Add event AI target priority shifts
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## Milestone 3: Scenario Layer
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- Pre-battle briefing exists with a campaign chapter header, battle header, objective summary, and condition tracker. Full dialogue scenes are still planned.
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- Scenario events exist for battle start, battle begin, turn start, movement-triggered map tiles, unit defeat reactions, event prerequisites, and objective-change notices.
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- Scenario events exist for battle start, battle begin, turn start, movement-triggered map tiles, unit defeat reactions, event prerequisites, objective-change notices, and AI target-priority shifts.
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- Mid-battle map/action events have a first action system with movement ambushes and scripted unit withdrawals.
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- Opening battle dialogue exists through event actions.
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- Post-battle dialogue exists before the victory result panel.
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@@ -135,7 +135,7 @@
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- Portrait pipeline. Officer definitions can provide default portrait paths, dialogue lines can override them, battle HUD thumbnails reuse them for selected or hovered units, missing art falls back to speaker initials, and the first seven AI-generated photorealistic officer portraits are in `art/portraits`.
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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, item pickups, level-ups, and promotions. Hover target preview badges summarize attacks, tactics, and items, and the board can overlay enemy threat ranges with physical damage and hostile tactic hints.
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- Battle effects. First floating combat text now covers damage, recovery, misses, support effects, poison ticks, item pickups, AI target-focus changes, level-ups, and promotions. Hover target preview badges summarize attacks, tactics, and items, and the board can overlay enemy threat ranges with physical damage and hostile tactic hints.
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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, objective presentation, and visual novel scenes. Pre-battle briefing now uses campaign chapter ranges for chapter-aware numbering, has a chapter progress/replay overview plus objective/progress/risk tracker, active battle HUD shows the same live objective panel, and dialogue lines can choose left or right portrait placement in an expanded portrait dialogue panel with progress and previous-line controls.
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