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

@ -20,8 +20,8 @@ namespace HeavenStudio.Games.Loaders
resizable = true,
parameters = new List<Param>()
{
new Param("type", FanClub.IdolBopType.Both, "Bop target", "Who to make bop"),
new Param("type2", FanClub.IdolBopType.None, "Bop target (Auto)", "Who to make auto bop"),
new Param("type", FanClub.IdolBopType.Both, "Bop", "Set the character(s) to bop for the duration of this event."),
new Param("type2", FanClub.IdolBopType.None, "Bop", "Set the character(s) to automatically bop until another Bop event is reached."),
}
},
new GameAction("yeah, yeah, yeah", "Yeah, Yeah, Yeah!")
@ -30,8 +30,8 @@ namespace HeavenStudio.Games.Loaders
defaultLength = 8,
parameters = new List<Param>()
{
new Param("toggle", false, "Disable call", "Disable the idol's call"),
new Param("toggle2", false, "Disable response SFX", "Disable the monkeys's response")
new Param("toggle", false, "Mute Arisa", "Toggle if Arisa's cue should be muted."),
new Param("toggle2", false, "Mute Monkey SFX", "Toggle if the monkey's (including the player's) sound effects should be muted.")
},
inactiveFunction = delegate { var e = eventCaller.currentEntity; FanClub.WarnHai(e.beat, e["toggle"]);},
preFunction = delegate { var e = eventCaller.currentEntity; FanClub.HaiSound(e.beat, e["toggle"], e["toggle2"]); }
@ -43,9 +43,9 @@ namespace HeavenStudio.Games.Loaders
parameters = new List<Param>()
{
new Param("type", FanClub.KamoneResponseType.Through, "Response type", "Type of response to use"),
new Param("toggle", false, "Disable call", "Disable the idol's call"),
new Param("toggle2", false, "Disable response SFX", "Disable the monkeys's response"),
new Param("alt", false, "Alternate cue", "Use an alternate cue")
new Param("toggle", false, "Mute Arisa", "Toggle if Arisa's cue should be muted."),
new Param("toggle2", false, "Mute Monkey SFX", "Toggle if the monkey's (including the player's) sound effects should be muted."),
new Param("alt", false, "Alternate cue", "Toggle if Arisa should use the \"Wonderful\" (iina) cue.")
},
inactiveFunction = delegate { var e = eventCaller.currentEntity; FanClub.WarnKamone(e.beat, e["toggle"], 0, e["type"], e["alt"]);},
preFunction = delegate { var e = eventCaller.currentEntity; FanClub.KamoneSound(e.beat, e["toggle"], e["toggle2"], 0, e["type"], e["alt"]); }
@ -56,7 +56,7 @@ namespace HeavenStudio.Games.Loaders
defaultLength = 4,
parameters = new List<Param>()
{
new Param("toggle", false, "Disable call", "Disable the call")
new Param("toggle", false, "Disable Call", "Toggle if the monkey's \"Ooh!\" cue should play.")
},
inactiveFunction = delegate { var e = eventCaller.currentEntity; FanClub.WarnBigReady(e.beat, e["toggle"]); },
preFunction = delegate { var e = eventCaller.currentEntity; FanClub.BigReadySound(e.beat, e["toggle"]); }
@ -67,28 +67,28 @@ namespace HeavenStudio.Games.Loaders
resizable = true,
parameters = new List<Param>()
{
new Param("type", FanClub.IdolAnimations.Bop, "Animation", "Animation to play"),
new Param("who", FanClub.IdolType.All, "Target Idol", "Target to play the animation on")
new Param("type", FanClub.IdolAnimations.Bop, "Animation", "Set the animation to play."),
new Param("who", FanClub.IdolType.All, "Target Idol", "Set the character to perform the above animation.")
}
},
new GameAction("play stage animation", "Stage Coreography")
new GameAction("play stage animation", "Stage Effects")
{
function = delegate { var e = eventCaller.currentEntity; FanClub.instance.PlayAnimStage(e.beat, e["type"]); },
resizable = true,
parameters = new List<Param>()
{
new Param("type", FanClub.StageAnimations.Flash, "Animation", "Animation to play")
new Param("type", FanClub.StageAnimations.Flash, "Effect", "Set the effect to play.")
}
},
new GameAction("friend walk", "Backup Dancers Entrance")
new GameAction("friend walk", "Backup Dancers")
{
function = delegate { var e = eventCaller.currentEntity; FanClub.instance.DancerTravel(e.beat, e.length, e["exit"], e["instant"]); },
defaultLength = 16f,
resizable = true,
parameters = new List<Param>()
{
new Param("exit", false, "Exit", "Backup dancers exit instead"),
new Param("instant", false, "Instant Travel", "Backup dancers instantly finish their travel"),
new Param("exit", false, "Exit", "Toggle if the backup dancers should enter or exit the scene."),
new Param("instant", false, "Instant", "Toggle if the backup dancers should instantly finish their enter/exit."),
}
},
new GameAction("set performance type", "Coreography Type")
@ -98,7 +98,7 @@ namespace HeavenStudio.Games.Loaders
defaultLength = 0.5f,
parameters = new List<Param>()
{
new Param("type", FanClub.IdolPerformanceType.Normal, "Performance Type", "Set of animations for the idol to use")
new Param("type", FanClub.IdolPerformanceType.Normal, "Performance Type", "Set the type animations for Arisa to use.")
},
inactiveFunction = delegate { var e = eventCaller.currentEntity; FanClub.SetPerformanceType(e["type"]); }
},