Add support and debuff tactics
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@@ -38,7 +38,7 @@
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4. Show scenario briefing with the campaign chapter header, battle header, objective summary, chapter overview, manual checkpoint menu, and optional pre-battle shop, Armory, Roster, and Formation setup.
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5. Player selects a unit.
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6. Briefing completion dispatches battle-begin events, including opening dialogue.
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7. Unit moves, attacks, chooses a tactic or consumable item from the side menu, changes equipment, counters, gains EXP, levels up, promotes at class thresholds, or waits. Tactic buttons show MP cost, kind, range, and power or support effect. Physical attacks roll hit chance from unit agility and target terrain avoid; misses give reduced EXP. The scene plays placeholder SFX, a short movement slide, low-HP warning rings, hover target preview badges, and floating combat text for core action and UI feedback.
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7. Unit moves, attacks, chooses a tactic or consumable item from the side menu, changes equipment, counters, gains EXP, levels up, promotes at class thresholds, or waits. Tactic buttons show MP cost, kind, range, and power, support, or debuff effect. Physical attacks roll hit chance from unit agility and target terrain avoid; misses give reduced EXP. The scene plays placeholder SFX, a short movement slide, low-HP warning rings, hover target preview badges, and floating combat text for core action and UI feedback.
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8. Player ends turn.
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9. Enemy AI moves, attacks, and can cast damage or healing tactics through the same combat and skill resolvers.
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10. Battle checks scenario-defined defeat conditions first, including commander loss and turn limits, then victory conditions such as enemy defeat or reaching a marked destination tile.
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@@ -58,6 +58,6 @@ Joined officers gate whether `requires_joined` player deployments are loaded at
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Inventory and campaign flags are copied from `CampaignState` into `BattleState` when a scenario starts. The pre-battle Chapters overview reads `CampaignState` chapter progress and can load completed or current battles without mutating the save. The pre-battle Save menu can write the current campaign state to `user://campaign_manual_save.json`, and loading that checkpoint restores it into `user://campaign_save.json` before re-entering the same pending-choice, completion, or current-briefing branch as startup. Pre-battle shop stock comes from the loaded scenario's `shop.items` list plus matching `shop.conditional_items` blocks. Shop purchases and 50% sell-back are campaign transactions: they update saved gold and unequipped inventory immediately, write the save file, and refresh the already-loaded battle inventory before the player begins the battle. Pre-battle Armory equipment changes use the same equipment rules as battle HUD equipment changes, then immediately save merged roster equipment/stat snapshots and inventory stock. Pre-battle Roster uses scenario `roster.max_units`, `roster.required_officers`, and `roster.required_units` to mark optional player deployments as sortie or reserve; reserve units remain in the candidate list but are excluded from board occupancy, drawing, selection, AI targeting, and living-unit victory checks. Non-controllable player units can act as protected escort targets: enemies can attack them and conditions can reference them, but they are skipped by player selection, Armory, Formation, counterattacks, and campaign roster progression snapshots when `persist_progression` is false. Scenario `ai_target_priority` nudges enemy movement and damage-skill scoring toward important targets such as envoys without overriding defeat bonuses or range checks. Pre-battle Formation uses the loaded scenario's `formation.cells` and only mutates current battle unit positions before battle-begin events fire. Destination victory cells from `unit_reaches_tile` conditions are exposed to the scene for objective overlays and tile info. Movement-triggered `unit_reaches_tile` events receive the unit that just moved, so ambushes fire on entry rather than from units already standing on a marker. Briefing data can append matching `briefing.conditional_lines`, and scenario events can use `when.campaign_flags` to branch dialogue, objective changes, and reinforcements from saved campaign choices. Consumable use can restore HP or MP, and in-battle item use plus equipment swaps mutate only the battle copy until victory; defeats and restarts do not spend saved items or preserve in-battle gear changes. Post-battle choices write campaign `flags` only after the result-panel button is pressed; if the player reloads after rewards are saved but before selecting, the pending scenario id restores the victory choice panel without replaying rewards. The next battle button stays locked until the campaign choice save succeeds. Equipment rewards share the same `item_id -> count` inventory stock, cover weapon, armor, and accessory slots, can be equipped from the side HUD before the selected unit moves or acts, and do not appear in the consumable action menu. Already completed scenarios can be replayed without granting duplicate rewards, choices, replay inventory consumption, save writes, or current-scenario advancement; pre-battle Shop, Armory, Roster, Formation, and Save are disabled on completed-scenario replays to avoid side effects.
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The battle scene owns presentation feedback: briefing and result states use menu BGM, briefing headers combine `CampaignState` chapter ranges, campaign order, and title data with `BattleState` briefing and objective text, active battles use battle BGM, dialogue lines can show optional portrait textures or speaker-initial fallback panels and can place the portrait on the left or right side of the dialogue panel, board units render low-HP warning rings and HP bar color states from battle state fields, hover previews are rendered as target badges from existing `BattleState` forecast APIs, log/result hooks trigger placeholder SFX, `BattleState.unit_motion_requested` asks the scene to interpolate a unit's draw position during movement, and `BattleState.combat_feedback_requested` asks the scene to draw transient floating combat text without changing battle rules.
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The battle scene owns presentation feedback: briefing and result states use menu BGM, briefing headers combine `CampaignState` chapter ranges, campaign order, and title data with `BattleState` briefing and objective text, active battles use battle BGM, dialogue lines can show optional portrait textures or speaker-initial fallback panels and can place the portrait on the left or right side of the dialogue panel, board units render low-HP warning rings and HP bar color states from battle state fields, hover previews are rendered as target badges from existing `BattleState` forecast APIs, log/result hooks trigger placeholder SFX, support and debuff effects use distinct floating feedback colors, `BattleState.unit_motion_requested` asks the scene to interpolate a unit's draw position during movement, and `BattleState.combat_feedback_requested` asks the scene to draw transient floating combat text without changing battle rules.
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The `New Campaign` button clears `user://campaign_save.json`, resets campaign state to the first scenario, and reloads the opening briefing.
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@@ -242,9 +242,9 @@ Skills define MP tactics. A class, officer, or scenario deployment can add skill
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}
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```
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Support skills use an `effects` array. The first supported effect is `stat_bonus`, with `stat` in `atk`, `def`, `int`, or `agi`, a non-zero `amount`, and positive `duration_turns`. These effects are battle-only and expire when the target's team begins enough future phases.
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Support skills use an `effects` array. The first supported effect is `stat_bonus`, with `stat` in `atk`, `def`, `int`, or `agi`, a non-zero `amount`, and positive `duration_turns`. Positive amounts are buffs and negative amounts are debuffs; both are battle-only and expire when the target's team begins enough future phases.
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The current single-target tactic set includes `spark`, `fire_tactic`, `blaze`, `mend`, `great_mend`, and `guard_order`. Hero and strategist classes get low-cost Spark alongside Fire/Mend and Guard Order, promoted command/advisor classes add Great Mend, and late scenario deployments can add stronger pressure skills such as Blaze without changing their base class.
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The current single-target tactic set includes `spark`, `fire_tactic`, `blaze`, `mend`, `great_mend`, `guard_order`, `rally_order`, and `disrupt_order`. Hero and strategist classes get low-cost Spark alongside Fire/Mend, ally orders, and the first enemy debuff, promoted command/advisor classes add Great Mend, and late scenario deployments can add stronger pressure skills such as Blaze without changing their base class.
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## Terrain
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@@ -473,7 +473,7 @@ Event-spawned units use the same compact deployment shape as scenario starting u
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## Current Implementation
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`scripts/core/data_catalog.gd` reads definition files once and `BattleState._apply_battle_data()` accepts either legacy `units` or catalog-backed `deployments`. Runtime units now carry `min_range`, `range`, `skills`, `exp`, `growth`, `growth_bonus`, and battle-only `status_effects` so the battle resolver can handle counterattacks, MP tactics, support effects, EXP, level-ups, and enemy tactic AI without changing scenario files.
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`scripts/core/data_catalog.gd` reads definition files once and `BattleState._apply_battle_data()` accepts either legacy `units` or catalog-backed `deployments`. Runtime units now carry `min_range`, `range`, `skills`, `exp`, `growth`, `growth_bonus`, and battle-only `status_effects` so the battle resolver can handle counterattacks, MP tactics, support buffs, enemy debuffs, EXP, level-ups, and enemy tactic AI without changing scenario files.
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`scripts/core/campaign_state.gd` writes `user://campaign_save.json` with `save_version`, completed scenarios, gold, inventory counts, joined officers, pending post-battle choice scenario id, applied post-battle choice ids, campaign flags, and player roster progression. The same snapshot can be copied to the one-slot manual checkpoint at `user://campaign_manual_save.json` from the pre-battle Save menu. Loading that checkpoint restores it into the active automatic save and then reloads the pending choice panel, campaign completion state, or current scenario briefing. Roster snapshots include level, EXP, stats, class id/name, class-derived movement/range/growth fields, skills, and equipment. Rewards, joined/left officers, and post-battle choices are guarded by completed scenario id so restarting a finished battle does not duplicate gold, items, membership changes, or branch decisions. On load, completed-scenario officer join/leave transitions are reconciled without replaying gold or item rewards, which lets new officer rewards added to older completed scenarios become available to existing saves.
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@@ -32,9 +32,9 @@
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- Weapon, armor, and accessory slots. Basic stat bonuses exist.
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- Equipment rewards can be stored, displayed, and swapped from the battle HUD.
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- Terrain movement, defense, and avoid modifiers affect combat.
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- Skills, tactics, and MP. Multiple single-target damage/heal tactics, a first support buff, a skill list menu with range/effect hints, and enemy tactic AI exist.
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- Skills, tactics, and MP. Multiple single-target damage/heal tactics, ally support buffs, enemy debuffs, a skill list menu with range/effect hints, and enemy tactic AI exist.
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- Consumable item use. Basic global inventory, Bean HP recovery, Wine MP recovery, item menu, preview, and target overlay exist.
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- Counterattacks exist. A first battle-only support status effect exists; richer support and debuff effects are still planned.
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- Counterattacks exist. Battle-only support and debuff status effects exist; richer ailment/status families are still planned.
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- Battle EXP, level-ups, class promotion, and campaign roster persistence exist.
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## Milestone 3: Scenario Layer
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