Improve Korean text readability checks
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@@ -34,11 +34,11 @@ Godot 4 tactical RPG prototype inspired by classic turn-based Romance of the Thr
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- Pre-battle Armory equipment changes, including unequipping gear back into stock, save immediately and sync roster equipment plus inventory stock, with portrait and item-icon rows plus hover change details.
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- Pre-battle Roster can move optional officers between sortie and reserve within scenario limits, using portrait rows, compact status badges, and hover details.
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- Pre-battle Formation lets deployed officers swap starting positions inside scenario-defined cells, with portrait rows, readable zone badges, and hover placement instructions.
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- Pre-battle briefing shows the campaign chapter, chapter battle number, location, victory/defeat summary, first-clear reward preview, generated battlefield thumbnail, allied portrait/enemy unit force markers, and image-first tactical marker cards for lure lines and supply points with compact tactical summaries, full hover hints, and click-to-focus map guidance.
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- Pre-battle briefing shows the campaign chapter, chapter battle number, location, victory/defeat summary, first-clear reward preview, generated battlefield thumbnail, allied portrait/enemy unit force markers, a compact three-line battlefield/camp summary with dense details moved to hover text, and image-first tactical marker cards for lure lines and supply points with compact tactical summaries, full hover hints, and click-to-focus map guidance.
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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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- Post-move command boards, tactic pickers, and item pickers use generated command/item icons, compact option rows, and richer hover guidance for move-attack, stratagem, supply, wait, and cancel decisions instead of dense inline text.
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- Target preview badges, minimap hover badges, and battlefield target markers include generated jade panel surfaces plus action icons for move, attack, threat, support, objective, terrain, and item outcomes.
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- Story, briefing, dialogue, mission-detail, and result scroll/ribbon/binding/bamboo/ink/tassel ornaments keep generated seal and panel art around the frame, while text-bearing surfaces use high-contrast flat paper/ink panels so Korean copy remains readable.
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- Story, briefing, dialogue, mission-detail, and result scroll/ribbon/binding/bamboo/ink/tassel ornaments keep generated seal and panel art around the frame, while text-bearing surfaces use high-contrast flat paper/ink panels and fitted Korean text checks so copy remains readable.
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- Battlefield hover info badges use generated jade panel texture plus terrain, supply, tactic, objective, and threat icons, keeping raw grid coordinates out of visible play text.
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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`, wide generated lacquer/jade/cinnabar menu button surfaces, and compact generated bronze/jade icon-button surfaces under `art/ui/buttons`, with procedural icon drawing and flat button styles kept only as fallbacks.
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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, with generated transparent feature overlays for road connections, water, villages, castles, and wasteland accents.
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