Add equipment unequip flow
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@@ -32,7 +32,7 @@
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- Unit classes and class growth tables. Basic version exists.
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- Automatic class promotion routes. Basic level-threshold promotion exists for core first-tier battle classes.
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- Weapon, armor, and accessory slots. Basic stat bonuses and first weapon-vs-move-type physical damage bonuses exist.
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- Equipment rewards can be stored, displayed, compared, and swapped from the battle HUD.
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- Equipment rewards can be stored, displayed, compared, equipped, unequipped, 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 damage/heal tactics, first area damage/healing/status 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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@@ -59,7 +59,7 @@
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- Save reset exists.
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- Victory rewards, consumable counts, equipment stock, and equipped gear persist.
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- A basic pre-battle shop with scenario-specific stock, optional finite item limits, and 50% sell-back exists. Richer item management beyond stock limits is still planned.
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- A basic pre-battle Armory exists for saved equipment changes before combat.
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- A basic pre-battle Armory exists for saved equipment changes and unequipping before combat.
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- A basic pre-battle Roster exists for required officers, required scenario units, optional officers, and sortie limits.
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- A basic pre-battle Formation screen exists for scenario-defined starting cells.
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- Officer join/leave rewards, choice membership changes, and joined-officer deployment gates exist in a basic form.
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