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.
18 lines
966 B
JSON
18 lines
966 B
JSON
{
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"id": "dialog_base",
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"name": "Dialog Engine",
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"version": "1.0.0",
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"author": "ct",
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"description": "Engine dialog subsystem: DialogBox/DialogCanvas/AnswerBox UI, the dialog queue runtime with the full DSL action set, the .scenario parser with command strategies, the executable event chains and the /root/DialogRunner for interactive dialogs. Replaces the former Core/UI/Dialog, Core/UI/Executable and Core/Scenarios implementations — SceneManager and SaveService keep driving chains and events through the core contracts (IDialogBox, IExecutableEvent, IExecutableEventChain, IScenarioEventFactory).",
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"category": "engine, library",
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"sources": [
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"src/**/*.cs"
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],
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"depends": ["shell2d_base>=1", "interactive_base>=1", "effects_base>=1", "time_base>=1", "map_base>=1", "ui_base>=1"],
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"ui": [],
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"test_suites": [
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{"id": "autoplay", "activate": ["--choices=", "--timeout="]},
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{"id": "gdscript", "activate": ["--itest=gdscript"]}
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]
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}
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