Mass Text Update (#615)

* Air Rally Text Update

* Blue Bear Text Update

* Board Meeting Text Update

* Built To Scale DS Text Update

also changed Air Rally's assetbundle tag from "normal" to "keep"

* Catchy Tune Text Update

also changed some minor wording in Board Meeting and Built To Scale DS

* Cheer Readers Text Update

* The Clappy Trio Text Update

* Coin Toss Text Update

* Crop Stomp Text Update

* DJ School Text Update

* Dog Ninja Text Update

* Double Date Text Update

* Drumming Practice Text Update

* Fan Club Text Update

* Fireworks Text Update

* Second Contact Text Update

* Flipper-Flop Text Update

also fix an error in Catchy Tune

* Fork Lifter Text Update

* Glee Club Text Update

* Karate Man Text Update

also minor updates to other games

* Kitties! Text Update

* Launch Party Text Update

* Lockstep Text Update

* Marching Orders Text Update

* Meat Grinder Text Update

also fixed an error in Second Contact

* Mr. Upbeat Text Update

* Munchy Monk Text Update

* Octopus Machine Text Update

* Pajama Party Text Update

* Quiz Show Text Update

also changed some wording in meat grinder

* Rhythm Rally Text Update

* Rhythm Somen Text Update

that was easy

* Rhythm Tweezers Text Update

* Ringside Text Update

* Rockers Text Update

this sucked

* Samurai Slice DS Text Update

* See Saw Text Update

* Sneaky Spirits Text Update

* Spaceball Text Update

* Space Dance Text Update

* Space Soccer Text Update

* Splashdown Text Update

* Tambourine Text Update

* Tap Trial Text Update

* Tap Troupe Text Update

* The Dazzles Text Update

* Toss Boys Text Update

* Tram & Pauline Text Update

also added translation for Fireworks

* Tunnel Text Update

* Wizard's Waltz Text Update

* Working Dough Text Update

* fix compiler errors

* fix editor offset bug(?)

* fix missing param in second contact

* Ball Redispense text

* remove space soccer swing

* Trick on the Class Text Update

* Non-Game Text Update

* fix pre-function sorting

* camera shake ease

* remove a bunch of prints

* rhythm tweezers bug fix

* Update Credits.txt

* ssds nop samurai bop

* swap order of shake properties

* Update FirstContact.cs

---------

Co-authored-by: minenice55 <star.elementa@gmail.com>
This commit is contained in:
Zeo
2024-01-14 20:04:10 -06:00
committed by GitHub
parent 0d36d0f0cd
commit e50e4e39e0
71 changed files with 1329 additions and 1403 deletions

View File

@ -27,8 +27,8 @@ namespace HeavenStudio.Games.Loaders
defaultLength = 6f,
parameters = new List<Param>()
{
new Param("toggle", true, "Count", "Make Forthington Count"),
new Param("toggle2", false, "Alternate Voiceline")
new Param("toggle", true, "Count", "Toggle if Forthington should count after the event."),
new Param("toggle2", false, "Alternate Voice Line", "Toggle if Forthington should use an alternate voice line.")
},
preFunctionLength = 1
},
@ -37,8 +37,8 @@ namespace HeavenStudio.Games.Loaders
function = delegate { AirRally.instance.SetDistance(e.currentEntity.beat, e.currentEntity["type"], e.currentEntity["ease"]); },
parameters = new List<Param>()
{
new Param("type", AirRally.DistanceSound.close, "Type", "How far is Forthington?"),
new Param("ease", EasingFunction.Ease.EaseOutQuad, "Ease")
new Param("type", AirRally.DistanceSound.close, "Type", "Set Forthington's distance."),
new Param("ease", EasingFunction.Ease.EaseOutQuad, "Ease", "Set the easing of the action.")
}
},
new GameAction("catch", "Catch Birdie"),
@ -52,10 +52,10 @@ namespace HeavenStudio.Games.Loaders
defaultLength = 2f,
parameters = new List<Param>()
{
new Param("ease", EasingFunction.Ease.EaseOutQuad, "Ease")
new Param("ease", EasingFunction.Ease.EaseOutQuad, "Ease", "Set the easing of the action.")
}
},
new GameAction("forward", "Animals Look Forward")
new GameAction("forward", "Look Forward")
{
function = delegate
{
@ -63,7 +63,7 @@ namespace HeavenStudio.Games.Loaders
},
parameters = new List<Param>()
{
new Param("reset", false, "Reset", "Reset to Idle pose?")
new Param("reset", false, "Reset", "Toggle this to reset the animals to their idle pose.")
}
},
new GameAction("4beat", "4 Beat Count-In")
@ -98,7 +98,7 @@ namespace HeavenStudio.Games.Loaders
preFunction = delegate { AirRally.ForthVoice(e.currentEntity.beat, e.currentEntity["type"]); },
parameters = new List<Param>()
{
new Param("type", AirRally.CountSound.one, "Type", "The number Forthington will say"),
new Param("type", AirRally.CountSound.one, "Type", "Set the number Forthington will say."),
},
},
new GameAction("spawnBird", "Spawn Birds")
@ -110,14 +110,14 @@ namespace HeavenStudio.Games.Loaders
},
parameters = new List<Param>()
{
new Param("type", AirRally.BirdType.Pterosaurs, "Type"),
new Param("xSpeed", new EntityTypes.Float(-10, 10, 1), "X Speed Multiplier"),
new Param("zSpeed", new EntityTypes.Float(-10, 10, 1), "Z Speed Multiplier"),
new Param("startZ", new EntityTypes.Float(0, 1000, 200), "Z Start Position"),
new Param("invert", false, "Invert X Direction")
new Param("type", AirRally.BirdType.Pterosaurs, "Type", "Choose the type of bird to spawn."),
new Param("xSpeed", new EntityTypes.Float(-10, 10, 1), "X Speed", "Change the horizontal speed of the birds."),
new Param("zSpeed", new EntityTypes.Float(-10, 10, 1), "Z Speed", "Change how fast the birds approach the camera."),
new Param("startZ", new EntityTypes.Float(0, 1000, 200), "Z Start Position", "Change how close to the camera the birds spawn."),
new Param("invert", false, "Flip Horizontally", "Toggle if the birds should fly left to right.")
}
},
new GameAction("rainbow", "Rainbow")
new GameAction("rainbow", "Spawn Rainbow")
{
function = delegate
{
@ -125,11 +125,11 @@ namespace HeavenStudio.Games.Loaders
},
parameters = new List<Param>()
{
new Param("start", new EntityTypes.Float(0, 500, 100), "Start Position"),
new Param("speed", new EntityTypes.Float(-10, 10, 1), "Speed Multiplier")
new Param("start", new EntityTypes.Float(0, 500, 100), "Start Position", "Change how close to the camera the rainbow spawns."),
new Param("speed", new EntityTypes.Float(-10, 10, 1), "Speed", "Change how fast the rainbow approaches the camera.")
}
},
new GameAction("day", "Day/Night Cycle")
new GameAction("day", "Time Of Day")
{
function = delegate
{
@ -140,9 +140,9 @@ namespace HeavenStudio.Games.Loaders
resizable = true,
parameters = new List<Param>()
{
new Param("start", AirRally.DayNightCycle.Day, "Start Time"),
new Param("end", AirRally.DayNightCycle.Noon, "End Time"),
new Param("ease", EasingFunction.Ease.Linear, "Ease")
new Param("start", AirRally.DayNightCycle.Day, "Start Time", "Set the time of day for the start of the event."),
new Param("end", AirRally.DayNightCycle.Noon, "End Time", "Set the time of day for the end of the event."),
new Param("ease", EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.")
}
},
new GameAction("cloud", "Cloud Density")
@ -155,12 +155,12 @@ namespace HeavenStudio.Games.Loaders
resizable = true,
parameters = new List<Param>()
{
new Param("main", new EntityTypes.Integer(0, 300, 30), "Main Clouds", "How many clouds per second?"),
new Param("side", new EntityTypes.Integer(0, 100, 10), "Side Clouds", "How many clouds per second?"),
new Param("top", new EntityTypes.Integer(0, 100, 0), "Top Clouds", "How many clouds per second?"),
new Param("speed", new EntityTypes.Float(-10, 10, 1), "Speed Multiplier"),
new Param("endSpeed", new EntityTypes.Float(-10, 10, 1), "End Speed Multiplier"),
new Param("ease", EasingFunction.Ease.Linear, "Ease")
new Param("main", new EntityTypes.Integer(0, 300, 30), "Main Clouds", "Set how many clouds per second should be spawned in the center."),
new Param("side", new EntityTypes.Integer(0, 100, 10), "Side Clouds", "Set how many clouds per second should be spawned on the sides."),
new Param("top", new EntityTypes.Integer(0, 100, 0), "Top Clouds", "Set how many clouds per second should be spawned on the top."),
new Param("speed", new EntityTypes.Float(-10, 10, 1), "Start Speed", "Change how fast the clouds are moving at the start of the event."),
new Param("endSpeed", new EntityTypes.Float(-10, 10, 1), "End Speed", "Change how fast the clouds are moving at the end of the event."),
new Param("ease", EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.")
}
},
new GameAction("snowflake", "Snowflake Density")
@ -173,10 +173,10 @@ namespace HeavenStudio.Games.Loaders
resizable = true,
parameters = new List<Param>()
{
new Param("cps", new EntityTypes.Integer(0, 200, 0), "Snowflakes per Second"),
new Param("speed", new EntityTypes.Float(-10, 10, 1), "Speed Multiplier"),
new Param("endSpeed", new EntityTypes.Float(-10, 10, 1), "End Speed Multiplier"),
new Param("ease", EasingFunction.Ease.Linear, "Ease")
new Param("cps", new EntityTypes.Integer(0, 200, 0), "Snowflakes Amount", "Set how many snowflakes should be spawned per second."),
new Param("speed", new EntityTypes.Float(-10, 10, 1), "Start Speed", "Change fow fast the snowflakes are moving at the start of the event."),
new Param("endSpeed", new EntityTypes.Float(-10, 10, 1), "End Speed", "Change how fast the snowflakes are moving at the end of the event."),
new Param("ease", EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.")
}
},
new GameAction("tree", "Trees")
@ -189,18 +189,18 @@ namespace HeavenStudio.Games.Loaders
resizable = true,
parameters = new List<Param>()
{
new Param("enable", true, "Enable", "", new List<Param.CollapseParam>()
new Param("enable", true, "Enable", "Toggle if the trees are enabled.", new List<Param.CollapseParam>()
{
new Param.CollapseParam((x, _) => (bool)x, new string[] { "main", "side", "speed", "endSpeed", "ease" })
}),
new Param("main", new EntityTypes.Integer(0, 300, 50), "Main Trees", "How many trees per second?"),
new Param("side", new EntityTypes.Integer(0, 100, 30), "Side Trees", "How many trees per second?"),
new Param("speed", new EntityTypes.Float(-10, 10, 1), "Speed Multiplier"),
new Param("endSpeed", new EntityTypes.Float(-10, 10, 1), "End Speed Multiplier"),
new Param("ease", EasingFunction.Ease.Linear, "Ease")
new Param("main", new EntityTypes.Integer(0, 300, 50), "Main Trees", "Set how many trees per second should be spawned in the center."),
new Param("side", new EntityTypes.Integer(0, 100, 30), "Side Trees", "Set how many trees per second should be spawned on the sides."),
new Param("speed", new EntityTypes.Float(-10, 10, 1), "Start Speed", "Change how fast the trees are moving at the start of the event."),
new Param("endSpeed", new EntityTypes.Float(-10, 10, 1), "End Speed", "Change how fast the trees are moving at the end of the event."),
new Param("ease", EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.")
}
},
new GameAction("islandSpeed", "Islands Speed")
new GameAction("islandSpeed", "Island Speed")
{
function = delegate
{
@ -210,9 +210,9 @@ namespace HeavenStudio.Games.Loaders
resizable = true,
parameters = new List<Param>()
{
new Param("speed", new EntityTypes.Float(-10, 10, 1), "Speed"),
new Param("endSpeed", new EntityTypes.Float(-10, 10, 1), "End Speed"),
new Param("ease", EasingFunction.Ease.Linear, "Ease")
new Param("speed", new EntityTypes.Float(-10, 10, 1), "Start Speed", "Change how fast the islands are moving at the start of the event."),
new Param("endSpeed", new EntityTypes.Float(-10, 10, 1), "End Speed", "Change how fast the islands are moving at the end of the event."),
new Param("ease", EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.")
}
},
new GameAction("silence", "Silence")
@ -221,7 +221,7 @@ namespace HeavenStudio.Games.Loaders
resizable = true,
}
},
new List<string>() { "rvl", "normal" },
new List<string>() { "rvl", "keep" },
"rvlbadminton", "en",
new List<string>() { "en" }
);