Add generated opening story panels
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@@ -621,7 +621,7 @@ Movement-triggered pickups can use `grant_item` for one item or `grant_items` fo
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Rewarding `unit_reaches_tile` events are also exposed as optional side-event markers on the battlefield when they are not already objective cells. Use `when.label` to keep the map marker and tile-info text readable in Korean; otherwise the marker falls back to a short supply or gold label derived from its reward action.
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Rewarding `unit_reaches_tile` events are also exposed as optional side-event markers on the battlefield when they are not already objective cells. Use `when.label` to keep the map marker and tile-info text readable in Korean; otherwise the marker falls back to a short supply or gold label derived from its reward action. Non-reward events can opt into the same battlefield marker system with `show_marker: true` and a `marker_kind`, such as `tactic`, so scenarios can show lure lines, trap warnings, or rally points without attaching an item reward.
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Movement-triggered gold caches can use `grant_gold` with a positive `amount`. The gold is shown immediately through log and floating feedback, but it stays battle-only until victory commits the battle result.
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