Audit and fix NPC, door-staff and UI dialogue
- Route the Reason verb through authored reason contexts and give every shared archetype an in-character answer. - Add Hollywood wristband and TV Studio ticket/credential door-staff lines. - Clarify radio cancellation, Ask terminology, start hints and campaign-reset copy. - Record the dialogue audit and length findings in docs/ui-copy.md; add regression tests.
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# UI copy and button inventory
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Status: audit in progress for the 0.9.3 UI polish patch.
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Status: dialogue pass complete; button/focus/font-scale audit in progress for 0.9.3.
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## Screen inventory
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@@ -72,6 +72,24 @@ Status: audit in progress for the 0.9.3 UI polish patch.
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- “Quit” was ambiguous between menu and application exit; both application-exit buttons now read **Quit game**.
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- Settings “Apply” was made verb+object as **Apply settings**.
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## Dialogue audit
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The NPC reason verb now uses the authored `reason` context instead of always
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falling back to the general dialogue lines. Every shared archetype has at least
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one role-specific reason answer, so asking a staff member, guest, delivery
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worker or performer no longer produces an unexplained silence. Deliberately
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silent profiles can still return an empty context line.
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| Surface | Finding | Result |
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| --- | --- | --- |
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| Shared NPC reasons | `request_reason()` ignored `context_lines["reason"]`; staff, guests, delivery, performers, intoxicated people, crisis and threat profiles had no answer. | Fixed; all 12 shared archetypes now answer in character. |
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| Door staff | Only The Joke Shop authored door lines. | Hollywood has wristband lines; the Studio has ticket/credential/guest-list lines; the inspection log selects the venue context. |
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| Radio | “Call cancelled” could read as if a call had been sent; the description placeholder was ungrammatical. | “Call not sent — hold the button to confirm.” and “Describe the person and their behavior.” |
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| Tutorial / Help | The wheel verb is **Ask**, but help and the HUD key strip called it “polite direction”. | Both now say **Ask**; the tutorial tells the player to choose Ask after closing the panel. |
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| Review / campaign | Continue/return/quit labels and campaign-next copy checked. | No ambiguity found; no change. |
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| Repetition | Shared tourist/confused/delivery lines recur across venues by design; role-specific reason lines prevent every archetype sounding alike. | Accepted for the shared-archetype model. |
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| Localization length | Longest authored NPC/door line is 56 characters; longest UI string is `hud.controls` at 172 characters. | Dialogue fits the HUD log; the 1.5–2× string/font-scale layout test remains a separate 0.9.3 task. |
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## Remaining audit work
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- Player-facing labels are now routed through `content/strings.en.json`; numeric
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