Refine victory result summary
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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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