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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@@ -1,2 +1,2 @@
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mod_live2d_name = Live2D Cubism
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mod_live2d_desc = Live2D Cubism C# runtime: model loading, rendering, physics, animation, effects.
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mod_live2d_base_name = Live2D Cubism
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mod_live2d_base_desc = Live2D Cubism C# runtime: model loading, rendering, physics, animation, effects.
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