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