mirror of
https://github.com/RHeavenStudio/HeavenStudio.git
synced 2025-06-12 15:17:36 +02:00
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:
@ -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" }
|
||||
);
|
||||
|
Reference in New Issue
Block a user