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

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