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UX S7: sheet + menu jargon sweep — outcome-first copy
Drops D&D-handbook syntax from the player-facing caster UX in favor of
verbs and feelings (per feedback_accessibility_over_dnd_crunch).
R12 — Drop "Spell DC: N / Spell Atk: +N" line from the spellbook view.
The numbers are pure handbook noise; the engine still computes them.
R13 — renderSlotLine swaps "L1 3/4 · L2 1/3" for "Level 1 ●●●○ · Level 2
●○○○". Filled bullets = energy left, hollow = spent.
R14 — Caster passive Description strings rewritten outcome-first: no
"+5%", no "scaled by your Charisma". Verbs and texture instead. All ten
class passives reworded; mechanics in applyClassPassives unchanged.
R18 — Class menu drops the "(d8, INT/WIS)" suffix → "**Mage** — INT &
WIS". The HP-die number was leaking implementation. !setup class confirm
line gets the same treatment.
P5 — Spellbook headers: "Cantrip" → "Cantrips", "L1" → "Level 1".
P6 — Cast queue line: "_(upcast to L2)_" → "_(empowered)_". Queued-line
in the spellbook view follows suit — drops "(L2 slot)" for "(empowered)"
when the slot is above the spell's base level.
P8 — Comment-convention marker added to dnd_passives.go and
dnd_subclass_combat.go file headers: `// internal note (not user-facing)`
flags Phase 2/3 tuning history so future codegen doesn't lift it into
Description / Flavor strings.
P9 — Spellbook line drops the duplicate "(can learn N more)" trailer —
the "%d / %d" already conveys remaining capacity.
Bonus cleanup. The two Arcane-Trickster slot-ceiling errors ("Arcane
Trickster L5 only has up to L1 slots.") and the "No L1 slot available"
out-of-energy messages get the same jargon scrub: "At level 5, your
Arcane Trickster magic only reaches level-1 spells." / "You're out of
level-1 energy."
Tests. Full plugin suite green; no test pinned the old strings.
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@@ -952,9 +952,19 @@ func renderSlotLine(slots map[int][2]int) string {
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}
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var parts []string
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for lvl := 1; lvl <= 5; lvl++ {
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if pair, ok := slots[lvl]; ok {
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parts = append(parts, fmt.Sprintf("L%d %d/%d", lvl, pair[0]-pair[1], pair[0]))
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pair, ok := slots[lvl]
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if !ok {
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continue
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}
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total := pair[0]
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left := pair[0] - pair[1]
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if left < 0 {
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left = 0
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}
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// Filled bullets = still available, hollow = spent. Player-friendly
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// at a glance; no fractions, no "L1" jargon.
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bullets := strings.Repeat("●", left) + strings.Repeat("○", total-left)
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parts = append(parts, fmt.Sprintf("Level %d %s", lvl, bullets))
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}
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return strings.Join(parts, " · ")
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}
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