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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mod_tools_name = Tools
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mod_tools_desc = Developer toolbox: scenario graph editor, map editor with zones, scene builder with inspector, interactive and light editors, and the mod catalog export window.
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mod_editor_tools_name = Editor Tools
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mod_editor_tools_desc = Developer toolbox: scenario graph editor, map editor with zones, scene builder with inspector, interactive and light editors, and the mod catalog export window.
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tools/common/save = Save
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tools/common/save_tip = Save the file (Ctrl+S)
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@@ -1,5 +1,5 @@
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mod_tools_name = Инструменты
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mod_tools_desc = Инструменты разработчика: редактор сценариев (граф), редактор карты с зонами, конструктор сцен с инспектором, редакторы интерактива и света, экспорт каталога модов.
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mod_editor_tools_name = Редакторы
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mod_editor_tools_desc = Инструменты разработчика: редактор сценариев (граф), редактор карты с зонами, конструктор сцен с инспектором, редакторы интерактива и света, экспорт каталога модов.
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tools/common/save = Сохранить
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tools/common/save_tip = Сохранить файл (Ctrl+S)
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