Refine ancient UI wording
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@@ -35,18 +35,18 @@ func _init() -> void:
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"choice_label": ""
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}
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var result_text: String = scene._format_battle_result_summary()
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_check_contains(failures, "reward section", result_text, "Rewards")
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_check_contains(failures, "reward section", result_text, "Spoils")
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_check_contains(failures, "gold reward", result_text, "Gold +100")
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_check_contains(failures, "item reward", result_text, "Bean x2")
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_check_contains(failures, "roster section", result_text, "Joined: Dian Wei")
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_check_contains(failures, "growth section", result_text, "Cao Cao Lv.2")
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_check_contains(failures, "campaign section", result_text, "Next: Sishui Gate")
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_check_contains(failures, "next camp section", result_text, "Next Camp")
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_check_contains(failures, "campaign section", result_text, "Next March: Sishui Gate")
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_check_contains(failures, "next camp section", result_text, "Next Encampment")
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_check_contains(failures, "next camp location", result_text, "Sishui Gate, 190 CE")
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_check_contains(failures, "next camp talk", result_text, "Talk 3")
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_check_contains(failures, "next camp shop", result_text, "Shop 6 goods")
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_check_contains(failures, "next camp deploy", result_text, "Deploy 2/3")
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_check_contains(failures, "next camp formation", result_text, "Formation 6 tiles")
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_check_contains(failures, "next camp talk", result_text, "Council 3")
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_check_contains(failures, "next camp shop", result_text, "Market 6 goods")
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_check_contains(failures, "next camp deploy", result_text, "Muster 2/3")
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_check_contains(failures, "next camp formation", result_text, "Array 6 tiles")
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scene.battle_result_summary = {
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"saved": false,
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@@ -63,8 +63,8 @@ func _init() -> void:
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"choice_label": ""
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}
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var failed_save_text: String = scene._format_battle_result_summary()
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_check_contains(failures, "failed rewards", failed_save_text, "Not applied")
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_check_contains(failures, "failed save", failed_save_text, "Campaign save failed")
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_check_contains(failures, "failed rewards", failed_save_text, "Not recorded")
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_check_contains(failures, "failed save", failed_save_text, "Chronicle seal failed")
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scene.battle_result_summary = {
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"saved": true,
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@@ -77,13 +77,13 @@ func _init() -> void:
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failures,
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"pending choice prompt",
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pending_choice_text,
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"Select a campaign response"
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"Select a response"
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)
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_check_not_contains(
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failures,
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"pending choice should wait for response before next camp preview",
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pending_choice_text,
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"Next Camp"
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"Next Encampment"
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)
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scene.battle_result_summary = {
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