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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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@ -22,16 +22,16 @@ namespace HeavenStudio.Games.Loaders
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resizable = true,
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parameters = new List<Param>()
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{
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new Param("silent", false, "Mute Audio", "Whether the piano notes should be muted or not.", new List<Param.CollapseParam>()
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new Param("silent", false, "Mute Notes", "Toggle if the piano notes in this event should be muted.", new List<Param.CollapseParam>()
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{
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new Param.CollapseParam((x, _) => !(bool)x, new string[] { "note1", "note2", "note3", "note4", "note5", "note6"})
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}),
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new Param("note1", new EntityTypes.Integer(-24, 24, 0), "1st note", "The number of semitones up or down this note should be pitched"),
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new Param("note2", new EntityTypes.Integer(-24, 24, 2), "2nd note", "The number of semitones up or down this note should be pitched"),
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new Param("note3", new EntityTypes.Integer(-24, 24, 4), "3rd note", "The number of semitones up or down this note should be pitched"),
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new Param("note4", new EntityTypes.Integer(-24, 24, 5), "4th note", "The number of semitones up or down this note should be pitched"),
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new Param("note5", new EntityTypes.Integer(-24, 24, 7), "5th note", "The number of semitones up or down this note should be pitched"),
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new Param("note6", new EntityTypes.Integer(-24, 24, 12), "6th note", "The number of semitones up or down this note should be pitched (This plays together with the 5th note)"),
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new Param("note1", new EntityTypes.Integer(-24, 24, 0), "1st note", "Set the number of semitones up or down this note should be pitched."),
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new Param("note2", new EntityTypes.Integer(-24, 24, 2), "2nd note", "Set the number of semitones up or down this note should be pitched."),
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new Param("note3", new EntityTypes.Integer(-24, 24, 4), "3rd note", "Set the number of semitones up or down this note should be pitched."),
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new Param("note4", new EntityTypes.Integer(-24, 24, 5), "4th note", "Set the number of semitones up or down this note should be pitched."),
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new Param("note5", new EntityTypes.Integer(-24, 24, 7), "5th note", "Set the number of semitones up or down this note should be pitched. This note plays together with the 6th note."),
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new Param("note6", new EntityTypes.Integer(-24, 24, 12), "6th note", "Set the number of semitones up or down this note should be pitched. This note plays together with the 5th note."),
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}
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},
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new GameAction("play piano", "Play Note")
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@ -40,7 +40,7 @@ namespace HeavenStudio.Games.Loaders
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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", new EntityTypes.Integer(-24, 24, 0), "Semitones", "The number of semitones up or down this note should be pitched")
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new Param("type", new EntityTypes.Integer(-24, 24, 0), "Semitones", "Set the number of semitones up or down this note should be pitched.")
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},
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},
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new GameAction("color", "Color Palette")
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@ -49,9 +49,9 @@ namespace HeavenStudio.Games.Loaders
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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("object", Color.white, "Object Color"),
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new Param("shooter", Color.white, "Shooter Color"),
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new Param("bg", new Color(0, 1, 0, 1), "Environment Color")
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new Param("object", Color.white, "Widget Color", "Choose the color of the widgets & rods."),
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new Param("shooter", Color.white, "Paddle Color", "Choose the color of the launch paddle."),
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new Param("bg", new Color(0, 1, 0, 1), "Environment Color", "Choose the color of the environment.")
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}
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},
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new GameAction("lights", "Lights")
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@ -61,8 +61,8 @@ namespace HeavenStudio.Games.Loaders
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resizable = true,
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parameters = new List<Param>()
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{
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new Param("auto", true, "Lights (Auto)", "Should the lights auto light?"),
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new Param("light", false, "Lights", "Should the lights light?")
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new Param("light", false, "Lights", "Toggle if the lights should activate for the duration of this event."),
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new Param("auto", true, "Lights (Auto)", "Toggle if the lights should automatically activate until the another Lights event is reached.")
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}
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}
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}, new List<string>() { "ntr", "normal" }, "ntrassembly", "en", new List<string>() { });
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