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.
This commit is contained in:
cthangover committed 2026-10-18 19:00:11 +02:00
1 parent cb0cb30b5e
commit b77d274107
4 files changed
+10 -10

No files matched your search

+4 -4
View File
@@ -1,15 +1,15 @@
{
"id": "starter_party",
"name": "Starter Party",
"id": "cthangover_party",
"name": "Cthangover: Starter Party",
"version": "1.0.0",
"author": "ct",
"description": "Seeds the default starter party (Marao) and the slave_master skill after mod resources are ready, and restores it on NewGameStartedEvent. Split out of visual_novel_core so the base content mod stays pure content (scenes/dialogs/quests/data) with no C# gameplay logic.",
"description": "Seeds the default starter party (Marao) and the slave_master skill after mod resources are ready, and restores it on NewGameStartedEvent. Split out of cthangover_story so the base content mod stays pure content (scenes/dialogs/quests/data) with no C# gameplay logic.",
"category": "engine, library",
"sources": [
"src/**/*.cs"
],
"depends": [
"visual_novel_core>=1",
"cthangover_story>=1",
"skills_base>=1"
],
"ui": []