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fix: reword player messages in character - #25
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Replace out-of-character wording in gameplay messages (permissions, containers, entities, chunks, plugin tags) with in-world phrasing. Staff commands, usage help and setup errors keep their plain wording. Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
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Navigate logical layers of code changes, visualize relationships, and explore their blast radius. No actionable comments were generated in the recent review. 🎉 ℹ️ Recent review info⚙️ Run configurationConfiguration used: Organization UI Review profile: CHILL Plan: Advanced Run ID: 📒 Files selected for processing (2)
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WalkthroughThe invalid-shop refusal message now refers to nonsensical shop-sign terms and directs the player to speak to the shop owner. The corresponding test expects the revised message. Validation and return behaviour remain unchanged. ChangesShop rejection message
Priority: ⬇️ Low Estimated code review effort: 1 (Trivial) | ~2 minutes Change: Bug fix Merge Risk: ⚪ Minimal · up to The shop rejection behavior is unchanged, and the updated test expectation matches the revised player-facing message. No actionable merge risk is evident.
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Summary
Rewords player-facing gameplay messages that broke immersion with server terms (permissions, access, containers, entities, chunks, plugin names) so they read in character. Staff and admin commands, usage help and setup errors keep their plain wording. Wording only: no permission checks or message routing change.
Before and after
Colour codes are omitted; the code keeps them.
Testing
mvn -o verifypasses: 142 tests, 0 failures.🤖 Generated with Claude Code