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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@@ -1,10 +1,10 @@
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{
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"name": "Test Runner",
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"description": "Test harness mod: ports the integration DialogAutoDriver into an engine mod. Activated by --choices=/--timeout= user args; auto-plays the active dialog, prints [TEST_RESULT] and quits. Depends on visual_novel_core and dialog_base.",
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"description": "Test harness mod: ports the integration DialogAutoDriver into an engine mod. Activated by --choices=/--timeout= user args; auto-plays the active dialog, prints [TEST_RESULT] and quits. Depends on cthangover_story and dialog_base.",
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"sources": [
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"src/*.cs"
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],
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"depends": [
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"visual_novel_core>=1"
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"cthangover_story>=1"
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]
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}
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