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.
27 lines
1019 B
JSON
27 lines
1019 B
JSON
{
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"id": "map_base",
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"name": "World Map Engine",
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"version": "1.0.0",
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"author": "ct",
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"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.",
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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": ["ui_base>=1"],
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"ui": [
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{
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"id": "map",
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"kind": "panel",
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"slot": "ModBeforeUIPanel",
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"scene_path": "scenes/ui/map_widget.tscn",
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"button": {
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"icon": "map",
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"locale": "ui/map/title",
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"index": 10
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},
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"priority": 10
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}
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]
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}
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