Add generated UI panel frames
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@@ -37,7 +37,7 @@ Godot 4 tactical RPG prototype inspired by classic turn-based Romance of the Thr
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- Pre-battle prep commands use compact icon buttons with active selection state and Korean hover labels for chapters, shop, talks, armory, roster, formation, and save records.
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- Battle, top-toolbar, and pre-battle command buttons now prefer generated high-resolution bronze/parchment icon art under `art/ui/icons`, with procedural icon drawing kept only as a fallback.
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- Battle maps blend generated terrain texture tiles for plains, forests, hills, wasteland, roads, water, villages, and castles over the high-resolution battlefield backdrop.
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- Core UI panels now use a calmer ink/wood/jade palette with softer rounded corners and lighter button frames instead of the earlier yellow, hard-edged frame treatment.
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- Core UI panels now prefer generated high-resolution lacquer, scroll, jade, and command-seal frame textures under `art/ui/panels`, with the calmer ink/wood/jade flat styles kept as fallbacks instead of the earlier yellow, hard-edged frame treatment.
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- Pre-battle Chapters overview shows story-arc progress with map thumbnail rows, compact status badges, hover details, and can open completed or current battles.
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- Pre-battle Save menu can write and load one manual campaign checkpoint separate from the automatic save, using compact seal-style slot rows and hover checkpoint details.
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- The title screen exposes Start, Load, and Settings, and Load now lets the player choose between the automatic record and the manual checkpoint.
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@@ -130,7 +130,7 @@ Godot 4 tactical RPG prototype inspired by classic turn-based Romance of the Thr
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- Victory and defeat result overlay.
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- Dialogue portrait slot stays fixed across speaker and narration lines, with officer default image paths, optional per-line overrides, and speaker-initial or record fallback.
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- Initial AI-generated photorealistic officer portraits for Cao Cao, Xiahou Dun, Xiahou Yuan, Cao Ren, Dian Wei, Guo Jia, and Zhang He.
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- AI-generated scenario battlefield backgrounds, opening story panels, terrain textures, transparent class units, transparent generic-enemy units, item icons, and toolbar UI icons live under `art/backgrounds`, `art/story`, `art/terrain`, `art/units`, `art/items`, and `art/ui/icons`.
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- AI-generated scenario battlefield backgrounds, opening story panels, terrain textures, transparent class units, transparent generic-enemy units, item icons, toolbar UI icons, and generated UI panel frames live under `art/backgrounds`, `art/story`, `art/terrain`, `art/units`, `art/items`, `art/ui/icons`, and `art/ui/panels`.
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- Battle HUD portrait thumbnails show the selected unit, or a hovered unit when nothing is selected.
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- Selected and hovered unit focus text shows combat role, movement type, current terrain move cost, terrain bonuses, core stats, and status effects.
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- Dialogue lines can mark speaking side for text alignment inside a fixed visual-novel-style dialogue panel with stable portrait, progress, and previous-line controls.
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