Files
code_of_conquest_dnd/client
Phillip Tarrant 78e18107b2 feat(rules): the race, calling, skill and attribute tables
Mechanics are rules and live in code, beside Luck and Currency. The skill pools
are new — the races/classes spec said only 'the stat-appropriate slice' and never
enumerated them; each pool is larger than its pick count so the choice is real.

The dwarf's +2 vs poison is exposed separately from save() rather than folded
into it: baking a conditional into a flat number is how a sheet starts lying.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01QYa9u7Kdxv5gX4AnwWexy8
2026-07-12 20:14:44 -05:00
..
2026-07-09 11:17:54 -05:00

/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 /api over 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.