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 19:00:22 +02:00
1 parent 88964cab6b
commit 2d3f4761e7
9 files changed
+183 -7

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