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

@ -18,8 +18,8 @@ namespace HeavenStudio.Games.Loaders
resizable = true,
parameters = new List<Param>()
{
new Param("toggle2", true, "Bop", "Whether both will bop to the beat or not"),
new Param("toggle", false, "Bop (Auto)", "Whether both will auto bop to the beat or not")
new Param("toggle2", true, "Bop", "Toggle if the the DJs should bop for the duration of this event."),
new Param("toggle", false, "Bop (Auto)", "Toggle if the DJs should automatically bop until another Bop event is reached.")
}
},
new GameAction("and stop ooh", "And Stop!")
@ -29,7 +29,7 @@ namespace HeavenStudio.Games.Loaders
inactiveFunction = delegate { var e = eventCaller.currentEntity; DJSchool.WarnAndStop(e.beat, e["toggle"]); },
parameters = new List<Param>()
{
new Param("toggle", true, "Ooh", "Whether or not the \"ooh\" sound should be played")
new Param("toggle", true, "Ooh", "Toggle if DJ Yellow should say \"Ooh!\"")
}
},
new GameAction("break c'mon ooh", "Break, C'mon!")
@ -39,8 +39,8 @@ namespace HeavenStudio.Games.Loaders
inactiveFunction = delegate { var e = eventCaller.currentEntity; DJSchool.WarnBreakCmon(e.beat, e["type"], e["toggle"]); },
parameters = new List<Param>()
{
new Param("type", DJSchool.DJVoice.Standard, "Voice", "The voice line to play"),
new Param("toggle", true, "Ooh", "Whether or not the \"ooh\" sound should be played")
new Param("type", DJSchool.DJVoice.Standard, "Voice", "Choose the type of voice for DJ Yellow to use."),
new Param("toggle", true, "Ooh", "Toggle if DJ Yellow should say \"Ooh!\"")
}
},
new GameAction("scratch-o hey", "Scratch-o")
@ -49,9 +49,9 @@ namespace HeavenStudio.Games.Loaders
defaultLength = 3f,
parameters = new List<Param>()
{
new Param("type", DJSchool.DJVoice.Standard, "Voice", "The voice line to play"),
new Param("toggle2", true, "Cheering", "Should cheering play when successfully hitting this cue?"),
new Param("toggle", false, "Fast Hey", "Activate Remix 4 (DS) beat")
new Param("type", DJSchool.DJVoice.Standard, "Voice", "Choose the type of voice for DJ Yellow to use."),
new Param("toggle2", true, "Cheering", "Toggle if cheering should play if you successfully hit this cue."),
new Param("toggle", false, "Fast Hey", "Toggle if this cue should use the faster timing from Remix 4 (DS).")
}
},
new GameAction("dj voice lines", "DJ Yellow Banter")
@ -61,16 +61,16 @@ namespace HeavenStudio.Games.Loaders
inactiveFunction = delegate { DJSchool.VoiceLines(eventCaller.currentEntity.beat, eventCaller.currentEntity["type"]); },
parameters = new List<Param>()
{
new Param("type", DJSchool.DJVoiceLines.CheckItOut, "Voice Lines", "The voice line to play"),
new Param("type", DJSchool.DJVoiceLines.CheckItOut, "Voice Line", "Choose what DJ Yellow should say."),
}
},
new GameAction("sound FX", "Scratchy Music")
new GameAction("sound FX", "Set Radio FX")
{
function = delegate { DJSchool.SoundFX(eventCaller.currentEntity["toggle"]); },
defaultLength = 0.5f,
parameters = new List<Param>()
{
new Param("toggle", true, "Radio FX", "Toggle on and off for Radio Effects")
new Param("toggle", true, "Radio FX", "Toggle if holding down the record will trigger scratchy radio effects like in the original game.")
}
},
new GameAction("forceHold", "Force Hold")