Add event inventory pickups
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- Mid-battle map/action events have a first action system with movement ambushes.
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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 and objective changes exist in a basic form.
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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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## Milestone 4: Campaign Progression
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@@ -133,7 +133,7 @@
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- Portrait pipeline. Officer definitions can provide default portrait paths, dialogue lines can override them, and missing art falls back to speaker initials.
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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, level-ups, and promotions. Hover target preview badges summarize attacks, tactics, and items.
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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.
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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 and visual novel scenes. Pre-battle briefing now uses campaign chapter ranges for chapter-aware numbering, has a chapter progress/replay overview, and dialogue lines can choose left or right portrait placement.
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