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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@@ -76,7 +76,7 @@ namespace Mods.SaveDormancyTest
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var absentSlot = new ModSlot { Metadata = new ModMetadata { ModId = AbsentMod, ModVersion = "1.1.0" } };
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absentSlot.Data["marker"] = new DataBlob(1, new Dictionary<string, string> { ["value"] = "42" });
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package.ModData[AbsentMod] = absentSlot;
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package.ModData.Remove("base_menu__save_dormancy");
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package.ModData.Remove("menu_base__save_dormancy");
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File.WriteAllText(pathA, JsonSerializer.Serialize(package, JsonOptionsProvider.WriteCompactOptions));
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SaveDormancyProbe.Joined = false;
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@@ -93,7 +93,7 @@ namespace Mods.SaveDormancyTest
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&& marker.ReadJson<Dictionary<string, string>>().GetValueOrDefault("value") == "42");
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Check("live mods still saved", resaved?.ModData?.ContainsKey(SavePackage.CoreSlotKey) == true);
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var message = ModSettingsRegistry.RunAction("base_menu", "purge_dormant");
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var message = ModSettingsRegistry.RunAction("menu_base", "purge_dormant");
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Check("purge action runs from the save settings", !string.IsNullOrEmpty(message));
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Check("purge removed dormant data from the save", Read(FilePath(SlotB))?.Dormant == null);
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