Add photorealistic officer portraits
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@@ -111,6 +111,7 @@ Godot 4 tactical RPG prototype inspired by classic turn-based Romance of the Thr
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- Manual campaign checkpoint save/load.
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- Victory and defeat result overlay.
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- Dialogue portrait slot with officer default image paths, optional per-line overrides, and speaker-initial 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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- Dialogue lines can place the portrait on the left or right side of the dialogue panel.
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- Placeholder menu/battle BGM plus UI, movement, attack, tactic, item, victory, and defeat SFX.
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- Floating combat text for damage, recovery, misses, support effects, poison ticks, action locks, level-ups, and promotions.
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@@ -125,7 +126,7 @@ Godot 4 tactical RPG prototype inspired by classic turn-based Romance of the Thr
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2. Open this folder as a Godot project.
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3. Run the project. The main scene is `res://scenes/battle_scene.tscn`.
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Campaign order and chapter ranges live at `res://data/campaign/campaign.json`. Scenarios live under `res://data/scenarios/`, with reusable officers, classes, items, skills, and terrain definitions under `res://data/defs/`. Placeholder BGM and SFX live under `res://audio/`.
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Campaign order and chapter ranges live at `res://data/campaign/campaign.json`. Scenarios live under `res://data/scenarios/`, with reusable officers, classes, items, skills, and terrain definitions under `res://data/defs/`. Generated portrait assets live under `res://art/portraits/`. Placeholder BGM and SFX live under `res://audio/`.
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Data files can be checked with `powershell -NoProfile -ExecutionPolicy Bypass -File tools\validate_data.ps1`.
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@@ -140,4 +141,4 @@ The project should grow from a small playable battle into a campaign tactics RPG
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- Progression, equipment, and class depth third.
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- Portraits, cutscenes, and campaign presentation after the core loop is fun.
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The code keeps portraits and other visual assets replaceable so generated original assets can be added later without changing battle rules.
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The code keeps portraits and other visual assets replaceable so generated original assets can be upgraded without changing battle rules.
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