Trim dialogue panel footprint
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@@ -137,9 +137,9 @@ const UNIT_ARROW_ATTACK_DURATION := 0.36
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const UNIT_COMMAND_ATTACK_DURATION := 0.38
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const UNIT_HEAVY_ATTACK_DURATION := 0.34
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const UNIT_TACTIC_CAST_DURATION := 0.42
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const DIALOGUE_PANEL_POSITION := Vector2(40, 324)
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const DIALOGUE_PANEL_SIZE := Vector2(1200, 356)
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const DIALOGUE_PORTRAIT_SIZE := Vector2(220, 310)
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const DIALOGUE_PANEL_POSITION := Vector2(40, 340)
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const DIALOGUE_PANEL_SIZE := Vector2(1200, 340)
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const DIALOGUE_PORTRAIT_SIZE := Vector2(220, 298)
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const DIALOGUE_COLUMN_SIZE := Vector2(850, 318)
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const DIALOGUE_TEXT_SIZE := Vector2(830, 188)
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const OBJECTIVE_HUD_FONT_SIZE := 14
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@@ -3793,6 +3793,10 @@ func _check_ancient_ui_theme(failures: Array[String]) -> void:
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_check_hanging_tassel(failures, scene.dialogue_left_tassel, "dialogue left tassel")
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_check_hanging_tassel(failures, scene.dialogue_right_tassel, "dialogue right tassel")
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_check_dialogue_column_budget(failures, scene)
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if scene.DIALOGUE_PANEL_POSITION.y < 336.0 or scene.DIALOGUE_PANEL_SIZE.y > 344.0:
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failures.append("dialogue panel should stay compact and leave battlefield context visible: pos=%s size=%s" % [str(scene.DIALOGUE_PANEL_POSITION), str(scene.DIALOGUE_PANEL_SIZE)])
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if scene.dialogue_text_label == null or scene.dialogue_text_label.custom_minimum_size.y < 160.0:
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failures.append("compact dialogue should still reserve readable multi-line Korean body space")
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if scene.dialogue_continue_button == null or scene.dialogue_continue_button.text != "다음":
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failures.append("dialogue continue button should use Korean text")
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if scene.dialogue_previous_button == null or scene.dialogue_previous_button.text != "이전":
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