* Fixed battles' keptThings to be behind backgrounds
The white background text Thing was behing placed first *after* they
were already moved to first, resulting in keptThings being on top of it
during battle. Super awkward.
* Fixed CHARMANDERFront sprite crashes
Another case of the sprite being too big.
* Re-added OakIntroRivalBattleCutscene's battle
Some texts are wrong, but otherwise it starts
* Fixed bug with attackingTeam move choices
It was passing the move object instead of the move name. Result of
https://github.com/FullScreenShenanigans/NumberMakr/issues/6.
Also fixed OakIntroRivalBattleCutscene to define the leader.
* Fixed up battle onComplete piping
* Fixed routine names for OakIntroRivalLeavesCutscene
They all had a "Leaves" prefix, which shouldn't have been there.
* Re-added in-battle ending dialogs
* Fixed casing for battle animations
* Moved afterBattle to end of IBattleTextGenerators
Related to one of the open TSLint bugs with `member-ordering`.
* Started bringing in refactored BattleMovr
Wiped out most code that deals with battles, either by real deletion or
commenting out. Clean slate!
* Started clearing battle transitions, animations
* Partially fleshed out player battle selector
* Fixed up battle options to be mostly optional
* Started on battle visuals
* Added visual setup for Things
* Reworked battles through the player selector
Got rid of the dependency on ScenePlayr (filed #396), and moved to using
animation components.
* Added player Pokemon entrance animations
Reworked battle animations to be more componentized
* Started on the player's health display
It's a bit offset, but it's a start.
* Fixed the initial opponent battle health display
* Fleshed out pokeball displays pre-health
* Fixed up the stats menu
* Fixed sizes for secondary stats menu
* Added ActionsOrderer for battles
Still needs to have the opponent's actions added.
* Fleshed out the OpponentSelector
It (mostly correctly) takes into accord the standard RBY equations.
A couple of major todos:
* Items, in general
* Effects for moves other than Growl will need to be filled out.
* Lorelei!
* Moved EffectTarget, IEffectBase to constants
* Got repeatable action selection to work
Constants for battles are now split into Modifications and Texts.
* Brought in BattleMovr's ITeamAndAction
* Added player fleeing
It doesn't actually work beyond calling BattleMovr's stopBattle, mind
you. The onComplete callback for that still needs to be implemented.
* Split ending animations into Ending class
* Added Pokemon switching
* Switched battle texts to be generators
* Genericized switching animations
Added a new "shared" directory with settings that the teams' animators
can implement.
* Moved all sub-animations to shared
Also added the initial Damage, Missed, Statistics, Statuses, and
Switching skeletons.
* Fixed Effects to actually call onComplete
Also added Scratch, Tackle effects
* Added health bar changing for damage
* Added fainting for switching
* Commented GrowlMove.ts
* Added most of the previously implemented moves
Skipping a couple because their sprites are missing.
* Fixed missing type in Battles component
* Fixed casing for Battles texts import
* Removed [i: number] from raw maps
* Re-added number keys for raw maps
`src:tsc` fails for this on Travis but not locally...
* Moved mods into their own component classes
* Added mods to resetComponents
* Fixed TSLitn warnings in SpeedrunnerMod.ts
* Removed unnecessary scope settings