Add weapon move-type effectiveness
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@@ -38,7 +38,7 @@
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4. Show scenario briefing with the campaign chapter header, battle header, objective summary, chapter overview, manual checkpoint menu, and optional pre-battle shop, Armory, Roster, and Formation setup.
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5. Player selects a unit.
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6. Briefing completion dispatches battle-begin events, including opening dialogue.
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7. Unit moves, attacks, chooses a tactic or consumable item from the side menu, changes equipment, counters, gains EXP, levels up, promotes at class thresholds, or waits. Tactic buttons show MP cost, kind, range, area radius, and power, support, debuff, movement modifier, accuracy/evasion modifier, damage-over-time, or action-lock effect. Physical attacks roll hit chance from unit agility and target terrain avoid; misses give reduced EXP. The scene plays placeholder SFX, a short movement slide, low-HP warning rings, hover target preview badges, area tactic overlays, an enemy threat overlay, and floating combat text for core action and UI feedback.
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7. Unit moves, attacks, chooses a tactic or consumable item from the side menu, changes equipment, counters, gains EXP, levels up, promotes at class thresholds, or waits. Tactic buttons show MP cost, kind, range, area radius, and power, support, debuff, movement modifier, accuracy/evasion modifier, damage-over-time, or action-lock effect. Physical attacks roll hit chance from unit agility and target terrain avoid, and equipped weapons can add small damage bonuses against matching target move types; misses give reduced EXP. The scene plays placeholder SFX, a short movement slide, low-HP warning rings, hover target preview badges, area tactic overlays, an enemy threat overlay, and floating combat text for core action and UI feedback.
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8. Player ends turn.
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9. Enemy AI moves, attacks, and can cast single-target or area damage, healing, support, debuff, movement-modifier, accuracy/evasion-modifier, damage-over-time, or action-lock tactics through the same combat and skill resolvers.
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10. Battle checks scenario-defined defeat conditions first, including commander loss and turn limits, then victory conditions such as enemy defeat or reaching a marked destination tile.
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@@ -318,7 +318,7 @@ Items start as static bonuses and consumable effects. Equipment leveling should
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}
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```
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Weapon `range` also uses `[min, max]`. When class and equipment both provide range, the runtime unit keeps the lowest minimum and highest maximum. Accessories use `kind: "accessory"` with an `accessory_type` checked against the class `equipment_slots.accessory` list; `war_drum` and `imperial_seal` are the first branch-choice accessory rewards. Current equipment inventory is stackable stock only; unique equipment instances, durability, and enhancement are planned later. `war_axe` is a stronger axe reward for the Warrior/Bandit weapon family.
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Weapon `range` also uses `[min, max]`. When class and equipment both provide range, the runtime unit keeps the lowest minimum and highest maximum. Weapons can optionally define `effective_vs_move_types` plus `effective_bonus_damage` to add a small physical damage bonus during combat against targets with a matching runtime `move_type`; this is shown in attack forecasts, combat logs, shop stock, and equipment menus, but it does not mutate saved unit stats. The first examples are spear vs mounted, bow vs water, and axe vs foot. Accessories use `kind: "accessory"` with an `accessory_type` checked against the class `equipment_slots.accessory` list; `war_drum` and `imperial_seal` are the first branch-choice accessory rewards. Current equipment inventory is stackable stock only; unique equipment instances, durability, and enhancement are planned later. `war_axe` is a stronger axe reward for the Warrior/Bandit weapon family.
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Consumables use `kind: "consumable"` with effect records. `heal_hp` restores HP, `heal_mp` restores MP, and `cure_status` removes active battle-only effects with a matching `status` from a valid target; `Bean`, `Wine`, `Antidote`, and `Panacea` are the first examples. Item use consumes the acting unit's action and only commits to the save file on victory. Weapons, armor, and accessories can be granted through `rewards.items`; they are shown in inventory, can be equipped through the Equip menu before the unit moves or acts, and are not usable from the battle item menu.
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@@ -560,4 +560,4 @@ Before a battle starts, `BattleScene` can buy priced items through `CampaignStat
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When every campaign scenario id is present in `completed_scenarios`, the battle scene shows a campaign completion panel. Starting a new campaign clears the automatic save file and resets `current_scenario_id` to `start_scenario`; the manual checkpoint is left alone until overwritten from the Save menu.
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Run `tools/validate_data.ps1` after data edits to check campaign paths, chapter ranges, map dimensions, terrain keys, class/officer/item/skill references, skill area shapes, skill status/action-lock effect shapes, item effect names and cure statuses, equipment slot compatibility including accessory types, promotion routes and promotion equipment compatibility, condition/event names, event item grants, condition unit references, destination condition coordinates, campaign flag references, joined-officer gates, briefing line blocks, deployment ids, deployment bounds, impassable spawn cells, shop stock, roster rules, formation cells, post-battle dialogue, post-battle choices, and reward item ids.
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Run `tools/validate_data.ps1` after data edits to check campaign paths, chapter ranges, map dimensions, terrain keys, class/officer/item/skill references, skill area shapes, skill status/action-lock effect shapes, item effect names and cure statuses, equipment slot compatibility including accessory types and weapon effectiveness fields, promotion routes and promotion equipment compatibility, condition/event names, event item grants, condition unit references, destination condition coordinates, campaign flag references, joined-officer gates, briefing line blocks, deployment ids, deployment bounds, impassable spawn cells, shop stock, roster rules, formation cells, post-battle dialogue, post-battle choices, and reward item ids.
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@@ -45,7 +45,7 @@ powershell -NoProfile -ExecutionPolicy Bypass -File tools\check_godot46_readines
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- Chapters, Shop, Armory, Roster, Formation, and Save open and close; completed or current Chapter entries can open a battle briefing.
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- Finite-stock Shop entries show remaining counts and disable once sold out.
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- Manual checkpoint save/load restores the expected current briefing without script errors.
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- A player unit can move, attack, wait, use a tactic, use an item, and equip compatible gear.
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- 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.
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- Movement-triggered supply cache events grant battle inventory items with pickup feedback, and the items persist only after victory.
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- The Threat toggle or `Y` key shows enemy physical and hostile tactic reach, and hovered threatened tiles name the threatening units.
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- Area tactics such as Blaze, Great Mend, and Poison Mist highlight affected cells, apply only to valid targets in the area, and spend MP once per cast.
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@@ -30,7 +30,7 @@
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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 exist.
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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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- 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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