Improve battle presentation previews
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## Milestone 1: Playable Battle Prototype
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- Scenario briefing before battle with a campaign chapter header, battle header, and objective summary.
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- Scenario briefing before battle with a campaign chapter header, battle header, objective summary, and reward preview.
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- Select player units.
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- Show move and attack ranges.
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- Show hover tile and unit information, including class, movement type, AGI, movement, range, and equipped gear.
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@@ -31,7 +31,7 @@
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- Unit classes and class growth tables. Basic version exists.
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- Automatic class promotion routes. Basic level-threshold promotion exists for core first-tier battle classes.
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- Weapon, armor, and accessory slots. Basic stat bonuses and first weapon-vs-move-type physical damage bonuses exist.
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- Equipment rewards can be stored, displayed, and swapped from the battle HUD.
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- Equipment rewards can be stored, displayed, compared, 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 damage/heal tactics, first area damage/healing/status tactics, ally support buffs, enemy debuffs, movement and accuracy/evasion modifiers, poison damage-over-time, seal/snare/disarm action locks, 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, Antidote poison cure, Panacea poison/seal/snare/disarm cure, item menu, preview, and target overlay exist.
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