- Updated `data/cards.json` to change triggers for Bloodrage from `passive` to `preBattle`, and renamed Strike skills to Legion with `preBattle` trigger.
- Refactored `CombatEngine.js` and `SkillProcessor.js`:
- Removed ad-hoc event pushing for Bloodrage during the attack phase.
- Moved Legion and Bloodrage processing into the `_preBattlePhase` to generate buff events that are animated before combat resolves.
- Added logic to track temporary buffs in `_tempBuffs` for Legion.
- Enhanced `BattleScene.js`:
- Implemented new animations for Legion (cycling flexing arm sprite) and Bloodrage (pulsing red sprite).
- Added support for restoring and re-applying Drain effects during the pre-battle display phase to ensure correct visual state before animation.
- Updated sound loading in `BootScene.js` for new `legion` and `bloodrage` effects.
- Added 13 new Bloodthirsty cards (common to legendary) including Countess Vireska commander
- Implemented 4 new skills: siphon, drain, bloodpact, and bloodrage with full combat engine support
- Created Chapter 2 campaign (8 missions) with progressive difficulty and unique lore entries
- Added corresponding audio effects (bloodrage.mp3, drain.mp3, siphon.mp3) and card art assets
- Implemented visual animations for all new skills:
- Drain: projectile to primary target + splash damage to neighbors + green heal return particles
- Siphon: blood-red projectile with glow effect that heals attacker
- Bloodpact: red flash for HP loss followed by ATK gain animation (handles self-destruction)
- Bloodrage: red pulse and ATK boost display when below 50% HP
- Updated CombatEngine to handle preBattle death checks (bloodpact can kill cards immediately)
- Modified BattleScene to sequence new skill animations within the combat flow