Show status effect durations

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2026-06-18 15:23:13 +09:00
parent e005b82bbb
commit 5a3e5e1b64
6 changed files with 223 additions and 11 deletions

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@@ -63,7 +63,7 @@ powershell -NoProfile -ExecutionPolicy Bypass -File tools\check_godot46_readines
- Seal Tactic applies seal, prevents the affected unit from using tactics during its next action phase, and disables the tactic button with a sealed forecast/badge.
- Snare Tactic applies snare, prevents the affected unit from moving during its next action phase, and still leaves attacks, tactics, items, and wait available.
- Disarm Tactic applies disarm, prevents physical attacks and counterattacks, and still leaves movement, tactics, items, and wait available.
- Support, debuff, poison, seal, snare, and disarm status pips appear on affected board units and disappear when those effects expire or are cured.
- Support, debuff, poison, seal, snare, and disarm status pips appear on affected board units, HUD summaries show remaining phases, and both disappear when those effects expire or are cured.
- 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.

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@@ -134,7 +134,7 @@
## Milestone 5: Presentation
- Portrait pipeline. Officer definitions can provide default portrait paths, dialogue lines can override them, battle HUD thumbnails reuse them for selected or hovered units, missing art falls back to speaker initials, and the first seven AI-generated photorealistic officer portraits are in `art/portraits`.
- Unit sprites and animations. Board movement now has a short slide animation, and board units show low-HP warning rings plus small status pips for active support, debuff, poison, seal, snare, and disarm effects.
- Unit sprites and animations. Board movement now has a short slide animation, and board units show low-HP warning rings plus small status pips for active support, debuff, poison, seal, snare, and disarm effects, with HUD summaries showing remaining phases.
- Battle effects. First floating combat text now covers damage, recovery, misses, support effects, poison ticks, item pickups, AI target-focus changes, level-ups, and promotions. Hover target preview badges summarize attacks, tactics, and items, and the board can overlay enemy threat ranges with physical damage and hostile tactic hints.
- Music and sound. Basic placeholder BGM and SFX now play for menus, battle flow, unit actions, tactics, items, and result states.
- Chapter UI, objective presentation, and visual novel scenes. Pre-battle briefing now uses campaign chapter ranges for chapter-aware numbering, has a chapter progress/replay overview plus objective/progress/risk tracker, active battle HUD shows the same live objective panel, and dialogue lines can choose left or right portrait placement in an expanded portrait dialogue panel with progress and previous-line controls.