Make opening lure line wake front sentries
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@@ -11,7 +11,7 @@ Godot 4 tactical RPG prototype inspired by classic turn-based Romance of the Thr
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- Move, attack, wait, end turn.
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- Automatic end-turn prompt appears after all controllable allies finish acting, using a styled command-complete confirmation.
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- Ally, enemy, and objective phase changes raise compact command notices with generated visual icon chips in the active battle HUD.
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- Enemy AI with movement, damage-aware physical attacks, multiple MP tactic choices, and scenario target priorities that events can retune mid-battle.
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- Enemy AI with movement, damage-aware physical attacks, multiple MP tactic choices, scenario target priorities, and sentry-awake state that events can retune mid-battle.
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- Hover tile and unit info with class, movement type, AGI, movement, range, and equipped gear.
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- Active battle unit list opens from the top toolbar with ally/enemy tabs, portrait or sprite rows, compact HP/status/zone badges, and hover combat details.
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- Enemy threat range overlay with tile-level threat source, physical damage hints, and hostile tactic hints.
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@@ -119,7 +119,7 @@ Godot 4 tactical RPG prototype inspired by classic turn-based Romance of the Thr
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- Scenario post-battle dialogue can play before the victory result panel.
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- Basic battle EXP, level-ups, and core first-tier class promotion routes.
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- Victory results split rewards, roster changes, saved growth, campaign status, and pending choices into readable sections.
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- Scenario events for battle start, battle-begin dialogue, turn start, movement-triggered ambushes, unit-defeat reactions, `after_event` prerequisites, objective updates with HUD notices, item and gold pickups, reinforcements, scripted unit withdrawals, and AI target-priority shifts.
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- Scenario events for battle start, battle-begin dialogue, turn start, movement-triggered ambushes, unit-defeat reactions, `after_event` prerequisites, objective updates with HUD notices, item and gold pickups, reinforcements, scripted unit withdrawals, AI sentry-awake shifts, and AI target-priority shifts.
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- Scenario briefing before battle with a campaign battle header and objective summary.
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- Victory rewards and consumed inventory saved into a campaign state.
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- Scenario-defined victory and defeat conditions.
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