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

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@@ -1,2 +1,2 @@
mod_starter_party_name = Starter Party
mod_starter_party_desc = 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.
mod_cthangover_party_name = Cthangover: Starter Party
mod_cthangover_party_desc = 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.
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@@ -1,2 +1,2 @@
mod_starter_party_name = Стартовая партия
mod_starter_party_desc = Выдаёт стартовую партию (Марао) и умение slave_master после готовности ресурсов модов и восстанавливает её на событии новой игры. Вынесено из visual_novel_core, чтобы базовый контент-мод оставался чистым контентом.
mod_cthangover_party_name = Cthangover: стартовая партия
mod_cthangover_party_desc = Выдаёт стартовую партию (Марао) и умение slave_master после готовности ресурсов модов и восстанавливает её на событии новой игры. Вынесено из cthangover_story, чтобы базовый контент-мод оставался чистым контентом.
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@@ -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": []
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@@ -7,7 +7,7 @@ namespace Cthangover.Mods.StarterParty
{
/// <summary>
/// Populates the initial player party with the default starter
/// character <c>"Marao"</c> when the starter_party mod finishes loading.
/// character <c>"Marao"</c> when the cthangover_party mod finishes loading.
///
/// The party can only be populated during <c>OnModResourcesReady</c>,
/// not earlier. <c>OnModLoaded</c> and the constructor fire inside
@@ -40,7 +40,7 @@ namespace Cthangover.Mods.StarterParty
public void OnModLoaded(string modId) { }
/// <summary>
/// Adds the starter_party mod's default starter character <c>"Marao"</c>
/// Adds the cthangover_party mod's default starter character <c>"Marao"</c>
/// to both <c>Characters</c> and <c>BattleSet</c> via
/// <c>CharacterData.AddCharacterToParty</c>. Called once, after
/// all mod file providers and JSON resources are guaranteed to