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]>
This commit is contained in:
2026-09-22 18:44:45 -05:00
co-authored by Claude Sonnet 5
parent a4ca718070
commit fed04b66b8
10 changed files with 115 additions and 9 deletions
+11
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@@ -0,0 +1,11 @@
{
// Placeholder for the new-game intro flow - just shows a modal for now.
"items": [
{
"type": "MODAL",
"title": "New Game",
"message": "This is a placeholder for the new game intro.",
"blocking": true
}
]
}
+14 -8
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@@ -1,16 +1,22 @@
{
// Starting party roster, loaded by partyInit into a fresh save slot.
// Each key is a stable identifier cutscene content can reference
// directly (see PARTY_ADD_MEMBER/PARTY_REMOVE_MEMBER/PARTY_HEAL_MEMBER's
// "key" field) instead of a fragile positional index.
"members": {
"hero": {
"attack": 10, "defense": 5, "magic": 0, "speed": 10, "luck": 0,
"healthMax": 30, "mpMax": 10
"attack": 10,
"defense": 5,
"magic": 0,
"speed": 10,
"luck": 0,
"healthMax": 30,
"mpMax": 10
},
"companion": {
"attack": 8, "defense": 6, "magic": 4, "speed": 8, "luck": 1,
"healthMax": 25, "mpMax": 15
"attack": 8,
"defense": 6,
"magic": 4,
"speed": 8,
"luck": 1,
"healthMax": 25,
"mpMax": 15
}
}
}