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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@@ -5,6 +5,6 @@
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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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@@ -22,7 +22,7 @@ namespace Cthangover.Tools.Tests.Windows
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/// </summary>
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public class ScenarioPlayReturnCheck
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{
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private const string SuiteModId = "tools__windows";
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private const string SuiteModId = "editor_tools__windows";
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private const string ScenarioPath = "scenarios/playtest_return.scenario";
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private const int ShellSettleTicks = 3;
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