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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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@ -20,8 +20,8 @@ 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("type", FanClub.IdolBopType.Both, "Bop target", "Who to make bop"),
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new Param("type2", FanClub.IdolBopType.None, "Bop target (Auto)", "Who to make auto bop"),
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new Param("type", FanClub.IdolBopType.Both, "Bop", "Set the character(s) to bop for the duration of this event."),
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new Param("type2", FanClub.IdolBopType.None, "Bop", "Set the character(s) to automatically bop until another Bop event is reached."),
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}
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},
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new GameAction("yeah, yeah, yeah", "Yeah, Yeah, Yeah!")
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@ -30,8 +30,8 @@ namespace HeavenStudio.Games.Loaders
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defaultLength = 8,
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parameters = new List<Param>()
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{
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new Param("toggle", false, "Disable call", "Disable the idol's call"),
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new Param("toggle2", false, "Disable response SFX", "Disable the monkeys's response")
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new Param("toggle", false, "Mute Arisa", "Toggle if Arisa's cue should be muted."),
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new Param("toggle2", false, "Mute Monkey SFX", "Toggle if the monkey's (including the player's) sound effects should be muted.")
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},
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inactiveFunction = delegate { var e = eventCaller.currentEntity; FanClub.WarnHai(e.beat, e["toggle"]);},
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preFunction = delegate { var e = eventCaller.currentEntity; FanClub.HaiSound(e.beat, e["toggle"], e["toggle2"]); }
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@ -43,9 +43,9 @@ namespace HeavenStudio.Games.Loaders
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parameters = new List<Param>()
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{
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new Param("type", FanClub.KamoneResponseType.Through, "Response type", "Type of response to use"),
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new Param("toggle", false, "Disable call", "Disable the idol's call"),
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new Param("toggle2", false, "Disable response SFX", "Disable the monkeys's response"),
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new Param("alt", false, "Alternate cue", "Use an alternate cue")
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new Param("toggle", false, "Mute Arisa", "Toggle if Arisa's cue should be muted."),
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new Param("toggle2", false, "Mute Monkey SFX", "Toggle if the monkey's (including the player's) sound effects should be muted."),
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new Param("alt", false, "Alternate cue", "Toggle if Arisa should use the \"Wonderful\" (iina) cue.")
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},
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inactiveFunction = delegate { var e = eventCaller.currentEntity; FanClub.WarnKamone(e.beat, e["toggle"], 0, e["type"], e["alt"]);},
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preFunction = delegate { var e = eventCaller.currentEntity; FanClub.KamoneSound(e.beat, e["toggle"], e["toggle2"], 0, e["type"], e["alt"]); }
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@ -56,7 +56,7 @@ namespace HeavenStudio.Games.Loaders
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defaultLength = 4,
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parameters = new List<Param>()
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{
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new Param("toggle", false, "Disable call", "Disable the call")
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new Param("toggle", false, "Disable Call", "Toggle if the monkey's \"Ooh!\" cue should play.")
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},
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inactiveFunction = delegate { var e = eventCaller.currentEntity; FanClub.WarnBigReady(e.beat, e["toggle"]); },
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preFunction = delegate { var e = eventCaller.currentEntity; FanClub.BigReadySound(e.beat, e["toggle"]); }
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@ -67,28 +67,28 @@ 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("type", FanClub.IdolAnimations.Bop, "Animation", "Animation to play"),
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new Param("who", FanClub.IdolType.All, "Target Idol", "Target to play the animation on")
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new Param("type", FanClub.IdolAnimations.Bop, "Animation", "Set the animation to play."),
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new Param("who", FanClub.IdolType.All, "Target Idol", "Set the character to perform the above animation.")
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}
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},
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new GameAction("play stage animation", "Stage Coreography")
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new GameAction("play stage animation", "Stage Effects")
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{
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function = delegate { var e = eventCaller.currentEntity; FanClub.instance.PlayAnimStage(e.beat, e["type"]); },
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resizable = true,
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parameters = new List<Param>()
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{
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new Param("type", FanClub.StageAnimations.Flash, "Animation", "Animation to play")
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new Param("type", FanClub.StageAnimations.Flash, "Effect", "Set the effect to play.")
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}
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},
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new GameAction("friend walk", "Backup Dancers Entrance")
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new GameAction("friend walk", "Backup Dancers")
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{
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function = delegate { var e = eventCaller.currentEntity; FanClub.instance.DancerTravel(e.beat, e.length, e["exit"], e["instant"]); },
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defaultLength = 16f,
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resizable = true,
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parameters = new List<Param>()
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{
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new Param("exit", false, "Exit", "Backup dancers exit instead"),
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new Param("instant", false, "Instant Travel", "Backup dancers instantly finish their travel"),
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new Param("exit", false, "Exit", "Toggle if the backup dancers should enter or exit the scene."),
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new Param("instant", false, "Instant", "Toggle if the backup dancers should instantly finish their enter/exit."),
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}
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},
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new GameAction("set performance type", "Coreography Type")
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@ -98,7 +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("type", FanClub.IdolPerformanceType.Normal, "Performance Type", "Set of animations for the idol to use")
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new Param("type", FanClub.IdolPerformanceType.Normal, "Performance Type", "Set the type animations for Arisa to use.")
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},
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inactiveFunction = delegate { var e = eventCaller.currentEntity; FanClub.SetPerformanceType(e["type"]); }
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},
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