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Adv 2.0 D&D polish: GM→DM rename, streamed zone combat, end-to-end scenario test
GM→DM rename across docs and code (GMNarrationType→DMNarrationType, GMState→DMState, narration constants, comments) so the system reads as "Dungeon Master" everywhere. Player-visible "GM mood" wording stays where it appears in flavor. Streamed zone/expedition combat: zone advance now stages patrol → patrol play-by-play → patrol resolution → room intro → room play-by-play → final outcome through sendZoneCombatMessages with 2–3s pacing (arena keeps its 5–8s window). Combat narrative lines pick up a compact d20-vs-AC roll annotation for hit/crit/miss/block events. Combat outcome polish: dndHPSnapshot lets narration show sheet HP rather than legacy combat-engine HP, and markAdventureDead clears the zombie state where hp_current was 0 but the legacy alive flag stayed true after a D&D-layer KO. Adv 2.0 announcement (ADVENTURE_2.0_ANNOUNCEMENT.md), README rewrite covering the new layer, and adv2_scenario_test.go — a full zone-run + expedition + harvest playthrough against a copy of the prod DB asserting persisted state end-to-end. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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@@ -150,7 +150,6 @@ func (p *AdventurePlugin) applySubclassChoice(
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b.WriteString(fmt.Sprintf("_%d euros spent. Cooldown: %dd before next change._\n\n",
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dndSubclassRespecCost, int(dndSubclassRespecCooldown/(24*time.Hour))))
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}
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b.WriteString("_" + info.Flavor + "_\n\n")
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b.WriteString("_(Mechanical L5/7/10/15 subclass abilities land in upcoming phases.)_")
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b.WriteString("_" + info.Flavor + "_")
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return p.SendDM(ctx.Sender, b.String())
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}
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