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