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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@@ -2,5 +2,5 @@
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"name": "Interactives test",
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"description": "Integration test of the interactive object system: the scenario command interactive_add places a clickable lamp on interactives_test; the driver checks the definition, hover DSL and that a click runs the onClick scenario. Mounted by --itest=interactives.",
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"sources": ["src/*.cs"],
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"depends": ["visual_novel_core>=1", "dialog_base>=1"]
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"depends": ["cthangover_story>=1", "dialog_base>=1"]
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}
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