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
1 parent ff082d9ea7
commit 75c9d51cd0
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[gd_scene format=3]
[ext_resource type="Script" path="res://mods/items_base/src/ui/InventoryItemBehaviour.cs" id="1"]
[node name="InventoryItem" type="Control"]
layout_mode = 3
anchors_preset = 0
size_flags_horizontal = 3
size_flags_vertical = 3
script = ExtResource("1")