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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@@ -1,7 +1,10 @@
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[gd_scene load_steps=3 format=3]
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[gd_scene load_steps=4 format=3]
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[ext_resource type="PackedScene" path="res://mods/base2d/scenes/ui/base_scene.tscn" id="1_target"]
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[ext_resource type="PackedScene" path="res://mods/shell2d_base/scenes/ui/base_scene.tscn" id="1_target"]
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[ext_resource type="Script" path="res://mods/dialog_base/src/UI/Executable/ExecutableMainEventChain.cs" id="2_chain"]
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[ext_resource type="PackedScene" path="res://scenes/ui/dialog_canvas.tscn" id="3_dialog"]
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[node name="BaseScene" instance=ExtResource("1_target")]
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script = ExtResource("2_chain")
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[node name="DialogCanvas" parent="Scene" index="2" instance=ExtResource("3_dialog")]
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