Add disarm attack lock tactic
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@@ -32,8 +32,8 @@
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- Weapon, armor, and accessory slots. Basic stat bonuses exist.
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- Equipment rewards can be stored, displayed, and swapped from the battle HUD.
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- Terrain movement, defense, and avoid modifiers affect combat.
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- Skills, tactics, and MP. Multiple single-target damage/heal tactics, ally support buffs, enemy debuffs, movement and accuracy/evasion modifiers, poison damage-over-time, seal/snare action locks, a skill list menu with range/effect hints, and enemy tactic AI exist.
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- Consumable item use. Basic global inventory, Bean HP recovery, Wine MP recovery, Antidote poison cure, Panacea poison/seal/snare cure, item menu, preview, and target overlay exist.
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- Skills, tactics, and MP. Multiple single-target damage/heal tactics, ally support buffs, enemy debuffs, movement and accuracy/evasion modifiers, poison damage-over-time, seal/snare/disarm action locks, a skill list menu with range/effect hints, and enemy tactic AI exist.
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- Consumable item use. Basic global inventory, Bean HP recovery, Wine MP recovery, Antidote poison cure, Panacea poison/seal/snare/disarm cure, item menu, preview, and target overlay exist.
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- Counterattacks exist. Battle-only support, debuff, damage-over-time, and first action-lock status effects exist; richer ailment/status families are still planned.
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- Battle EXP, level-ups, class promotion, and campaign roster persistence exist.
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@@ -132,7 +132,7 @@
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## Milestone 5: Presentation
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- Portrait pipeline. Officer definitions can provide default portrait paths, dialogue lines can override them, and missing art falls back to speaker initials.
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- Unit sprites and animations. Board movement now has a short slide animation, and board units show low-HP warning rings plus small status pips for active support, debuff, poison, seal, and snare effects.
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- Unit sprites and animations. Board movement now has a short slide animation, and board units show low-HP warning rings plus small status pips for active support, debuff, poison, seal, snare, and disarm effects.
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- Battle effects. First floating combat text now covers damage, recovery, misses, support effects, poison ticks, level-ups, and promotions. Hover target preview badges summarize attacks, tactics, and items.
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- Music and sound. Basic placeholder BGM and SFX now play for menus, battle flow, unit actions, tactics, items, and result states.
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- Chapter UI and visual novel scenes. Pre-battle briefing now uses campaign chapter ranges for chapter-aware numbering, has a chapter progress/replay overview, and dialogue lines can choose left or right portrait placement.
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