Add accuracy order tactics

This commit is contained in:
2026-06-18 10:23:04 +09:00
parent feae7dd167
commit b15c5f6869
7 changed files with 36 additions and 11 deletions

View File

@@ -38,9 +38,9 @@
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, and power, support, debuff, movement 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, 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, 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, and floating combat text for core action and UI feedback.
8. Player ends turn.
9. Enemy AI moves, attacks, and can cast damage, healing, support, debuff, movement-modifier, damage-over-time, or action-lock tactics through the same combat and skill resolvers.
9. Enemy AI moves, attacks, and can cast 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.
11. Turn-start and movement-triggered scenario events run as phases change or units enter marked cells, and may update objectives or deploy reinforcements.
12. On first-time victory, `CampaignState` snapshots player progression and the battle inventory, applies rewards once, advances `current_scenario_id`, and writes `user://campaign_save.json`.