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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cthangover committed 2026-10-18 19:00:29 +02:00
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commit 75c9d51cd0
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@@ -8,8 +8,22 @@
"sources": [
"src/**/*.cs"
],
"depends": ["base2d>=1", "interface>=1"],
"depends": ["shell2d_base>=1", "ui_base>=1"],
"test_suites": [
{"id": "inventory", "activate": ["--itest=inventory"]}
],
"ui": [
{
"id": "inventory",
"kind": "panel",
"slot": "ModBeforeUIPanel",
"scene_path": "scenes/ui/inventory_panel.tscn",
"button": {
"icon": "bag",
"locale": "ui/inventory/title",
"index": 20
},
"priority": 10
}
]
}