Commit Graph
11 Commits
Author SHA1 Message Date
cthangoverandClaude Opus 5.5 d1b2cae314 Root nodes join through ModRoot.AddDeferred, so a reload that unloads the mod first never hands Godot a freed node
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-24 11:29:11 +02:00
cthangoverandClaude Opus 5.5 68ed11cadc Scenario conditions in dialogs: option if= hides choices, when moved here from stat checks; command schemas
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-24 10:01:11 +02:00
cthangover dde5262aa0 Localization in es, zh, ja, ko, vi 2026-10-23 20:54:36 +02:00
cthangover 58015f5ff8 Mod cover 2026-10-22 17:09:45 +02:00
cthangover 084ea7f0eb Dialog box starts hidden
It was visible until the first dialog ended, so a scene entered without a
running scenario (a loaded save on an RPG map, the return from a battle)
showed an empty box that nothing closed. SetDialogQueueAndRun shows it.
2026-10-21 14:58:56 +02:00
cthangover b5ad858c5e 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 13:29:39 +02:00
cthangover bd55716349 Event-driven dialog queue, story flag command, mod unit tests
Push-based event chains, runtime fixes (single end, goto lifecycle, if,
busy box, held delay, empty options, timed/animated/effect actions), the
'flag name value' DSL command, autoplay --dialogs=N, 19 mod unit tests.
2026-10-21 12:31:52 +02:00
cthangover 5200db1562 Rename cthangover_story to cthangover_game
The mod holding the main game's own scenes and story follows the <game>_game
naming rule; further parts stay <game>_<part>, reusable content is <theme>_pack.
2026-10-18 19:45:49 +02:00
cthangover 2d3f4761e7 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 19:00:22 +02:00
cthangover 88964cab6b Dialog box ignores input meant for other controls
Enter/Space do not advance the dialog while a text field has focus, and a
click over another control that stops the mouse (a tool panel drawn over the
dialog area) belongs to that control. DialogBox reads input in _Input, before
the GUI, so both used to advance the dialog as well.
2026-10-18 15:31:00 +02:00
cthangover aca89c631f Debugger support for the scenario studio
Actions carry the scenario line they were parsed from (SourceLine);
ScenarioParser.SplitLine exposes the parser's line split. ScenarioEvent
remembers its source mod/file and can start at a label. DialogRuntime asks an
optional IDialogDebugger before every action and can be held; DialogBox
resumes a held dialog and aborts one without completing it.
2026-10-18 14:21:47 +02:00