The table speaks plainer, and keeps its whimsy
Wording throughout the app, the server's messages and the engine's refusals trades its stacked dashes for sentences, while the maze still trusts you to honor its curses, the gallery still listens, and the clockwork still learns its best tricks from the humans at the table. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -40,7 +40,7 @@ function describe(view: GameView, cmd: Command): string {
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case "counteract":
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return `answer with ${nameOf(view, cmd.instanceId)}`;
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case "pass":
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return "let it resolve — nothing in hand is worth spending on this";
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return "let it resolve, since nothing in hand is worth spending on this";
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case "punch":
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return `punch ${cmd.targetId}`;
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case "punchWall":
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@@ -56,7 +56,7 @@ function describe(view: GameView, cmd: Command): string {
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case "warpStep":
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return "step through the warp underfoot";
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case "testIllusion":
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return "test that shimmering wall — doubting it is free";
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return "test that shimmering wall, since doubting it is free";
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case "moveCreature":
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return `march the monster ${DIRECTION[cmd.direction]}`;
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case "creatureAttack":
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@@ -90,7 +90,7 @@ export function tableHints(view: GameView): TableHint[] {
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let advice: string;
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try {
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const cmd = automatonCommand(view, s, "archmage");
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advice = cmd ? `I would ${describe(view, cmd)}.` : "Nothing calls for us right now — wait for your moment.";
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advice = cmd ? `I would ${describe(view, cmd)}.` : "Nothing calls for us right now. Wait for your moment.";
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} catch (e) {
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console.warn("hint council choked:", e);
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advice = "…I have no counsel here.";
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