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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@@ -17,7 +17,7 @@ namespace Cthangover.BaseMenu
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/// </summary>
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public class BaseMenuInitializer : IModInitializer
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{
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private const string ModId = "base_menu";
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private const string ModId = "menu_base";
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public void OnModLoaded(string modId)
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{
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