Add weapon move-type effectiveness
This commit is contained in:
@@ -38,7 +38,7 @@
|
||||
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.
|
||||
5. Player selects a unit.
|
||||
6. Briefing completion dispatches battle-begin events, including opening dialogue.
|
||||
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.
|
||||
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.
|
||||
8. Player ends turn.
|
||||
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.
|
||||
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.
|
||||
|
||||
Reference in New Issue
Block a user