Decode MAINIT and message infrastructure
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@@ -117,13 +117,16 @@ instantiated steps to join.
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text), `CIMES` (15 KB), `MAMES`, `INFOMES`, `MES` — where most translatable text
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outside scenes lives. The generated message join covers ITMES's 287 item records, SKMES's 131 skill
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records, VIMES's complete 65-topic VIINIT glossary, EIMES's 192 sparse EBINIT enemy-commentary
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records, and CIMES's complete 24-profile CIINIT character registry. ITMES/SKMES use fallthrough message
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bodies; VIMES/EIMES/CIMES place all guards first and branch to later bodies. VIMES records retain title
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records, CIMES's complete 24-profile CIINIT character registry, and nine of MAINIT's eleven magic actions.
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ITMES/SKMES/MAMES use fallthrough message bodies; VIMES/EIMES/CIMES place all guards first and branch to
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later bodies. VIMES records retain title
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plus multiline description, EIMES's untitled two-line records expose `summary` and `strategy`, and
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CIMES exposes one untitled multiline `biography`. INFOCH uses each CIINIT profile id to join its displayed
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name, backing unit definition, optional portrait, and CIMES text. The smaller MAMES/INFOMES/MES scripts
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need separate structural classification; INFOMES is already known to be the information-screen handler
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router rather than a text body.
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CIMES exposes one untitled multiline `biography`; MAMES exposes one untitled action `description`.
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INFOCH uses each CIINIT profile id to join its displayed name, backing unit definition, optional portrait,
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and CIMES text. INFOMES itself contains no text: it walks a 32-by-4 first-handler-wins registry whose
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shipped row zero routes the character, enemy, and glossary tabs to CIMES/EIMES/VIMES. MES is the generic
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modal renderer for caller-populated line buffers, with a shared optional annotation ABI also consumed by
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SBUNKI. Full data-flow details live in `name-resolution.md`.
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### Battle system
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`BTL` (61 KB — main battle loop), `BTRTN`, `ROUND`, `AIM`, `ATSEEK`, `MVSEEK`,
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