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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cthangover committed 2026-10-18 19:00:46 +02:00
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commit 9ecbbb4056
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# --- scenes/battle/winground.tscn ---
mod_interface_name = Interface
mod_interface_desc = Engine UI subsystem: widget toolkit (Widget/ModWidget/lists), ViewBox background viewport, ToolBox toolbar, GameMenu/SaveIcon, notification panels, UiKit design system and DeviceInput.
mod_ui_base_name = UI
mod_ui_base_desc = Engine UI subsystem: widget toolkit (Widget/ModWidget/lists), ViewBox background viewport, ToolBox toolbar, GameMenu/SaveIcon, notification panels, UiKit design system and DeviceInput.
ui/battle/victory = Victory
ui/battle/victory/return = Continue
ui/battle/victory/loot_title = Loot: