Split objective panel progress and risk

This commit is contained in:
2026-06-18 13:27:55 +09:00
parent f15caf49e7
commit 0bd84d50bc
8 changed files with 84 additions and 26 deletions

View File

@@ -48,7 +48,7 @@ powershell -NoProfile -ExecutionPolicy Bypass -File tools\check_godot46_readines
- A player unit can move, attack, wait, use a tactic, use an item, and equip compatible gear; weapon effectiveness appears in forecasts and equipment/shop text when applicable, and equipment options show stat/range change hints.
- Named equipment rewards such as Yitian Sword and Dragon Spear validate, appear with compact rarity tags in reward/inventory/equipment text, and remain ordinary stackable inventory stock until unique item instances are implemented.
- Hovering an occupied tile shows the unit's class, movement type, AGI, movement, range, equipped weapon/armor/accessory, and a HUD portrait thumbnail when no unit is selected, with empty gear slots shown as `-`.
- The battle HUD and briefing tracker show live objective progress, including pending unlocks, destination reach status, defeated enemy counts, named protected-unit or commander safety, and turns remaining.
- The battle HUD and briefing objective panels split objective, progress, and risk details, including pending unlocks, destination reach status, defeated enemy counts, named protected-unit or commander safety, and turns remaining.
- Movement-triggered supply cache events grant battle inventory items with pickup feedback, and the items persist only after victory.
- The Threat toggle or `Y` key shows enemy physical and hostile tactic reach, hovered threatened tiles name the threatening units, and occupied player tiles show physical damage/hit estimates plus hostile tactic damage or status hints.
- Area tactics such as Blaze, Great Mend, and Poison Mist highlight affected cells, apply only to valid targets in the area, and spend MP once per cast.