pre-fight encounter preview now matches live combat VITAE
What changed
the pre-fight combat-prelude text now derives displayed enemy health from the same withScaledEnemyHp helper the live encounter uses, for every enemy — not just the one case a prior fixture happened to cover.
Why it changed
composeCombatPrelude read the enemy's unscaled health, but beginHazardEncounter applies the ENCOUNTER_ENEMY_HP_MULTIPLIER (2x) testing knob before combat starts, so every preview under-reported the live VITAE bar by exactly that multiplier (e.g. Little Belle: preview "50 hp.", live bar "100/100"). CRITIQUE pass 12 finding, issue #162.
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