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.
23 lines
1.1 KiB
JSON
23 lines
1.1 KiB
JSON
{
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"id": "quests_base",
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"name": "Quests Engine",
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"version": "1.0.0",
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"author": "ct",
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"description": "Engine quests subsystem: the quest factory and runtime state (QuestFactory, QuestBase/QuestData), the IQuestService implementation, quest scenario actions, quest scene conditions with the QuestParser leaf parser and the quest journal UI. Replaces the former Core/Quests state, Core/Actions quest services and actions, Core/Scenes quest conditions and Core/UI/Quests - QuestsModInitializer publishes the kernel contract (IQuestService via QuestServiceRegistry), registers the quest leaf parser and the new-game resettable; QuestsSaveable persists quest state through the generic mod save slot.",
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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": ["characters_base>=1", "ui_base>=1"],
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"ui": [
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{
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"id": "journal",
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"kind": "panel",
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"slot": "ModBeforeUIPanel",
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"scene_path": "scenes/ui/quest_journal.tscn",
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"button": { "icon": "journal", "locale": "ui/journal/title", "index": 60 },
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"priority": 10
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}
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]
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}
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