay += e.count()
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g.logf(p.Seat, "🍎", "%s sets up %d apple%s in play for the battle.", c.Name, e.count(), plural(e.count()))
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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()))
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}
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case ActionStartTrumpets:
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// Golden pack: Bird of Paradise banks Trumpets for the next battle.
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p.PendingTrumpets += e.count()
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g.logf(p.Seat, "🎺", "%s sets up %d Trumpet%s in play for the battle.", c.Name, e.count(), plural(e.count()))
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g.logf(p.Seat, "🎺", "%s — %s will start the next battle with %d Trumpet%s.", c.Name, p.Name, e.count(), plural(e.count()))
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case ActionReactivateBuys:
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// Golden pack: Catfish re-fires every pet's Buy ability at battle prep.
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if trigger == TriggerBattlePrep {
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