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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cthangover committed 2026-10-18 19:00:11 +02:00
1 parent cb0cb30b5e
commit b77d274107
4 files changed
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@@ -7,7 +7,7 @@ namespace Cthangover.Mods.StarterParty
{
/// <summary>
/// Populates the initial player party with the default starter
/// character <c>"Marao"</c> when the starter_party mod finishes loading.
/// character <c>"Marao"</c> when the cthangover_party mod finishes loading.
///
/// The party can only be populated during <c>OnModResourcesReady</c>,
/// not earlier. <c>OnModLoaded</c> and the constructor fire inside
@@ -40,7 +40,7 @@ namespace Cthangover.Mods.StarterParty
public void OnModLoaded(string modId) { }
/// <summary>
/// Adds the starter_party mod's default starter character <c>"Marao"</c>
/// Adds the cthangover_party mod's default starter character <c>"Marao"</c>
/// to both <c>Characters</c> and <c>BattleSet</c> via
/// <c>CharacterData.AddCharacterToParty</c>. Called once, after
/// all mod file providers and JSON resources are guaranteed to