- _surfaces(): add VignetteOverlay.tscn alongside ParchmentPanel/DarkBay, backed by a Palette.STEEL ColorRect so the dim is visibly rendering. - _variations(): add ItemTileEmpty (next to filled ItemTile), ParchmentInset, and DarkPanel stylebox nodes. - _fonts(): new section rendering default serif body, Accent (Architects Daughter), and Mono (JetBrains Mono) labels at real sizes. - _swatches(): wrap each ColorRect in a VBoxContainer with a Mono caption Label naming its Palette const, per spec's "labelled swatches." No raw hex / Color(...) literals introduced; all colour via Palette.*, all styleboxes via ThemeKeys.* variation names.
/client — Godot 4.7 game client
GDScript. Holds ALL game state and ALL game rules (charter §2, §4). The AI never mutates state; the client validates and applies everything.
Open: Godot 4.7, import this folder as the project (project.godot).
Responsibilities
- All state: stats, HP/MP, inventory, quest flags, Luck, disposition/approval (§8, §9)
- All rules: deterministic combat, Luck branch-selection, move validation (§6, §7, §10)
- The canon log — compact structured fact list, code-maintained, injected into every call (§11)
- Talks to
/apiover HTTP. No API key, ever. Knows one base URL + role endpoints (§4) - Degrades to authored fallback text (from
/content/fallback) when the API is down (§13)
Key rule — never do this (charter §2)
If an AI response directly sets a variable that persists, stop. Parse → validate → apply or discard.
See docs/ for scene structure, input model, and combat wiring.