Improve battle presentation previews

This commit is contained in:
2026-06-18 12:15:51 +09:00
parent 024f894d64
commit 47754b5d45
5 changed files with 162 additions and 20 deletions

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@@ -45,7 +45,7 @@ powershell -NoProfile -ExecutionPolicy Bypass -File tools\check_godot46_readines
- Chapters, Shop, Armory, Roster, Formation, and Save open and close; completed or current Chapter entries can open a battle briefing.
- Finite-stock Shop entries show remaining counts and disable once sold out.
- Manual checkpoint save/load restores the expected current briefing without script errors.
- 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.
- 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, and equipped weapon/armor/accessory, with empty slots shown as `-`.
- Movement-triggered supply cache events grant battle inventory items with pickup feedback, and the items persist only after victory.
@@ -61,7 +61,7 @@ powershell -NoProfile -ExecutionPolicy Bypass -File tools\check_godot46_readines
- Antidote can cure poison, Panacea can cure poison, seal, snare, or disarm, and neither consumes stock when used on a target without a matching status.
- Enemy turn advances and AI acts, including damage-aware physical target selection.
- Victory and defeat panels still appear.
- Post-battle dialogue and post-battle choices still block progression until a choice is saved.
- Briefings show victory/defeat text plus first-clear reward previews, while post-battle dialogue and post-battle choices still block progression until a choice is saved.
- Next battle loads with saved roster, inventory, joined officers, and campaign flags.
- New Campaign clears the save and returns to the opening scenario.