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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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@ -18,8 +18,8 @@ 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("toggle2", true, "Bop", "Whether both will bop to the beat or not"),
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new Param("toggle", false, "Bop (Auto)", "Whether both will auto bop to the beat or not")
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new Param("toggle2", true, "Bop", "Toggle if the the DJs should bop for the duration of this event."),
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new Param("toggle", false, "Bop (Auto)", "Toggle if the DJs should automatically bop until another Bop event is reached.")
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}
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},
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new GameAction("and stop ooh", "And Stop!")
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@ -29,7 +29,7 @@ namespace HeavenStudio.Games.Loaders
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inactiveFunction = delegate { var e = eventCaller.currentEntity; DJSchool.WarnAndStop(e.beat, e["toggle"]); },
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parameters = new List<Param>()
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{
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new Param("toggle", true, "Ooh", "Whether or not the \"ooh\" sound should be played")
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new Param("toggle", true, "Ooh", "Toggle if DJ Yellow should say \"Ooh!\"")
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}
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},
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new GameAction("break c'mon ooh", "Break, C'mon!")
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@ -39,8 +39,8 @@ namespace HeavenStudio.Games.Loaders
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inactiveFunction = delegate { var e = eventCaller.currentEntity; DJSchool.WarnBreakCmon(e.beat, e["type"], e["toggle"]); },
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parameters = new List<Param>()
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{
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new Param("type", DJSchool.DJVoice.Standard, "Voice", "The voice line to play"),
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new Param("toggle", true, "Ooh", "Whether or not the \"ooh\" sound should be played")
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new Param("type", DJSchool.DJVoice.Standard, "Voice", "Choose the type of voice for DJ Yellow to use."),
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new Param("toggle", true, "Ooh", "Toggle if DJ Yellow should say \"Ooh!\"")
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}
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},
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new GameAction("scratch-o hey", "Scratch-o")
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@ -49,9 +49,9 @@ 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("type", DJSchool.DJVoice.Standard, "Voice", "The voice line to play"),
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new Param("toggle2", true, "Cheering", "Should cheering play when successfully hitting this cue?"),
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new Param("toggle", false, "Fast Hey", "Activate Remix 4 (DS) beat")
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new Param("type", DJSchool.DJVoice.Standard, "Voice", "Choose the type of voice for DJ Yellow to use."),
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new Param("toggle2", true, "Cheering", "Toggle if cheering should play if you successfully hit this cue."),
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new Param("toggle", false, "Fast Hey", "Toggle if this cue should use the faster timing from Remix 4 (DS).")
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}
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},
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new GameAction("dj voice lines", "DJ Yellow Banter")
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@ -61,16 +61,16 @@ namespace HeavenStudio.Games.Loaders
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inactiveFunction = delegate { DJSchool.VoiceLines(eventCaller.currentEntity.beat, eventCaller.currentEntity["type"]); },
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parameters = new List<Param>()
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{
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new Param("type", DJSchool.DJVoiceLines.CheckItOut, "Voice Lines", "The voice line to play"),
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new Param("type", DJSchool.DJVoiceLines.CheckItOut, "Voice Line", "Choose what DJ Yellow should say."),
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}
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},
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new GameAction("sound FX", "Scratchy Music")
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new GameAction("sound FX", "Set Radio FX")
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{
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function = delegate { DJSchool.SoundFX(eventCaller.currentEntity["toggle"]); },
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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("toggle", true, "Radio FX", "Toggle on and off for Radio Effects")
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new Param("toggle", true, "Radio FX", "Toggle if holding down the record will trigger scratchy radio effects like in the original game.")
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}
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},
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new GameAction("forceHold", "Force Hold")
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