bump: minor type: feat Builtin RPG systems suite (#59) — the source package **ludic.rpg**, seven independently-usable modules on the six-lever contract, with name-keyed data registries so a game or mod adds content with zero code. **A Movement** — one `Mover` with a `mode` selector (grid / free / grid-tween) and 4/8-axis, tilemap walkability, and `cancellable MoveRequested` (locked doors/ice) / `TileEntered` (encounters) / `Interacted` (the action-button raycast). **B Inventory** — a name-keyed item registry, per-owner counts, gold, `ItemUse` veto, and `Equipment` whose bonuses flow through the gameplay Stats modifier stack. **C Crafting** — a data-driven recipe + ingredient registry; `Craft.can`/`Craft.make` consume from the inventory. **D Quests** — quests + objectives whose progress is driven by `Quest.notify` (route any gameplay signal in), auto-completing when met, plus a global flag store for branching. **E Dialog** — an Ink/Yarn-style graph registry (nodes + choices) with a per-speaker `Dialog` component and `cancellable DialogChoice` for skill-check gating. **F Puzzles** — Sokoban `Pushable` + a switch / pressure-plate / gate signal graph (logic puzzles with no code). **G Status** — over-time poison/regen effects routed through the shared Combat pipeline. Everything is integer-deterministic, so save/load (world_save) and rollback hold. Example: `examples/games/rpg_demo.ludic` (21 self-checks across all seven modules).