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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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@ -19,11 +19,11 @@ namespace HeavenStudio.Games.Loaders
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defaultLength = 4f,
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parameters = new List<Param>()
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{
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new Param("whereToSpawn", Fireworks.WhereToSpawn.Middle, "Where to spawn?", "Where should the firework spawn?"),
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new Param("explosionType", Fireworks.ExplosionType.MixedCircular, "Explosion Pattern", "What pattern should the firework explode with?"),
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new Param("applause", false, "Applause", "Should an applause play after successfully hitting this cue?"),
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new Param("offSet", new EntityTypes.Float(0, 4, 0), "Vertical Offset", "What vertical Offset should the rocket have?"),
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new Param("toggle", false, "Practice Count-In", "Should the count-in from the fireworks practice play?")
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new Param("whereToSpawn", Fireworks.WhereToSpawn.Middle, "Side", "Choose the side this firework should spawn on."),
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new Param("explosionType", Fireworks.ExplosionType.MixedCircular, "Pattern", "Choose the pattern that this firework should explode into."),
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new Param("applause", false, "Applause", "Toggle if applause should play if you successfully hit this cue."),
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new Param("offSet", new EntityTypes.Float(0, 4, 0), "Vertical Offset", "Choose the verical offset for this firework."),
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new Param("toggle", false, "Count-In", "Toggle if a count-in should automatically play for this cue, as shown in the practice of the original game.")
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}
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},
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new GameAction("sparkler", "Sparkler")
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@ -32,11 +32,11 @@ namespace HeavenStudio.Games.Loaders
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defaultLength = 2f,
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parameters = new List<Param>()
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{
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new Param("whereToSpawn", Fireworks.WhereToSpawn.Middle, "Where to spawn?", "Where should the firework spawn?"),
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new Param("explosionType", Fireworks.ExplosionType.MixedCircular, "Explosion Pattern", "What pattern should the firework explode with?"),
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new Param("applause", false, "Applause", "Should an applause play after successfully hitting this cue?"),
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new Param("offSet", new EntityTypes.Float(0, 4, 0), "Vertical Offset", "What vertical Offset should the rocket have?"),
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new Param("toggle", false, "Practice Count-In", "Should the count-in from the fireworks practice play?")
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new Param("whereToSpawn", Fireworks.WhereToSpawn.Middle, "Side", "Choose the side this firework should spawn on."),
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new Param("explosionType", Fireworks.ExplosionType.MixedCircular, "Pattern", "Choose the pattern that this sparkler should explode into."),
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new Param("applause", false, "Applause", "Toggle if applause should play if you successfully hit this cue."),
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new Param("offSet", new EntityTypes.Float(0, 4, 0), "Vertical Offset", "Choose the vertical offset for this sparkler."),
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new Param("toggle", false, "Count-In", "Toggle if a count-in should automatically play for this cue, as shown in the practice of the original game.")
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}
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},
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new GameAction("bomb", "Bomb")
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@ -45,8 +45,8 @@ 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("applause", false, "Applause", "Should an applause play after successfully hitting this cue?"),
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new Param("toggle", false, "Practice Count-In", "Should the count-in from the fireworks practice play?")
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new Param("applause", false, "Applause", "Toggle if applause should play if you successfully hit this cue."),
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new Param("toggle", false, "Count-In", "Toggle if a count-in should automatically play for this cue, as shown in the practice of the original game.")
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}
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},
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new GameAction("countIn", "Count-In")
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@ -55,7 +55,7 @@ namespace HeavenStudio.Games.Loaders
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defaultLength = 1f,
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parameters = new List<Param>()
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{
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new Param("count", Fireworks.CountInType.CountOne, "Count", "Which count should be said?")
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new Param("count", Fireworks.CountInType.CountOne, "Type", "Set the number to be said.")
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}
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},
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new GameAction("altBG", "Background Appearance")
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@ -64,7 +64,7 @@ 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("toggle", true, "Remix 5", "Should the background from Remix 5 tengoku appear?")
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new Param("toggle", true, "Remix 5", "Togle if the background from Remix 5 (GBA) should appear.")
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}
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}
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},
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