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
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commit 2d3f4761e7
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[gd_scene load_steps=2 format=3]
[ext_resource type="Script" path="res://mods/dialog_base/src/UI/Dialog/AnswerBox.cs" id="1_answerbox"]
[ext_resource type="PackedScene" path="res://mods/dialog_base/scenes/ui/answer_item.tscn" id="2_answeritem"]
[node name="AnswerBox" type="Control"]
layout_mode = 3
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
script = ExtResource("1_answerbox")
itemScene = ExtResource("2_answeritem")
content = NodePath("Content")
[node name="Content" type="VBoxContainer" parent="."]
layout_mode = 1
anchor_left = 0.6
anchor_top = 0.35
anchor_right = 0.95
anchor_bottom = 0.65
grow_horizontal = 2
grow_vertical = 2
mouse_filter = 2
alignment = 1