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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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@ -20,13 +20,23 @@ namespace HeavenStudio.Games.Loaders
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{
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return new Minigame("cheerReaders", "Cheer Readers", "ffffde", false, false, new List<GameAction>()
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{
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new GameAction("bop", "Bop")
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{
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function = delegate {var e = eventCaller.currentEntity; CheerReaders.instance.BopToggle(e.beat, e.length, e["toggle"], e["toggle2"]); },
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resizable = true,
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parameters = new List<Param>()
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{
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new Param("toggle", true, "Bop", "Toggle if the girls should bop for the duration of this event."),
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new Param("toggle2", false, "Bop (Auto)", "Toggle if the girls should automatically bop until another Bop event is reached.")
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}
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},
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new GameAction("oneTwoThree", "One! Two! Three!")
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{
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function = delegate {var e = eventCaller.currentEntity; CheerReaders.instance.OneTwoThree(e.beat, e["solo"]); CheerReaders.instance.SetIsDoingCue(e.beat, e.length);},
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defaultLength = 3f,
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parameters = new List<Param>()
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{
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new Param("solo", CheerReaders.WhoSpeaks.Both, "Who Speaks", "Who should say the voice line?")
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new Param("solo", CheerReaders.WhoSpeaks.Both, "Speaker", "Choose who says the voice line.")
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}
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},
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new GameAction("itsUpToYou", "It's Up To You!")
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@ -35,7 +45,7 @@ namespace HeavenStudio.Games.Loaders
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defaultLength = 3f,
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parameters = new List<Param>()
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{
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new Param("solo", CheerReaders.WhoSpeaks.Both, "Who Speaks", "Who should say the voice line?")
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new Param("solo", CheerReaders.WhoSpeaks.Both, "Speaker", "Choose who says the voice line.")
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}
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},
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new GameAction("letsGoReadABunchaBooks", "Let's Go Read A Buncha Books!")
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@ -44,7 +54,7 @@ namespace HeavenStudio.Games.Loaders
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defaultLength = 3f,
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parameters = new List<Param>()
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{
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new Param("solo", CheerReaders.WhoSpeaks.Both, "Who Speaks", "Who should say the voice line?")
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new Param("solo", CheerReaders.WhoSpeaks.Both, "Speaker", "Choose who says the voice line.")
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}
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},
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new GameAction("rahRahSisBoomBaBoom", "Rah-Rah Sis Boom Bah-BOOM!")
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@ -53,8 +63,8 @@ namespace HeavenStudio.Games.Loaders
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defaultLength = 4f,
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parameters = new List<Param>()
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{
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new Param("solo", CheerReaders.WhoSpeaks.Both, "Who Speaks", "Who should say the voice line?"),
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new Param("consecutive", false, "Consecutive", "Is this cue using the alternate consecutive version?")
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new Param("solo", CheerReaders.WhoSpeaks.Both, "Speaker", "Choose who says the voice line."),
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new Param("consecutive", false, "Consecutive Version", "Toggle if this cue should use the consecutive version of the cue. This mutes the first book flip so it doesn't overlap with a previous cue.")
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}
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},
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new GameAction("okItsOn", "OK, It's On!")
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@ -63,10 +73,10 @@ namespace HeavenStudio.Games.Loaders
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defaultLength = 4f,
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parameters = new List<Param>()
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{
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new Param("solo", CheerReaders.WhoSpeaks.Both, "Who Speaks", "Who should say the voice line?"),
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new Param("toggle", true, "Whistle", "Should the whistle sound play?"),
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new Param("poster", CheerReaders.PosterToChoose.Random, "Poster", "Which image should the School Library Pep Squad display?"),
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new Param("happy", true, "Make Happy Face?", "Will the School Library Pep Squad smile happily 2 beats after flipping their books?")
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new Param("solo", CheerReaders.WhoSpeaks.Both, "Speaker", "Choose who says the voice line."),
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new Param("toggle", true, "Whistle", "Toggle if the whistle sounds should play."),
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new Param("poster", CheerReaders.PosterToChoose.Random, "Image", "Choose the image to display inside the books."),
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new Param("happy", true, "Smile", "Toggle if the girls will smile two beats after the input.")
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}
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},
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new GameAction("okItsOnStretch", "OK, It's On! (Stretchable)")
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@ -76,10 +86,10 @@ 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("solo", CheerReaders.WhoSpeaks.Both, "Who Speaks", "Who should say the voice line?"),
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new Param("toggle", true, "Whistle", "Should the whistle sound play?"),
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new Param("poster", CheerReaders.PosterToChoose.Random, "Poster", "Which image should the School Library Pep Squad display?"),
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new Param("happy", true, "Do Happy Face?", "Will the School Library Pep Squad smile happily 2 beats after showing off their books?")
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new Param("solo", CheerReaders.WhoSpeaks.Both, "Speaker", "Choose who says the voice line."),
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new Param("toggle", true, "Whistle", "Toggle if the whistle sounds should play."),
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new Param("poster", CheerReaders.PosterToChoose.Random, "Image", "Choose the image to display inside the books."),
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new Param("happy", true, "Smile", "Toggle if the girls should smile two beats after the input.")
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}
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},
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new GameAction("yay", "Yay!")
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@ -88,17 +98,7 @@ 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("solo", CheerReaders.WhoSpeaks.Both, "Who Speaks", "Who should say the voice line?"),
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}
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},
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new GameAction("bop", "Bop")
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{
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function = delegate {var e = eventCaller.currentEntity; CheerReaders.instance.BopToggle(e.beat, e.length, e["toggle"], e["toggle2"]); },
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resizable = true,
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parameters = new List<Param>()
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{
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new Param("toggle", true, "Should bop?", "Should the girls bop?"),
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new Param("toggle2", false, "Should auto bop?", "Should the girls bop automatically?")
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new Param("solo", CheerReaders.WhoSpeaks.Both, "Speaker", "Choose who says the voice line."),
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}
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},
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new GameAction("resetPose", "Reset Pose")
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