Initial Godot tactical RPG prototype
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# Heroes of Three Kingdoms
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Godot 4 tactical RPG prototype inspired by classic turn-based Romance of the Three Kingdoms games. The current editor target is moving to Godot 4.6.
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## Current Slice
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- Seventeen campaign scenarios.
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- Grid movement.
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- Unit selection.
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- Move, attack, wait, end turn.
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- Enemy AI with movement, attacks, multiple MP tactic choices, and scenario target priorities.
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- Hover tile and unit info.
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- Damage forecast for selected-unit attacks.
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- Terrain defense and avoid affect physical attack damage and hit chance.
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- Min/max attack ranges and counterattack forecasts.
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- MP tactics with low/high damage options, healing options, a skill list menu, damage/healing previews, and target overlays.
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- Campaign inventory consumables with an item menu, HP/MP recovery preview, and target overlay.
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- Weapon, armor, and accessory rewards can be stored, displayed, and equipped from the battle HUD.
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- Scenario-specific pre-battle shop purchases spend campaign gold, save immediately, and sync into the upcoming battle inventory.
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- Pre-battle Armory equipment changes save immediately and sync roster equipment plus inventory stock.
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- Pre-battle Roster can move optional officers between sortie and reserve within scenario limits.
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- Pre-battle Formation lets deployed officers swap starting positions inside scenario-defined cells.
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- Escort scenarios can include required, non-controllable protected units.
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- Campaign saves joined officers, future deployments can require prior recruitment, and choices can make officers leave.
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- Completed saves reconcile officer join/leave rewards on load without replaying gold or items.
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- Post-battle choices save a scenario-to-choice id ledger for safer future branch migrations.
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- Reloading during a pending post-battle choice returns to the choice panel instead of skipping the branch.
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- Qingzhou victory can recruit Dian Wei, backed by a new Warrior class.
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- Puyang uses Dian Wei as a required joined officer and introduces a Lu Bu branch choice.
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- Dingtao consumes the Puyang branch flags and rewards a stronger axe.
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- Wan Castle consumes the imperial escort branch flags and adds a protected Cao Ang escape map.
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- Xiapi consumes the Wan Castle branch flags and adds a flood-gate siege against Lu Bu.
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- Xiapi victory recruits Guo Jia, and White Horse starts the northern campaign with a decoy-line battle.
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- Yan Ford consumes the White Horse branch flags and adds Wen Chou's countercharge before Guandu.
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- Guandu consumes the Yan Ford branch flags and adds Yuan Shao's main assault.
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- Wuchao consumes the Guandu branch flags and adds a depot-burning raid.
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- Cangting consumes the Wuchao branch flags, breaks Yuan Shao's rear guard, and recruits Zhang He.
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- Ye consumes the Cangting branch flags and lets Zhang He deploy against the Yuan heirs.
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- Ye Siege consumes the Ye campaign branch flags and stages an inner-gate breach.
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- Ye Surrender consumes the siege branch flags and settles the city before the Yuan heirs flee north.
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- Post-battle choices can save campaign flags that branch later briefing text, shop stock, and scenario events.
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- Scenario post-battle dialogue can play before the victory result panel.
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- Basic battle EXP, level-ups, and core first-tier class promotion routes.
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- Victory results summarize saved player level-ups and promotions.
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- Scenario events for battle start, battle-begin dialogue, turn start, movement-triggered ambushes, objective updates, and reinforcements.
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- Scenario briefing before battle.
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- Victory rewards and consumed inventory saved into a campaign state.
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- Scenario-defined victory and defeat conditions.
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- Destination-style victory conditions with objective map markers.
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- Protected-unit defeat conditions for escort battles.
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- Turn-limit defeat conditions with turn-limit HUD display.
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- Next-battle flow after victory.
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- Campaign completion screen.
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- New campaign save reset.
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- Victory and defeat result overlay.
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- Data-driven scenario setup through JSON definitions and deployments.
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## Run
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1. Install Godot 4.
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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 lives 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/`.
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Data files can be checked with `powershell -NoProfile -ExecutionPolicy Bypass -File tools\validate_data.ps1`.
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Godot 4.6 migration readiness can be checked with `powershell -NoProfile -ExecutionPolicy Bypass -File tools\check_godot46_readiness.ps1`. The migration checklist lives in `docs/GODOT_4_6_MIGRATION.md`.
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## Direction
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The project should grow from a small playable battle into a campaign tactics RPG:
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- Battle system first.
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- Scenario and event scripting second.
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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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