Style readable hover tooltips

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2026-06-20 17:04:27 +09:00
parent 11242cded7
commit cce0207ce7
3 changed files with 40 additions and 2 deletions

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@@ -38,12 +38,12 @@ 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 command boards, tactic pickers, and item pickers use generated command/item icons, compact option rows, and richer hover guidance for move-attack, stratagem, supply, wait, and cancel decisions instead of dense inline 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 scroll/ribbon/binding/bamboo/ink/tassel ornaments use generated seal/panel textures instead of flat color boxes.
- Story, briefing, dialogue, mission-detail, and result scroll/ribbon/binding/bamboo/ink/tassel ornaments keep generated seal and panel art around the frame, while text-bearing surfaces use high-contrast flat paper/ink panels so Korean copy remains readable.
- 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`, wide generated lacquer/jade/cinnabar menu button surfaces, and compact generated bronze/jade icon-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.
- Board unit nameplates and HP bars use generated jade panel surfaces so the high-resolution sprites are not paired with flat black UI strips.
- Core UI panels now prefer generated high-resolution lacquer, scroll, jade, and command-seal frame textures under `art/ui/panels`, with the calmer ink/wood/jade flat styles kept as fallbacks instead of the earlier yellow, hard-edged frame treatment.
- Core UI panels now use generated high-resolution lacquer, scroll, jade, and command-seal frame textures under `art/ui/panels` for ornamentation, but readable tooltip/body surfaces use calmer opaque ink/wood/jade flat styles instead of the earlier yellow, hard-edged frame treatment.
- Pre-battle Chapters overview shows story-arc progress with map thumbnail rows, compact status badges, hover details, and can open completed or current battles.
- Pre-battle Save menu can write and load one manual campaign checkpoint separate from the automatic save, using compact seal-style slot rows and hover checkpoint details.
- The title screen exposes Start, Load, and Settings, and Load now lets the player choose between the automatic record and the manual checkpoint.