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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{
"name": "Test Runner",
"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.",
"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.",
"sources": [
"src/*.cs"
],
"depends": [
"visual_novel_core>=1"
"cthangover_story>=1"
]
}