test_calling_detail_reads_the_table_rather_than_repeating_it checked for str(Callings.skill_count(id)) — bare digit "2" — which appeared in d12 for the Reaver (hit_die=12, skill_count=2). Hardcoding "picks 3 skills" in the card would pass the test, satisfied by the "2" in "d12". Now anchors to "picks %d skills" format string, so the guard catches when the card's hardcoded count diverges from the table. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
/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.