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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@@ -7,7 +7,7 @@ namespace Cthangover.Mods.StarterParty
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{
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/// <summary>
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/// Populates the initial player party with the default starter
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/// character <c>"Marao"</c> when the starter_party mod finishes loading.
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/// character <c>"Marao"</c> when the cthangover_party mod finishes loading.
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///
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/// The party can only be populated during <c>OnModResourcesReady</c>,
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/// not earlier. <c>OnModLoaded</c> and the constructor fire inside
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@@ -40,7 +40,7 @@ namespace Cthangover.Mods.StarterParty
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public void OnModLoaded(string modId) { }
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/// <summary>
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/// Adds the starter_party mod's default starter character <c>"Marao"</c>
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/// Adds the cthangover_party mod's default starter character <c>"Marao"</c>
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/// to both <c>Characters</c> and <c>BattleSet</c> via
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/// <c>CharacterData.AddCharacterToParty</c>. Called once, after
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/// all mod file providers and JSON resources are guaranteed to
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