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.
This commit is contained in:
prosolis
2026-05-14 22:17:03 -07:00
parent 6386161402
commit 8ee170bb9b
6 changed files with 45 additions and 33 deletions

View File

@@ -952,9 +952,19 @@ func renderSlotLine(slots map[int][2]int) string {
}
var parts []string
for lvl := 1; lvl <= 5; lvl++ {
if pair, ok := slots[lvl]; ok {
parts = append(parts, fmt.Sprintf("L%d %d/%d", lvl, pair[0]-pair[1], pair[0]))
pair, ok := slots[lvl]
if !ok {
continue
}
total := pair[0]
left := pair[0] - pair[1]
if left < 0 {
left = 0
}
// Filled bullets = still available, hollow = spent. Player-friendly
// at a glance; no fractions, no "L1" jargon.
bullets := strings.Repeat("●", left) + strings.Repeat("○", total-left)
parts = append(parts, fmt.Sprintf("Level %d %s", lvl, bullets))
}
return strings.Join(parts, " · ")
}