Add scripted event withdrawals
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@@ -43,7 +43,7 @@
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8. Player ends turn.
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9. Enemy AI moves, picks physical attacks from damage, defeat, priority, and weapon-effectiveness scores, and can cast single-target or area damage, healing, support, debuff, movement-modifier, accuracy/evasion-modifier, damage-over-time, or action-lock tactics through the same combat and skill resolvers.
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10. Battle checks scenario-defined defeat conditions first, including commander loss and turn limits, then victory conditions such as enemy defeat or reaching a marked destination tile.
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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 with HUD notices, grant inventory pickups, or deploy reinforcements.
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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 with HUD notices, grant inventory pickups, deploy reinforcements, or withdraw units from the battlefield.
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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 splits rewards, roster changes, saved player growth, campaign status, and pending choices into sections.
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