Files
mod_map_base/manifest.json
T
cthangover fa734b7edc 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 19:00:32 +02:00

27 lines
1019 B
JSON

{
"id": "map_base",
"name": "World Map Engine",
"version": "1.0.0",
"author": "ct",
"description": "Engine world map subsystem: the full-screen map overlay (MapWidget), polygon zones layer, markers, the zone list + runtime override singleton, the scenario-facing map service facade with the open/close/show/hide scenario actions, and the shared zone style and enterability rules. Replaces the former Core/UI/Tool Map* implementations and Core/Actions/MapZoneServiceImpl. The save-format DTO MapZoneStateData stays in the core because RuntimeSerializer owns the __core__ slot layout; the mod plugs into it through MapStateBridge.",
"category": "engine, library",
"sources": [
"src/**/*.cs"
],
"depends": ["ui_base>=1"],
"ui": [
{
"id": "map",
"kind": "panel",
"slot": "ModBeforeUIPanel",
"scene_path": "scenes/ui/map_widget.tscn",
"button": {
"icon": "map",
"locale": "ui/map/title",
"index": 10
},
"priority": 10
}
]
}