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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@@ -1,6 +1,6 @@
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{
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"id": "tools",
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"name": "Tools",
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"id": "editor_tools",
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"name": "Editor Tools",
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"version": "1.0.0",
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"author": "ct",
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"description": "Developer toolbox of ToolBox windows: 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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@@ -8,7 +8,7 @@
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"sources": [
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"src/**/*.cs"
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],
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"depends": ["dialog_base>=1", "interactive_base>=1", "time_base>=1", "map_base>=1", "interface>=1"],
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"depends": ["dialog_base>=1", "interactive_base>=1", "time_base>=1", "map_base>=1", "ui_base>=1"],
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"test_suites": [
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{"id": "windows", "activate": ["--itest=tools_windows"]}
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]
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