Commit Graph
17 Commits
Author SHA1 Message Date
iisaev 0a08384da2 gitignore file 2026-10-28 15:19:53 +03:00
cthangoverandClaude Opus 5.5 d2f710a6a1 Battle unit gauges extension point; battle action schemas
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-24 10:01:08 +02:00
cthangover 44462624cd Localization in es, zh, ja, ko, vi 2026-10-23 20:54:54 +02:00
cthangover 9e4d07df45 Mod cover v2.0.0 2026-10-22 17:09:50 +02:00
cthangover 1018c90c25 Line endings: LF everywhere
.gitattributes forces LF (CRLF only for .bat/.cmd), core.autocrlf is off;
files that differed only by CRLF are normalized.
2026-10-21 13:29:57 +02:00
cthangover 392b1caf0a Battle end reports the real outcome
Both result screens set IsDestroyed before ClearBattle, which derived the
result from that flag, so BattleEndedEvent.Result was always "defeat".
The screens now pass the outcome in.
2026-10-21 13:22:17 +02:00
cthangover 10f5b3455b Commit pending working-tree changes (local edits, line endings) 2026-10-21 12:32:24 +02:00
cthangover 68976523f0 Status effects expire on their data duration; loot rolls never throw
A status effect added without an explicit duration started with no remaining
turns and the countdown skipped it, so it never expired. OnTurnEnd counted
down a second time, expired unlimited effects after one turn and removed
expired stacks by id; it is now a pure hook. The victory screen rolls loot
through LootEntry.Roll, so a loot table with MinCount > MaxCount no longer
throws half-way through the battle end, and its success-path diagnostics are
no longer logged as errors. Mod unit tests for the status effect lifetime.
2026-10-21 10:23:15 +02:00
cthangover 72b54eb564 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 19:00:42 +02:00
cthangover ba1b1f8c0e Battle registries are fed by the kernel's assembly consumers
Battle cores, winground listeners and status effect behaviours reach their
registries through ModTypeConsumer subclasses instead of per-mod assembly
lookups and AppDomain rescans, and leave again when their mod unloads, so a
game switch or hot reload never keeps a released mod's types alive.
2026-10-17 21:02:29 +02:00
cthangover bc615c2ddf Resource ownership: battle sounds in, character actions out
- The win/defeat sounds (sounds/battle/winground, deadground) used by the
  battle report move here from visual_novel_core.
- The basic physics actions (attack, defence, stun) are character data
  every mod with characters uses; they move to characters_base.
- depends no longer lists visual_novel_core: the battle platform does not
  use the novel content.
2026-10-17 14:30:33 +00:00
cthangover bbc75eeadd Battle core from the game's settings
BattleCoreRegistry.GetActive: without an explicit battle.set_core the
active game collection's settings["battle.core"] chooses the core (e.g.
card_battle for cthangover and card_novel), then the first registered one.
2026-10-17 14:30:33 +00:00
iisaevandClaude Opus 5.5 13da8f87a2 upd: sync local changes
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-16 16:18:24 +00:00
cthangover 46afb4b533 map ui, skill ui, update skills data 2026-09-29 13:05:41 +03:00
cthangover 8fbac46378 new battle gui 2026-09-28 10:48:04 +03:00
cthangover b5ad139d69 ui stule update 2026-09-26 08:05:11 +03:00
cthangover c286271083 upd 2026-09-24 11:17:02 +03:00