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N7/B2: Renown — prestige past the L20 cap
Overflow XP that grantDnDXP used to drop at L20 now accumulates as Renown on player_meta.renown_xp (cumulative, atomic +=; renown_level derived as renown_xp/25000). The reward is prestige-only: a derived rank ladder (Renowned→…→Eternal), a cosmetic ✦N marker on the sheet and leaderboard, a games-room shout on rank promotion, and !level progress once capped. Renown perks are the two combat-neutral economy levers only — +loot / +XP, capped at a streak-30 grant's economic half (+15% / +20%). combat_stats.go reads DeathModifier/SuccessBonus/ExceptionalBonus (which map to Defense/ Attack/CritRate) but never LootQuality/XPMultiplier, so renown pays out even through loadCombatBonuses without moving the golden or the balance corpus. The plan's "-death penalty" perk is deliberately dropped (it would inflate Defense). The overflow→renown conversion and the character save commit in one transaction (saveDnDCharacterExec now takes an executor), so a crash can neither drop the overflow nor double-credit it on the next grant. Schema: renown_xp column, DEFAULT 0 correct for every existing row, no bootstrap (journal_pages/epilogue_cleared pattern). Claude-Session: https://claude.ai/code/session_017mEwUmmS7aQTP2NQXj6rUa
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@@ -161,6 +161,16 @@ func (p *AdventurePlugin) handleDnDLevelCmd(ctx MessageContext) error {
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b.WriteString(fmt.Sprintf("⚔️ Level **%d** %s %s\n", c.Level, ri.Display, ci.Display))
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if c.Level >= dndMaxLevel {
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b.WriteString("XP: capped at L20.")
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if rl := advChar.RenownLevel(); rl > 0 {
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into, cost := renownXPIntoLevel(advChar.RenownXP)
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b.WriteString(fmt.Sprintf("\n✦ **Renown %d**", rl))
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if rank := renownRankFor(rl); rank != "" {
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b.WriteString(fmt.Sprintf(" — _%s_", rank))
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}
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b.WriteString(fmt.Sprintf("\nRenown XP: %d / %d to Renown %d", into, cost, rl+1))
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} else {
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b.WriteString("\n_Overflow XP now earns **Renown** — prestige past the cap._")
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}
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} else {
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next := dndXPToNextLevel(c.Level)
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pct := int(100.0 * float64(c.XP) / float64(next))
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