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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@@ -1,15 +1,15 @@
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{
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"id": "starter_party",
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"name": "Starter Party",
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"id": "cthangover_party",
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"name": "Cthangover: Starter Party",
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"version": "1.0.0",
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"author": "ct",
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"description": "Seeds the default starter party (Marao) and the slave_master skill after mod resources are ready, and restores it on NewGameStartedEvent. Split out of visual_novel_core so the base content mod stays pure content (scenes/dialogs/quests/data) with no C# gameplay logic.",
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"description": "Seeds the default starter party (Marao) and the slave_master skill after mod resources are ready, and restores it on NewGameStartedEvent. Split out of cthangover_story so the base content mod stays pure content (scenes/dialogs/quests/data) with no C# gameplay logic.",
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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": [
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"visual_novel_core>=1",
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"cthangover_story>=1",
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"skills_base>=1"
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],
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"ui": []
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