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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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@ -13,22 +13,32 @@ namespace HeavenStudio.Games.Loaders
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{
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return new Minigame("flipperFlop", "Flipper-Flop", "ffc3fc", false, false, new List<GameAction>()
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{
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new GameAction("bop", "Bop")
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{
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function = delegate {var e = eventCaller.currentEntity; FlipperFlop.instance.Bop(e.beat, e.length, e["whoBops"], e["whoBopsAuto"]); },
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resizable = true,
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parameters = new List<Param>()
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{
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new Param("whoBops", FlipperFlop.WhoBops.Both, "Bop", "Set the character(s) to bop for the duration of this event."),
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new Param("whoBopsAuto", FlipperFlop.WhoBops.None, "Bop (Auto)", "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("attentionCompany", "Attention Company!")
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{
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preFunction = delegate {var e = eventCaller.currentEntity; FlipperFlop.AttentionCompany(e.beat, e["toggle"]); },
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defaultLength = 4f,
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parameters = new List<Param>()
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{
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new Param("toggle", false, "Mute VoiceLine", "Mute Captain Tuck's voiceline?")
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new Param("toggle", false, "Mute", "Toggle if Captain Tuck's voice line should be muted.")
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}
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},
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new GameAction("attentionCompanyAlt", "Attention Company! (Remix 5)")
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new GameAction("attentionCompanyAlt", "Attention Company! (Remix 5 Wii)")
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{
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preFunction = delegate {var e = eventCaller.currentEntity; FlipperFlop.AttentionCompany(e.beat, e["toggle"], true); },
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defaultLength = 3f,
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parameters = new List<Param>()
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{
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new Param("toggle", false, "Mute VoiceLine", "Mute Captain Tuck's voiceline?")
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new Param("toggle", false, "Mute", "Toggle if Captain Tuck's voice line should be muted.")
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}
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},
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new GameAction("flipping", "Flipping")
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@ -47,8 +57,8 @@ namespace HeavenStudio.Games.Loaders
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preFunction = delegate {var e = eventCaller.currentEntity; FlipperFlop.FlipperRollVoiceLine(e.beat, e["amount"], e["toggle"]); },
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parameters = new List<Param>()
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{
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new Param("amount", new EntityTypes.Integer(1, 10, 1), "Amount", "1, 2, 3... etc. - flipper rolls"),
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new Param("toggle", false, "Now", "Whether Captain Tuck should say -Now!- instead of numbers.")
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new Param("amount", new EntityTypes.Integer(1, 10, 1), "Amount", "Set the number that Captain Tuck should announce."),
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new Param("toggle", false, "Now", "Toggle if Captain Tuck should say \"Now\" instead of a number.")
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},
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defaultLength = 2f
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},
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@ -57,31 +67,21 @@ namespace HeavenStudio.Games.Loaders
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preFunction = delegate {var e = eventCaller.currentEntity; FlipperFlop.Flipping(e.beat, e.length, true, e["uh"], e["thatsIt"], e["appreciation"], e["heart"], e["barber"]); },
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parameters = new List<Param>()
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{
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new Param("uh", new EntityTypes.Integer(0, 3, 0), "Uh Count", "How many Uhs should Captain Tuck say after the flippers roll?"),
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new Param("appreciation", FlipperFlop.AppreciationType.None, "Appreciation", "Which appreciation line should Captain Tuck say?", new List<Param.CollapseParam>()
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new Param("uh", new EntityTypes.Integer(0, 3, 0), "Grunt Count", "Choose how many grunts Captain Tuck should say after the flipper-rolls."),
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new Param("appreciation", FlipperFlop.AppreciationType.None, "Appreciation", "Choose the appreciation voice line that Captain Tuck should say if the flipper-roll is carried out successfully.", new List<Param.CollapseParam>()
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{
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new Param.CollapseParam((x, _) => (int)x != (int)FlipperFlop.AppreciationType.None, new string[] { "heart" })
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}),
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new Param("heart", false, "Hearts", "Should Captain Tuck blush and make hearts appear when he expresses his appreciation?"),
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new Param("thatsIt", false, "That's it!", "Whether or not Captain Tuck should say -That's it!- on the final flipper roll.", new List<Param.CollapseParam>()
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new Param("heart", false, "Hearts", "Toggle if Captain Tuck should blush and make hearts appear when he expresses his appreciation."),
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new Param("thatsIt", false, "That's it!", "Toggle if Captain Tuck should say \"That's it!\" after the flipper-rolls. This is usually used for the end of a level or segment.", new List<Param.CollapseParam>()
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{
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new Param.CollapseParam((x, _) => (bool)x, new string[] { "barber" })
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}),
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new Param("barber", false, "Barbershop that's it variant", "Should captain tuck use the Barbershop remix variant of that's it?")
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new Param("barber", false, "Barbershop", "Toggle if Captain Tuck should use the variant of \"That's it!\" seen in Barbershop Remix (3DS).")
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},
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defaultLength = 4f,
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resizable = true
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},
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new GameAction("bop", "Bop")
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{
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function = delegate {var e = eventCaller.currentEntity; FlipperFlop.instance.Bop(e.beat, e.length, e["whoBops"], e["whoBopsAuto"]); },
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resizable = true,
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parameters = new List<Param>()
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{
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new Param("whoBops", FlipperFlop.WhoBops.Both, "Who Bops?", "Who will bop?"),
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new Param("whoBopsAuto", FlipperFlop.WhoBops.None, "Who Bops? (Auto)", "Who will auto bop?"),
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}
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},
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new GameAction("walk", "Captain Tuck Walk")
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{
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function = delegate { var e = eventCaller.currentEntity; FlipperFlop.instance.CaptainWalk(e.beat, e.length, e["ease"]); },
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@ -89,7 +89,7 @@ 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("ease", EasingFunction.Ease.Linear, "Ease", "Which ease should the animation be played at?")
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new Param("ease", EasingFunction.Ease.Linear, "Ease", "Set the easing for the action.")
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}
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},
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new GameAction("toggleCaptain", "Disable/Enable Captain Tuck")
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