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

@ -22,16 +22,16 @@ namespace HeavenStudio.Games.Loaders
resizable = true,
parameters = new List<Param>()
{
new Param("silent", false, "Mute Audio", "Whether the piano notes should be muted or not.", new List<Param.CollapseParam>()
new Param("silent", false, "Mute Notes", "Toggle if the piano notes in this event should be muted.", new List<Param.CollapseParam>()
{
new Param.CollapseParam((x, _) => !(bool)x, new string[] { "note1", "note2", "note3", "note4", "note5", "note6"})
}),
new Param("note1", new EntityTypes.Integer(-24, 24, 0), "1st note", "The number of semitones up or down this note should be pitched"),
new Param("note2", new EntityTypes.Integer(-24, 24, 2), "2nd note", "The number of semitones up or down this note should be pitched"),
new Param("note3", new EntityTypes.Integer(-24, 24, 4), "3rd note", "The number of semitones up or down this note should be pitched"),
new Param("note4", new EntityTypes.Integer(-24, 24, 5), "4th note", "The number of semitones up or down this note should be pitched"),
new Param("note5", new EntityTypes.Integer(-24, 24, 7), "5th note", "The number of semitones up or down this note should be pitched"),
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)"),
new Param("note1", new EntityTypes.Integer(-24, 24, 0), "1st note", "Set the number of semitones up or down this note should be pitched."),
new Param("note2", new EntityTypes.Integer(-24, 24, 2), "2nd note", "Set the number of semitones up or down this note should be pitched."),
new Param("note3", new EntityTypes.Integer(-24, 24, 4), "3rd note", "Set the number of semitones up or down this note should be pitched."),
new Param("note4", new EntityTypes.Integer(-24, 24, 5), "4th note", "Set the number of semitones up or down this note should be pitched."),
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."),
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."),
}
},
new GameAction("play piano", "Play Note")
@ -40,7 +40,7 @@ namespace HeavenStudio.Games.Loaders
resizable = true,
parameters = new List<Param>()
{
new Param("type", new EntityTypes.Integer(-24, 24, 0), "Semitones", "The number of semitones up or down this note should be pitched")
new Param("type", new EntityTypes.Integer(-24, 24, 0), "Semitones", "Set the number of semitones up or down this note should be pitched.")
},
},
new GameAction("color", "Color Palette")
@ -49,9 +49,9 @@ namespace HeavenStudio.Games.Loaders
defaultLength = 0.5f,
parameters = new List<Param>()
{
new Param("object", Color.white, "Object Color"),
new Param("shooter", Color.white, "Shooter Color"),
new Param("bg", new Color(0, 1, 0, 1), "Environment Color")
new Param("object", Color.white, "Widget Color", "Choose the color of the widgets & rods."),
new Param("shooter", Color.white, "Paddle Color", "Choose the color of the launch paddle."),
new Param("bg", new Color(0, 1, 0, 1), "Environment Color", "Choose the color of the environment.")
}
},
new GameAction("lights", "Lights")
@ -61,8 +61,8 @@ namespace HeavenStudio.Games.Loaders
resizable = true,
parameters = new List<Param>()
{
new Param("auto", true, "Lights (Auto)", "Should the lights auto light?"),
new Param("light", false, "Lights", "Should the lights light?")
new Param("light", false, "Lights", "Toggle if the lights should activate for the duration of this event."),
new Param("auto", true, "Lights (Auto)", "Toggle if the lights should automatically activate until the another Lights event is reached.")
}
}
}, new List<string>() { "ntr", "normal" }, "ntrassembly", "en", new List<string>() { });