Make base unit art transparent
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@@ -16,7 +16,7 @@
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- `scripts/core/battle_state.gd`: Battle rules, unit state, turns, AI, and victory checks.
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- `scripts/scenes/battle_scene.gd`: Rendering, input handling, and HUD wiring.
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- `audio/bgm/*.wav` and `audio/sfx/*.wav`: Placeholder music loops and interface/action stingers.
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- `art/portraits/*.png`, `art/units/*.png`, `art/units/enemies/*.png`, `art/items/*.png`, and `art/backgrounds/*.png`: Generated visual assets used by dialogue, battle HUD, board tokens, generic-enemy transparent cutouts, item buttons, and map backdrops.
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- `art/portraits/*.png`, `art/units/*.png`, `art/units/enemies/*.png`, `art/items/*.png`, and `art/backgrounds/*.png`: Generated visual assets used by dialogue, battle HUD, transparent board-token cutouts, generic-enemy transparent cutouts, item buttons, and map backdrops.
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- `data/campaign/campaign.json`: Campaign chapter ranges, scenario order, and scenario paths.
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- `data/defs/*.json`: Officers, classes, terrain, items, and skills.
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- `data/scenarios/*.json`: Scenario definitions.
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@@ -219,7 +219,7 @@ Classes provide movement, min/max attack range, skill access, growth grades, cla
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```
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`attack_range` is `[min, max]` in Manhattan distance. A range of `[2, 2]` means the unit cannot attack adjacent targets.
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`sprite` is an optional class-level board token image used by hydrated units unless an officer or deployment overrides it. `enemy_sprite` is an optional class-level image for generic enemy units with `team: "enemy"` and no `officer_id`; runtime sprite precedence is deployment `sprite`, officer `sprite`, generic enemy class `enemy_sprite`, then class `sprite`. The current enemy class art is stored as transparent PNG cutouts under `res://art/units/enemies/` so named officers and player units can keep their cleaner class or officer presentation while ordinary troops read as their own force.
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`sprite` is an optional class-level board token image used by hydrated units unless an officer or deployment overrides it. Base class sprites are transparent PNG cutouts under `res://art/units/` so board tokens can show only the character over the terrain and token backplate. `enemy_sprite` is an optional class-level image for generic enemy units with `team: "enemy"` and no `officer_id`; runtime sprite precedence is deployment `sprite`, officer `sprite`, generic enemy class `enemy_sprite`, then class `sprite`. The current enemy class art is stored as transparent PNG cutouts under `res://art/units/enemies/` so named officers and player units can keep their cleaner class or officer presentation while ordinary troops read as their own force.
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`promotion.level` and `promotion.to` define an automatic class promotion route. When a unit reaches the threshold during battle, the runtime updates class name, movement, movement type, growth, class skills, attack range, and class base-bonus deltas. The promoted `class_id` and derived roster fields are captured in the campaign roster snapshot, and the next battle rehydrates class-derived fields from the saved `class_id`. Promotion targets must be higher-tier classes and must keep all source equipment slot permissions unless runtime auto-unequip logic is added later. The current core routes cover hero, cavalry, infantry, archer, warrior, and strategist first-tier classes.
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