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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@@ -1,6 +1,6 @@
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{
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"name": "Live2D Test",
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"description": "Test and demo mod for the live2d runtime: the sample Ren model (expressions, motions) shown by the home_outside overlay scene plus an avatar test driver. Requires live2d>=1.",
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"description": "Test and demo mod for the live2d runtime: the sample Ren model (expressions, motions) shown by the home_outside overlay scene plus an avatar test driver. Requires live2d_base>=1.",
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"sources": [
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"src/*.cs"
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],
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@@ -17,7 +17,7 @@
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}
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],
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"depends": [
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"visual_novel_core>=1",
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"interface>=1"
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"cthangover_story>=1",
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"ui_base>=1"
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]
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}
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