13 Commits
Author SHA1 Message Date
cthangover f476eac551 Update characters_base implementation, assets and documentation 2026-10-31 15:28:49 +03:00
cthangover 7ad73c00fc Add mod documentation in seven languages 2026-10-29 09:25:48 +01:00
iisaev 4f8ab24fea gitignore file 2026-10-28 15:19:54 +03:00
cthangoverandClaude Opus 5.5 4da355c469 Character and party action schemas with texts in seven languages
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-24 10:01:18 +02:00
cthangover 5eab5ae035 Localization in es, zh, ja, ko, vi 2026-10-23 20:54:31 +02:00
cthangover ff8fb41649 Mod cover v1.0.0 2026-10-22 17:09:45 +02:00
cthangover 13c72bc91c Own the texts of the action cards
The action cards are defined here, but their names and descriptions lived
in cthangover_game, so any other game showed the raw keys in battle.
2026-10-21 14:58:56 +02:00
cthangover 48cbb73b0b Line endings: LF everywhere
.gitattributes forces LF (CRLF only for .bat/.cmd), core.autocrlf is off;
files that differed only by CRLF are normalized.
2026-10-21 13:29:31 +02:00
cthangover daec67f350 Scenario action party.add
Lets a game without C# give the player a character from a scenario.
2026-10-21 13:22:18 +02:00
cthangover 3afa3a6a80 Character factories follow mod reloads 2026-10-21 12:31:48 +02:00
cthangover 734169db3d Mod naming rule and engine UI in engine mods
Mods are renamed by role (shell2d_base, menu_base, ui_base, live2d_base,
editor_tools, cthangover_story, cthangover_murakami, cthangover_party) and
every reference follows. Engine UI prefabs (dialog, answers, message, game
menu, inventory, map, skills) and their panel entries moved out of the story
mod into the subsystem mods; the card_novel and vn_starter_novel collections
are removed.
2026-10-18 19:00:07 +02:00
iisaev 1a02d6845c added gitignore 2026-10-18 12:44:16 +03:00
iisaev b6dd3758cb init mod 2026-10-18 12:41:37 +03:00