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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[gd_scene load_steps=2 format=3]
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[ext_resource type="Script" path="res://mods/dialog_base/src/UI/Dialog/AnswerBox.cs" id="1_answerbox"]
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[ext_resource type="PackedScene" path="res://mods/dialog_base/scenes/ui/answer_item.tscn" id="2_answeritem"]
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[node name="AnswerBox" type="Control"]
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layout_mode = 3
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anchors_preset = 15
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anchor_right = 1.0
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anchor_bottom = 1.0
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grow_horizontal = 2
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grow_vertical = 2
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script = ExtResource("1_answerbox")
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itemScene = ExtResource("2_answeritem")
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content = NodePath("Content")
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[node name="Content" type="VBoxContainer" parent="."]
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layout_mode = 1
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anchor_left = 0.6
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anchor_top = 0.35
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anchor_right = 0.95
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anchor_bottom = 0.65
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grow_horizontal = 2
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grow_vertical = 2
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mouse_filter = 2
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alignment = 1
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