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 format=3 uid="uid://bv80qy227xxee"]
[ext_resource type="Script" uid="uid://dbrnsck0vtfb3" path="res://mods/dialog_base/src/UI/Dialog/AnswerItem.cs" id="1_answeritem"]
[node name="AnswerItem" type="Control" unique_id=1180917887]
custom_minimum_size = Vector2(0, 50)
layout_mode = 3
anchors_preset = 0
size_flags_horizontal = 3
size_flags_vertical = 0
script = ExtResource("1_answeritem")
[node name="Button" type="Button" parent="." unique_id=2087954476]
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
[node name="TextLabel" type="Label" parent="Button" unique_id=1302827224]
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
theme_override_font_sizes/font_size = 22
horizontal_alignment = 1
vertical_alignment = 1