Persist and resume in-progress cutscene via save slot; add species stub
Save slots now track the currently-active cutscene file (defaulting to a new placeholder new_game.jsonc intro) so loading a save resumes it; cutsceneSystemStartCutsceneWith persists this on every cutscene start, and a cutsceneSystemLoad ordering bug (loadedFile stamped after starting) is fixed so the persisted path is always correct. Also adds a battlefighterspecies_t/battlespeciesid_t stub for upcoming species data. Co-Authored-By: Claude Sonnet 5 <[email protected]>
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@@ -0,0 +1,11 @@
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{
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// Placeholder for the new-game intro flow - just shows a modal for now.
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"items": [
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{
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"type": "MODAL",
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"title": "New Game",
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"message": "This is a placeholder for the new game intro.",
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"blocking": true
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}
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]
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}
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+14
-8
@@ -1,16 +1,22 @@
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{
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// Starting party roster, loaded by partyInit into a fresh save slot.
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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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"attack": 10,
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"defense": 5,
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"magic": 0,
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"speed": 10,
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"luck": 0,
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"healthMax": 30,
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"mpMax": 10
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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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"attack": 8,
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"defense": 6,
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"magic": 4,
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"speed": 8,
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"luck": 1,
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"healthMax": 25,
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"mpMax": 15
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}
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}
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}
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