Use generated textures for scroll ornaments

This commit is contained in:
2026-06-20 06:25:26 +09:00
parent d6ecbe6fce
commit a7383537be
3 changed files with 74 additions and 25 deletions

View File

@@ -37,7 +37,7 @@ Godot 4 tactical RPG prototype inspired by classic turn-based Romance of the Thr
- 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.
- Post-move tactic and item pickers use generated command/item icons, compact two-line option rows, and hover details instead of dense single-line text.
- 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.
- Story, briefing, dialogue, mission-detail, and result ribbon/bamboo ornaments use generated seal/panel textures instead of flat color boxes.
- Story, briefing, dialogue, mission-detail, and result scroll/ribbon/binding/bamboo ornaments use generated seal/panel textures instead of flat color boxes.
- 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.
- Battle, top-toolbar, and pre-battle command buttons now prefer generated high-resolution bronze/parchment icon art under `art/ui/icons` and generated lacquer/jade/cinnabar button surfaces under `art/ui/buttons`, with procedural icon drawing and flat button styles kept only as fallbacks.
- 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.