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": "New Game Flow Test",
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"description": "End-to-end play like a player in one process: front-end menu → Play → the cthangover card → New game → in-process mod-set switch → the prologue in prolog_alley with Marao's dialog → in-game hot reload of starter_party (session restored) → menu → card_novel → menu → cthangover again; every released mod context must be collected. Activated only by --itest=new_game (with --frontend).",
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"description": "End-to-end play like a player in one process: front-end menu → Play → the cthangover card → New game → in-process mod-set switch → the prologue in prolog_alley with Marao's dialog → in-game hot reload of cthangover_party (session restored) → menu → novel_template → menu → cthangover again; every released mod context must be collected. Activated only by --itest=new_game (with --frontend).",
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"sources": [
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"src/*.cs"
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]
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