fix: reword player messages in character - #8
Conversation
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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WalkthroughThe ChangesLure highlight message
Priority: ⬇️ Low Estimated code review effort: 1 (Trivial) | ~2 minutes Change: Bug fix Suggested reviewers: Merge Risk: ⚪ Minimal · up to The lure notification’s count and 10-second duration remain consistent with the described behavior. No actionable merge risk is evident. Architecture SummaryArchitecture risk: 🔵 Low · up to The change affects 1 system. Changed systems: Architecture concerns Review detailsSystems and components
Before / after behavior
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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.
Live config
Deployed servers keep their own copy of this file, so Dev and Main need a matching edit when this ships:
messages.yml:lure-highlight.Testing
mvn -o verifypasses: 8 tests, 0 failures.🤖 Generated with Claude Code