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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@@ -8,8 +8,22 @@
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"sources": [
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"src/**/*.cs"
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],
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"depends": ["base2d>=1", "interface>=1"],
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"depends": ["shell2d_base>=1", "ui_base>=1"],
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"test_suites": [
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{"id": "inventory", "activate": ["--itest=inventory"]}
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],
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"ui": [
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{
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"id": "inventory",
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"kind": "panel",
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"slot": "ModBeforeUIPanel",
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"scene_path": "scenes/ui/inventory_panel.tscn",
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"button": {
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"icon": "bag",
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"locale": "ui/inventory/title",
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"index": 20
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},
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"priority": 10
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}
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]
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}
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