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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>
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@ -22,8 +22,8 @@ namespace HeavenStudio.Games.Loaders
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defaultLength = 3,
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parameters = new()
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{
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new("long", false, "Mouth Hold"),
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new("open", true, "Should Open Mouth")
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new("long", false, "Mouth Hold", "Toggle if Beary should keep his mouth and neck extended after catching the treat."),
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new("open", true, "Open Mouth", "Toggle if Beary should open his mouth in preparation for the treat.")
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}
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},
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new GameAction("cake", "Cake")
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@ -33,18 +33,22 @@ namespace HeavenStudio.Games.Loaders
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defaultLength = 4,
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parameters = new()
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{
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new("long", false, "Mouth Hold"),
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new("open", true, "Should Open Mouth")
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new("long", false, "Mouth Hold", "Toggle if Beary should keep his mouth and neck extended after catching the treat."),
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new("open", true, "Open Mouth", "Toggle if Beary should open his mouth in preparation for the treat.")
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}
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},
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new GameAction("stretchEmotion", "Emotion")
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{
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function = delegate { var e = eventCaller.currentEntity; if (BlueBear.IsInstantEmotion(e["type"])) BlueBear.instance.SetEmotion(e.beat, e["type"]); },
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function = delegate { var e = eventCaller.currentEntity; if (e["instant"] || e["type"] == (int)BlueBear.EmotionStretchType.NoEmotion) BlueBear.instance.SetEmotion(e.beat, e["type"]); },
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defaultLength = 4,
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resizable = true,
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parameters = new List<Param>()
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{
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new Param("type", BlueBear.EmotionStretchType.NoEmotion, "Emotion", "Which emotion should the blue bear use?"),
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new Param("type", BlueBear.EmotionStretchType.NoEmotion, "Emotion", "Set the emotion animation Beary should play.", new()
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{
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new((x, _) => (int)x != (int)BlueBear.EmotionStretchType.NoEmotion, new string[] { "instant" })
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}),
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new Param("instant", false, "Instant", "Toggle if the emotion should jump to it's end state. Making \"LookUp\" instant will cause Beary to keep his head down."),
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}
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},
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new GameAction("wind", "Wind")
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@ -62,25 +66,25 @@ namespace HeavenStudio.Games.Loaders
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function = delegate { BlueBear.instance.OpenMouth(); },
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defaultLength = 0.5f
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},
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new GameAction("story", "Story")
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new GameAction("story", "Memory Drawing")
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{
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defaultLength = 4,
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parameters = new List<Param>()
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{
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new Param("story", BlueBear.StoryType.Date, "Story"),
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new Param("enter", true, "Enter")
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new Param("story", BlueBear.StoryType.Date, "Memory", "Set the memory that should appear."),
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new Param("enter", true, "Enter", "Toggle if the memory should enter or exit the scene.")
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},
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resizable = true
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},
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new GameAction("crumb", "Set Crumb Threshold")
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new GameAction("crumb", "Set Crumb Thresholds")
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{
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function = delegate { var e = eventCaller.currentEntity; BlueBear.instance.SetCrumbThreshold(e["right"], e["left"], e["reset"]); },
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defaultLength = 0.5f,
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parameters = new List<Param>()
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{
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new Param("right", new EntityTypes.Integer(0, 500, 15), "Right Crumb", "How many treats should the bear eat before the right crumb can appear on his face?"),
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new Param("left", new EntityTypes.Integer(0, 500, 30), "Left Crumb", "How many treats should the bear eat before the left crumb can appear on his face?"),
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new Param("reset", false, "Reset Treats Eaten", "Should the numbers of treats eaten be reset?")
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new Param("right", new EntityTypes.Integer(0, 500, 15), "Right Crumb", "Set how many treats Beary needs to eat for the right crumb to appear."),
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new Param("left", new EntityTypes.Integer(0, 500, 30), "Left Crumb", "Set how many treats Beary needs to eat for the left crumb to appear."),
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new Param("reset", false, "Reset Treats Eaten", "Toggle if the current amount of treats eaten (and crumbs) should be reset.")
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}
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}
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},
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