Move items.jsonc under items/, add starter battle/moves.jsonc
Groups item data under assets/items/ to match the cutscenes/ folder convention, updating itemInit()'s asset path accordingly. Also adds assets/battle/moves.jsonc as a starting point for move data - there's no JSON loader consuming it yet (battleability_t is still just a bare enum), so its field shape is a placeholder rather than a contract. Co-Authored-By: Claude Sonnet 5 <[email protected]>
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@@ -0,0 +1,14 @@
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{
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// Keyed by move id. "ability" matches a BATTLE_ABILITY_* enum name
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// (see src/dusk/rpg/battle/battleability.h) - there's no JSON loader
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// consuming this file yet, so field names/shape here are a starting
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// point, not a contract.
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"moves": {
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"fire": {
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"ability": "FIRE",
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"power": 12,
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"mpCost": 4,
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"target": "SINGLE_ENEMY"
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}
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}
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}
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@@ -34,7 +34,8 @@ errorret_t itemInit(void) {
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ITEM.typeCount = ITEM_TYPE_NULL + 1;
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ITEM.typeCount = ITEM_TYPE_NULL + 1;
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ITEM.defCount = ITEM_ID_NULL + 1;
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ITEM.defCount = ITEM_ID_NULL + 1;
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assetentry_t *entry = assetLock("items.jsonc", ASSET_LOADER_TYPE_JSON, NULL);
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assetentry_t *entry =
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assetLock("items/items.jsonc", ASSET_LOADER_TYPE_JSON, NULL);
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errorret_t ret = assetRequireLoaded(entry);
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errorret_t ret = assetRequireLoaded(entry);
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if(errorIsNotOk(ret)) {
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if(errorIsNotOk(ret)) {
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assetUnlockEntry(entry);
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assetUnlockEntry(entry);
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