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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@@ -1,5 +1,5 @@
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mod_visual_novel_core_name = Visual Novel Core
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mod_visual_novel_core_desc = Base content mod: scenarios, characters, items, quests and the dialog layer of the visual novel on top of the 2D platform.
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mod_cthangover_story_name = Cthangover: Story
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mod_cthangover_story_desc = Story content of the Cthangover game: scenes, scenarios, characters, items, quests, backgrounds and the main game collection.
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prolog/title = * A few missed moments earlier *
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prolog/line1 = Being thoroughly wasted, Marao lay peacefully in the alley.
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@@ -74,9 +74,3 @@ mapzone/town_entry = Town entrance
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mapzone/town_entry/info = The northern entrance to the town
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# Collections (vn_starter_novel)
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collections/vn_starter_novel/name = Card Novel
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collections/vn_starter_novel/description = A visual novel with an optional card-battle layer.
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collections/vn_starter_novel/mechanic/vn_core/name = Novel
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collections/vn_starter_novel/mechanic/vn_core/description = Scenes, scenarios, dialogue and the story engine.
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collections/vn_starter_novel/mechanic/cards/name = Card Battle
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collections/vn_starter_novel/mechanic/cards/description = Card-driven battles on top of the turn-based engine.
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