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.
This commit is contained in:
cthangover committed 2026-10-18 19:00:34 +02:00
1 parent c4e2130ed4
commit 22b67c628c
10 files changed
+26 -26

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@@ -1,6 +1,6 @@
{
"id": "base_menu",
"name": "Base Menu",
"id": "menu_base",
"name": "Menu",
"version": "1.0.0",
"author": "ct",
"description": "Registry-driven main menu: built-in buttons, settings and save/load panels moved out of the core.",
@@ -8,7 +8,7 @@
"sources": [
"src/**/*.cs"
],
"depends": ["interface>=1"],
"depends": ["ui_base>=1"],
"test_suites": [
{"id": "menu_flow", "activate": ["--itest=menu_flow"]},
{"id": "save_dormancy", "activate": ["--itest=save_dormancy"]},