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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{
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"id": "live2d",
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"id": "live2d_base",
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"name": "Live2D Cubism",
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"version": "1.0.0",
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"author": "ct",
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"description": "Live2D Cubism C# runtime: model loading, rendering, physics, animation, effects",
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"category": "library, visual",
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"depends": ["interface>=1"],
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"depends": ["ui_base>=1"],
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"depends_native": ["native/*.dll", "native/*.so"],
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"test_suites": [
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{"id": "avatar", "activate": ["--itest=live2d_avatar"]}
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