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Adv 2.0 D&D Phase 11 D8: mood-banded TwinBee aside
Adds a TwinBee aside on room entry when GM mood sits at the extreme bands (≤19 hostile, ≥80 effusive). Mid-bands stay silent — the aside is strictly extra flavor, never replacing core narration. Two new pools (MoodAsidesHostile, MoodAsidesEffusive) live alongside the existing TwinBee voice in twinbee_gm_flavor.go. Wired into zoneCmdEnter and zoneCmdAdvance; the advance path reloads the run so post-combat nat20/nat1 deltas are reflected before band lookup. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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@@ -489,3 +489,37 @@ var SaveFailed = []string{
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"Like the NES game over screen — inevitable in this moment, fixable in the next. The save failed. The dungeon continues. So do you.",
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"The effect takes hold and TwinBee is already calculating how you get out of it, because that's TwinBee's job: keep you oriented toward solutions even when the immediate situation is a problem.",
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}
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// ─────────────────────────────────────────────────────────────────────────────
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// MOOD ASIDES — Hostile band (mood 0–19, "Wrathful")
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// Short room-entry asides surfaced only when TwinBee's mood is at the
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// hostile extreme. Cryptic, withholding, no hints. Per design doc §3.2.
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// ─────────────────────────────────────────────────────────────────────────────
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var MoodAsidesHostile = []string{
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"TwinBee is not narrating this one in detail. You can read the room. Read it.",
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"The dungeon offers TwinBee something to mention. TwinBee declines. You're on your own for color commentary.",
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"TwinBee is here. TwinBee is watching. TwinBee is not, currently, helping. There is a difference and you will feel it.",
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"In the bad ending of every Castlevania, the protagonist gets less guidance than they did at the start. TwinBee has reached approximately that part of the playthrough.",
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"TwinBee keeps several details to itself. The details would have been useful. TwinBee does not consider this its problem right now.",
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"Whatever's in the next part of the room, TwinBee saw it and chose not to flag it. The mood is what it is.",
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"TwinBee mutters something. You don't catch it. TwinBee does not repeat it.",
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"The narration is sparse here. TwinBee is sparing it on purpose. Adjust accordingly.",
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}
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// ─────────────────────────────────────────────────────────────────────────────
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// MOOD ASIDES — Effusive band (mood 80–100, "Elated")
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// Generous, warm asides surfaced when TwinBee is delighted with the run.
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// Hint-friendly, fond. Per design doc §3.2.
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// ─────────────────────────────────────────────────────────────────────────────
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var MoodAsidesEffusive = []string{
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"TwinBee is, not to put too fine a point on it, having a wonderful time. The next bit might come with bonus context.",
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"TwinBee leans in. The mood is good. Good moods, in TwinBee's experience, lead to slightly more generous descriptions and slightly better odds of catching the small details.",
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"This is the part of the run TwinBee will tell other GMs about later. TwinBee makes a small mental note and continues with visible enthusiasm.",
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"TwinBee is delighted. You can hear it in the pacing. You can hear it in the choice of adjectives. The dungeon is, briefly, on your side.",
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"In the good ending of every JRPG, the world feels slightly warmer in the late game. TwinBee is at that part of the playthrough and it shows.",
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"TwinBee, not normally given to footnotes, is about to add a footnote. It will probably be useful. TwinBee is in that kind of mood.",
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"The mood is high. TwinBee is, for the next stretch, more likely to mention the loose flagstone, the suspicious tapestry, the thing on the ceiling. Take advantage.",
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"TwinBee hums a victory fanfare softly to itself. It is not earned yet. TwinBee is being optimistic on your behalf.",
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}
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