BATTLE_FIGHTER_DAMAGE/BATTLE_FIGHTER_HEAL let a move's own cutscene
apply damage/healing to "target" or "user", resolved from
BATTLE_FIGHTER_POS_TARGET/USER sentinels against the current action by
battleStateExecutingInit. fire/slash now call BATTLE_FIGHTER_DAMAGE on
their target.
BATTLE_POST_MOVE checks fighter health after each move and sets
BATTLE.result (now a real field, previously commented out) to
win/loss, transitioning into BATTLE_STATE_WON/LOST; fleeing sets
BATTLE_RESULT_FLED. All three end states now show a textbox before
moving on to BATTLE_STATE_ENDING.
Co-Authored-By: Claude Sonnet 5 <[email protected]>
Each queued action now resolves to its move's cutscene
(cutscenes/battle/moves/<name>.jsonc), spliced into the executing state
with a BATTLE_POST_MOVE checkpoint after each one. Fighter turn order is
tracked via fighterOrder/fighterOrderCount, and resolved actions/pending
counts are cleared so fighters aren't skipped in later rounds. Also fixes
a BATTLE_WAIT_SELECTION deadlock and adds an optional "blocking" flag to
MODAL cutscene items.
Co-Authored-By: Claude Sonnet 5 <[email protected]>