Files
mod_dialog_base/manifest.json
T
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

18 lines
966 B
JSON

{
"id": "dialog_base",
"name": "Dialog Engine",
"version": "1.0.0",
"author": "ct",
"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).",
"category": "engine, library",
"sources": [
"src/**/*.cs"
],
"depends": ["shell2d_base>=1", "interactive_base>=1", "effects_base>=1", "time_base>=1", "map_base>=1", "ui_base>=1"],
"ui": [],
"test_suites": [
{"id": "autoplay", "activate": ["--choices=", "--timeout="]},
{"id": "gdscript", "activate": ["--itest=gdscript"]}
]
}