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.
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@@ -89,7 +89,7 @@ namespace Cthangover.Cooking.Tests
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ModAssert.NotNull(raw, "manifest.json exists");
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using var doc = JsonDocument.Parse(raw);
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var depends = doc.RootElement.GetProperty("depends");
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var found = new[] { "visual_novel_core", "interface", "items_base", "time_base" };
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var found = new[] { "cthangover_story", "ui_base", "items_base", "time_base" };
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foreach (var dep in found)
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{
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var ok = false;
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