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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@@ -22,7 +22,7 @@ namespace Cthangover.Mods.Dialog.Executable
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/// dialog queue. Resolves the scenario path via convention: if ScenarioPath
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/// is set, uses that; otherwise searches all mods for a matching file name
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/// derived from the class name (stripping "Event" suffix), with a fallback
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/// to res://mods/visual_novel_core/scenarios/. CustomMappings allows code to register
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/// to res://mods/cthangover_story/scenarios/. CustomMappings allows code to register
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/// arbitrary class-to-path bindings for mod-provided scenarios. Supports
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/// inline ScenarioText for embedded scenarios that don't need a separate
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/// file. Checks conditions through ScenarioCondition.Evaluate before triggering.
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