feat/team-divider-placement #4
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The economy had many coin faucets but almost no sinks: the /shop is one-time ownership, and gambling/rob fines route to the house (which players drain back via jackpots and heists), so they recirculate rather than destroy coins. Result: steady inflation. Add a consumables shop as a true recurring sink - buying destroys the coins and grants a temporary boost, so there's always something to spend on after gear is maxed: - Energiajook XL (500) - 1h of 2x earnings on /work, /beg, /crime - XP jook (500) - 1h of 2x EXP - Kohv (300) - instantly clears all cooldowns Timed buffs live in a new active_buffs field ({kind: expiry_iso}), pruned on read; rebuying extends the timer. Effects hook where they belong: earn_mult in income.do_work/do_beg/do_crime, exp_buff_mult in levels.award_exp; kohv is self-contained. New /consumables command browses the menu (with active buffs) or buys a boost. Covered by 9 tests. Note: active_buffs is a new PocketBase field - run scripts/sync_pb_schema.py before deploying or buffs won't persist. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>View command line instructions
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