Refine victory result summary
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@@ -46,8 +46,8 @@
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11. Turn-start and movement-triggered scenario events run as phases change or units enter marked cells, and may update objectives, grant inventory pickups, or deploy reinforcements.
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12. On first-time victory, `CampaignState` snapshots player progression and the battle inventory, applies rewards once, advances `current_scenario_id`, and writes `user://campaign_save.json`.
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13. If the scenario defines post-battle dialogue, it plays once before the victory result panel opens.
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14. The victory result panel summarizes rewards plus saved player level-ups and promotions.
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15. If the scenario defines post-battle choices, the result panel waits for the player to select one, then saves the selected flags and optional choice rewards before enabling the next battle.
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14. The victory result panel splits rewards, roster changes, saved player growth, campaign status, and pending choices into sections.
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15. If the scenario defines post-battle choices, the result panel waits for the player to select one, previews choice rewards including officer join/leave effects, then saves the selected flags and optional choice rewards before enabling the next battle.
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16. The result panel can load the next scenario, passing saved roster and inventory overlays back into `BattleState`.
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17. Once all campaign scenarios are complete, the battle scene shows a campaign completion panel instead of loading another map.
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@@ -555,7 +555,7 @@ After a first-time victory, `CampaignState` advances `current_scenario_id` to th
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During a battle, item consumption, event item pickups, and equipment swaps affect `BattleState.battle_inventory`. `CampaignState.apply_battle_result()` commits that inventory snapshot only for a first-time victory, then adds the victory rewards. Equipped gear is stored in the player roster snapshot together with the current derived stats; a later stat-model refactor should split base stats, growth, and equipment bonuses.
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`BattleState` records player-only `progression_events` when a unit levels up or promotes. `CampaignState.apply_battle_result()` includes those events in the victory summary only when the first-time victory save succeeds, so completed-scenario replays and failed saves do not present unsaved growth as campaign progress.
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`BattleState` records player-only `progression_events` when a unit levels up or promotes. `CampaignState.apply_battle_result()` includes those events in the victory summary only when the first-time victory save succeeds, so completed-scenario replays and failed saves do not present unsaved growth as campaign progress. The result panel presents saved rewards, roster changes, growth, campaign status, and pending choices as separate sections; failed saves explicitly show rewards as not applied.
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Physical attacks grant normal attack/counter EXP only on hit after the attack/counter exchange resolves. A missed physical attack or counter grants a small miss EXP value, while defeat bonuses still require the attack to hit and defeat the target.
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@@ -62,6 +62,7 @@ powershell -NoProfile -ExecutionPolicy Bypass -File tools\check_godot46_readines
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- Antidote can cure poison, Panacea can cure poison, seal, snare, or disarm, and neither consumes stock when used on a target without a matching status.
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- Enemy turn advances and AI acts, including damage-aware physical target selection.
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- Victory and defeat panels still appear.
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- Victory result panels split rewards, roster changes, saved growth, campaign status, and pending choices; failed saves do not present rewards as applied.
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- Briefings show victory/defeat text plus first-clear reward previews, while post-battle dialogue and post-battle choices still block progression until a choice is saved.
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- Opening and post-battle dialogue can show generated officer portraits from `art/portraits` in the expanded dialogue panel, the side HUD can show selected or hovered unit portrait thumbnails, dialogue shows sequence progress, stepping back to the previous line works, and speaker initials are used only when no portrait is available.
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- Next battle loads with saved roster, inventory, joined officers, and campaign flags.
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@@ -22,7 +22,7 @@
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- Destination victory conditions and objective map markers exist.
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- Turn-limit conditions and HUD turn-limit display exist.
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- Active HUD and briefing objective panels split objective, progress, and risk details, including gated unlocks, destinations, defeated enemies, protected-unit safety, and turns remaining.
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- Victory reward summary is visible.
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- Victory result summary splits rewards, roster changes, saved growth, campaign status, and pending choices into readable sections.
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- Next-battle flow exists across the current sixty-seven-scenario campaign.
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- Campaign completion and new-campaign reset exist.
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- Reward inventory can be brought into the next battle.
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@@ -47,7 +47,7 @@
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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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- Reinforcements, objective changes, and inventory pickup events exist in a basic form.
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- Post-battle reward save, campaign choice flags, and first flag-driven briefing/shop/event branches exist in a basic form. Rich reward screens and wider branch support are still planned.
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- Post-battle reward save, campaign choice flags, first flag-driven briefing/shop/event branches, sectioned result summaries, and choice reward previews exist in a basic form. Richer reward screens and wider branch support are still planned.
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## Milestone 4: Campaign Progression
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