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

@ -21,8 +21,8 @@ namespace HeavenStudio.Games.Loaders
resizable = true,
parameters = new List<Param>()
{
new Param("toggle", true, "Enable Bopping", "Whether to bop to the beat or not"),
new Param("auto", false, "Enable Bopping (Auto)", "Whether to bop to the beat or not automatically"),
new Param("toggle", true, "Bop", "Toggle if Dog Ninja should bop for the duration of this event."),
new Param("auto", false, "Bop (Auto)", "Toggle if Dog Ninja should automatically bop until another Bop event is reached."),
}
},
new GameAction("Prepare", "Prepare")
@ -37,21 +37,21 @@ namespace HeavenStudio.Games.Loaders
defaultLength = 2,
parameters = new List<Param>()
{
new Param("direction", DogNinja.ObjectDirection.Left, "Which Side", "Whether the object should come from the left, right, or both sides"),
new Param("typeL", DogNinja.ObjectType.Random, "Left \nObject", "The object to be thrown from the left"),
new Param("typeR", DogNinja.ObjectType.Random, "Right Object", "The object to be thrown from the right"),
new Param("shouldPrepare", true, "Prepare?", "Should the dog prepare?"),
new Param("muteThrow", false, "Mute", "Mute the throw? (ONLY WHEN INACTIVE)"),
new Param("direction", DogNinja.ObjectDirection.Left, "Which Side", "Choose the side(s) the object(s) should be thrown from."),
new Param("typeL", DogNinja.ObjectType.Random, "Left Object", "Choose the object to be thrown from the left."),
new Param("typeR", DogNinja.ObjectType.Random, "Right Object", "Choose the object to be thrown from the right."),
new Param("shouldPrepare", true, "Prepare", "Toggle if Dog Ninja should automatically prepare for this cue."),
new Param("muteThrow", false, "Mute", "Toggle if the cue should be muted. This only applies when the cue is started from another game."),
},
},
new GameAction("CutEverything", "Cut Everything!")
new GameAction("CutEverything", "Mister Eagle's Sign")
{
function = delegate { var e = eventCaller.currentEntity; DogNinja.instance.CutEverything(e.beat, e["toggle"], e["text"]); },
defaultLength = 0.5f,
parameters = new List<Param>()
{
new Param("toggle", true, "Play Sound", "Whether to play the 'FlyIn' SFX or not"),
new Param("text", "Cut everything!", "Custom Text", "What text should the sign display?")
new Param("toggle", true, "Play Sound", "Toggle if the sound effect should play for flying in and out."),
new Param("text", "Cut everything!", "Sign Text", "Set the text to be displayed on the sign.")
}
},
new GameAction("HereWeGo", "Here We Go!")