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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@@ -5,6 +5,6 @@
"src/*.cs"
],
"depends": [
"visual_novel_core>=1"
"cthangover_story>=1"
]
}
@@ -100,7 +100,7 @@ namespace Mods.InventoryTest
return;
}
// Шаг 1: UI-запись инвентаря зарегистрирована модом visual_novel_core.
// Шаг 1: UI-запись инвентаря зарегистрирована модом cthangover_story.
if (step == 1)
{
Check("entry registered", () =>