Key-based party roster, show party member names in battle UI
- party.jsonc's "members" is now a key/value object (e.g. "hero", "companion") instead of an array - partyInit seeds party_t.keys alongside members, and partyGetMemberIndexByKey/partyGetMemberKey do the lookups. Cutscene items (PARTY_ADD_MEMBER/PARTY_REMOVE_MEMBER/ PARTY_HEAL_MEMBER) now take a "key" JSON field, resolved to a roster index at load time, instead of a raw index. - Battle UI shows who's acting: uibattlemenu.c draws the current fighter's party key above the action menu, and uibattlehud.c draws each ally fighter's key as an extra line above their HP/MP. Co-Authored-By: Claude Sonnet 5 <[email protected]>
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{
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// Starting party roster, loaded by partyInit into a fresh save slot.
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"members": [
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{
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// Each key is a stable identifier cutscene content can reference
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// directly (see PARTY_ADD_MEMBER/PARTY_REMOVE_MEMBER/PARTY_HEAL_MEMBER's
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// "key" field) instead of a fragile positional index.
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"members": {
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"hero": {
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"attack": 10, "defense": 5, "magic": 0, "speed": 10, "luck": 0,
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"healthMax": 30, "mpMax": 10
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},
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{
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"companion": {
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"attack": 8, "defense": 6, "magic": 4, "speed": 8, "luck": 1,
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"healthMax": 25, "mpMax": 15
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}
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]
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}
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}
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