mirror of
https://github.com/RHeavenStudio/HeavenStudio.git
synced 2025-06-12 08:37:37 +02:00
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:
@ -104,8 +104,8 @@ namespace HeavenStudio.Games.Loaders
|
||||
resizable = true,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("toggle2", true, "Bop", "Whether to bop to the beat or not"),
|
||||
new Param("toggle", false, "Bop (Auto)", "Whether to auto bop to the beat or not")
|
||||
new Param("toggle2", true, "Bop", "Toggle if Karate Joe should bop for the duration of this event."),
|
||||
new Param("toggle", false, "Bop (Auto)", "Toggle if Karate Joe should automatically bop until another Bop event is reached.")
|
||||
},
|
||||
},
|
||||
new GameAction("hit", "Toss Object") {
|
||||
@ -122,9 +122,9 @@ namespace HeavenStudio.Games.Loaders
|
||||
defaultLength = 2,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("type", KarateMan.HitType.Pot, "Object", "The object to fire"),
|
||||
new Param("type2", KarateMan.KarateManFaces.Normal, "Success Expression", "The facial expression to set Joe to on hit"),
|
||||
new Param("mute", false, "Mute", "Should the throwing sound be muted?"),
|
||||
new Param("type", KarateMan.HitType.Pot, "Object", "Choose the object to throw."),
|
||||
new Param("type2", KarateMan.KarateManFaces.Normal, "Success Expression", "Set the facial expression for Karate Joe to show if he hits the object."),
|
||||
new Param("mute", false, "Mute", "Toggle if the cue should be muted."),
|
||||
}
|
||||
},
|
||||
new GameAction("bulb", "Toss Lightbulb")
|
||||
@ -142,22 +142,22 @@ namespace HeavenStudio.Games.Loaders
|
||||
defaultLength = 2,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("type", KarateMan.LightBulbType.Normal, "Type", "The preset bulb type. Yellow is used for kicks while Blue is used for combos", new List<Param.CollapseParam>()
|
||||
new Param("type", KarateMan.LightBulbType.Normal, "Type", "Choose the bulb type. Yellow is used for kicks, while Blue is used for combos", new List<Param.CollapseParam>()
|
||||
{
|
||||
new Param.CollapseParam((x, _) => (int)x == (int)KarateMan.LightBulbType.Custom, new string[] { "colorA" })
|
||||
}),
|
||||
new Param("colorA", new Color(1f,1f,1f), "Custom Color", "The color to use when the bulb type is set to Custom"),
|
||||
new Param("type2", KarateMan.KarateManFaces.Normal, "Success Expression", "The facial expression to set Joe to on hit"),
|
||||
new Param("mute", false, "Mute", "Should the throwing sound be muted?"),
|
||||
new Param("sfx", KarateMan.LightBulbSfx.Automatic, "SFX", "What type of SFX to use for the bulb?", new List<Param.CollapseParam>()
|
||||
new Param("colorA", new Color(1f,1f,1f), "Custom Color", "Choose the color to use."),
|
||||
new Param("type2", KarateMan.KarateManFaces.Normal, "Success Expression", "Set the facial expression for Karate Joe to show if he hits the object."),
|
||||
new Param("mute", false, "Mute", "Toggle if the cue should be muted."),
|
||||
new Param("sfx", KarateMan.LightBulbSfx.Automatic, "SFX", "Choose the type of SFX to use for the bulb.", new List<Param.CollapseParam>()
|
||||
{
|
||||
new Param.CollapseParam((x, _) => (int)x == (int)KarateMan.LightBulbSfx.Custom, new string[] { "throwSfx", "hitSfx" }),
|
||||
}),
|
||||
new Param("throwSfx", "lightbulbOut", "Throw SFX", "Custom throw SFX to use for the bulb"),
|
||||
new Param("hitSfx", "lightbulbHit", "Hit SFX", "Custom hit SFX to use for the bulb"),
|
||||
new Param("throwSfx", "lightbulbOut", "Throw SFX", "Choose the type of SFX to use for throwing the bulb."),
|
||||
new Param("hitSfx", "lightbulbHit", "Hit SFX", "Choose the type of SFX to use for hitting the bulb."),
|
||||
},
|
||||
},
|
||||
new GameAction("kick", "Special: Kick")
|
||||
new GameAction("kick", "Kick")
|
||||
{
|
||||
function = delegate {
|
||||
var e = eventCaller.currentEntity;
|
||||
@ -172,21 +172,21 @@ namespace HeavenStudio.Games.Loaders
|
||||
defaultLength = 4f,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("toggle", false, "Contains Ball", "Barrel contains a ball instead of a bomb?"),
|
||||
new Param("shouldGlow", true, "Bomb Glow", "Should Joe be lit up by the bomb in the barrel?"),
|
||||
new Param("type", KarateMan.KarateManFaces.Smirk, "Success Expression", "The facial expression to set Joe to on hit"),
|
||||
new Param("pitchVoice", false, "Pitch Voice", "Pitch the voice of this cue?", new List<Param.CollapseParam>()
|
||||
new Param("toggle", false, "Ball", "Toggle if the barrel should contain a ball instead of a bomb."),
|
||||
new Param("shouldGlow", true, "Bomb Glow", "Toggle if Joe should be lit up by the bomb in the barrel."),
|
||||
new Param("type", KarateMan.KarateManFaces.Smirk, "Success Expression", "Set the facial expression for Karate Joe to show if he hits the object."),
|
||||
new Param("pitchVoice", false, "Pitch Voice", "Toggle if the voice should be pitched.", new List<Param.CollapseParam>()
|
||||
{
|
||||
new Param.CollapseParam((x, _) => (bool)x, new string[] { "forcePitch" }),
|
||||
}),
|
||||
new Param("forcePitch", new EntityTypes.Float(0.5f, 2f, 1f), "Force Pitch", "Override the automatic pitching if not set to 1"),
|
||||
new Param("cutOut", true, "Cut Out Voice", "Will this cue be cut out by another voice?"),
|
||||
new Param("disableVoice", false, "Disable Voice", "When enabled, there will be no voice during this cue"),
|
||||
new Param("woodColor", new Color(0.451f, 0.302f, 0.271f), "Barrel Wood Color", "Color of the barrel's wood"),
|
||||
new Param("hoopColor", new Color(0.714f, 0.309f, 0.424f), "Barrel Hoop Color", "Color of the barrel's hoops"),
|
||||
new Param("forcePitch", new EntityTypes.Float(0.5f, 2f, 1f), "Force Pitch", "Set the pitching of the voice, or keep it at 1 for automatic pitching."),
|
||||
new Param("cutOut", true, "Cut Out Voice", "Toggle if this cue will be cut out if another voiced cue plays."),
|
||||
new Param("disableVoice", false, "Mute Voice", "Toggle if the voice should be muted."),
|
||||
new Param("woodColor", new Color(0.451f, 0.302f, 0.271f), "Barrel Wood Color", "Choose the color of the barrel's wood."),
|
||||
new Param("hoopColor", new Color(0.714f, 0.309f, 0.424f), "Barrel Hoop Color", "Choose the color of the barrel's hoops."),
|
||||
}
|
||||
},
|
||||
new GameAction("combo", "Special: Combo")
|
||||
new GameAction("combo", "Combo")
|
||||
{
|
||||
function = delegate {
|
||||
var e = eventCaller.currentEntity;
|
||||
@ -201,17 +201,17 @@ namespace HeavenStudio.Games.Loaders
|
||||
defaultLength = 4,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("type", KarateMan.KarateManFaces.Happy, "Success Expression", "The facial expression to set Joe to on hit"),
|
||||
new Param("pitchVoice", false, "Pitch Voice", "Pitch the voice of this cue", new List<Param.CollapseParam>()
|
||||
new Param("type", KarateMan.KarateManFaces.Happy, "Success Expression", "Set the facial expression for Karate Joe to show if he hits the object."),
|
||||
new Param("pitchVoice", false, "Pitch Voice", "Toggle if the voice should be pitched.", new List<Param.CollapseParam>()
|
||||
{
|
||||
new Param.CollapseParam((x, _) => (bool)x, new string[] { "forcePitch" }),
|
||||
}),
|
||||
new Param("forcePitch", new EntityTypes.Float(0.5f, 2f, 1f), "Force Pitch", "Override the automatic pitching if not set to 1"),
|
||||
new Param("cutOut", true, "Cut Out Voice", "Will this cue be cut out by another voice?"),
|
||||
new Param("disableVoice", false, "Disable Voice", "When enabled, there will be no voice during this cue"),
|
||||
new Param("forcePitch", new EntityTypes.Float(0.5f, 2f, 1f), "Force Pitch", "Set the pitching of the voice, or keep it at 1 for automatic pitching."),
|
||||
new Param("cutOut", true, "Cut Out Voice", "Toggle if this cue will be cut out if another voiced cue plays."),
|
||||
new Param("disableVoice", false, "Mute Voice", "Toggle if the voice should be muted."),
|
||||
}
|
||||
},
|
||||
new GameAction("warnings", "Warnings")
|
||||
new GameAction("warnings", "Text Warnings")
|
||||
{
|
||||
function = delegate {
|
||||
var e = eventCaller.currentEntity;
|
||||
@ -221,14 +221,14 @@ namespace HeavenStudio.Games.Loaders
|
||||
resizable = true,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("whichWarning", KarateMan.HitThree.HitThree, "Which Warning", "The warning text to show and the sfx to play"),
|
||||
new Param("pitchVoice", false, "Pitch Voice", "Pitch the voice of this cue", new List<Param.CollapseParam>()
|
||||
new Param("whichWarning", KarateMan.HitThree.HitThree, "Warning", "Choose the warning text to show and the sfx to play."),
|
||||
new Param("pitchVoice", false, "Pitch Voice", "Toggle if the voice should be pitched.", new List<Param.CollapseParam>()
|
||||
{
|
||||
new Param.CollapseParam((x, _) => (bool)x, new string[] { "forcePitch" }),
|
||||
}),
|
||||
new Param("forcePitch", new EntityTypes.Float(0.5f, 2f, 1f), "Force Pitch", "Override the automatic pitching if not set to 1"),
|
||||
new Param("customLength", false, "Custom Length", "Have the warning text appear for the length of the block"),
|
||||
new Param("cutOut", true, "Cut Out Voice", "Will this cue be cut out by another voice?"),
|
||||
new Param("forcePitch", new EntityTypes.Float(0.5f, 2f, 1f), "Force Pitch", "Set the pitching of the voice, or keep it at 1 for automatic pitching."),
|
||||
new Param("customLength", false, "Stretchable Length", "Toggle if the text should appear for the entire length of the event."),
|
||||
new Param("cutOut", true, "Cut Out Voice", "Toggle if this cue will be cut out if another voiced cue plays."),
|
||||
},
|
||||
inactiveFunction = delegate {
|
||||
var e = eventCaller.currentEntity;
|
||||
@ -242,11 +242,11 @@ namespace HeavenStudio.Games.Loaders
|
||||
resizable = true,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("toggle", true, "Return Camera", "Camera zooms back in?"),
|
||||
new Param("toggle", true, "Return Camera", "Toggle if the camera should zoom back in."),
|
||||
},
|
||||
inactiveFunction = delegate { var e = eventCaller.currentEntity; KarateMan.DoSpecialCamera(e.beat, e.length, e["toggle"]); }
|
||||
},
|
||||
new GameAction("prepare", "Preparation Stance")
|
||||
new GameAction("prepare", "Prepare")
|
||||
{
|
||||
function = delegate { var e = eventCaller.currentEntity; KarateMan.instance.Prepare(e.beat, e.length);},
|
||||
resizable = true,
|
||||
@ -260,10 +260,10 @@ namespace HeavenStudio.Games.Loaders
|
||||
defaultLength = 0.5f,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("fxType", KarateMan.BackgroundFXType.None, "FX Type", "The background effect to be displayed"),
|
||||
new Param("type", KarateMan.NoriMode.None, "Flow Bar type", "The type of Flow bar to use"),
|
||||
new Param("fxType", KarateMan.BackgroundFXType.None, "FX Type", "Set the background effect to be displayed."),
|
||||
new Param("type", KarateMan.NoriMode.None, "Flow Bar", "Set the type of Flow bar to use."),
|
||||
// new Param("hitsPerHeart", new EntityTypes.Float(0f, 20f, 0f), "Hits Per Heart", "How many hits it will take for each heart to light up (0 will do it automatically.)"),
|
||||
new Param("toggle", true, "Enable Combos", "Allow the player to combo? (Contextual combos will still be allowed even when off)"),
|
||||
new Param("toggle", true, "Enable Combos", "Toggle if Karate Joe will be able to perform combos. This will not affect Touch Style controls."),
|
||||
// new Param("toggle2", true, "Enable Kicks", "Allow the player to kick? (Contextual kicks will still be allowed even when off)"),
|
||||
},
|
||||
},
|
||||
@ -282,32 +282,32 @@ namespace HeavenStudio.Games.Loaders
|
||||
resizable = true,
|
||||
parameters = new List<Param>() // uncomment these collapses when overlapping collapses are implemented
|
||||
{
|
||||
new Param("presetBg", KarateMan.BackgroundType.Yellow, "Preset BG Color", "The preset background type (will by default fade from the existing background color)", new List<Param.CollapseParam>()
|
||||
new Param("presetBg", KarateMan.BackgroundType.Yellow, "BG Color", "Set the background type. This will fade from the existing background color for the length of the event..", new List<Param.CollapseParam>()
|
||||
{
|
||||
new Param.CollapseParam((x, _) => (int)x == (int)KarateMan.BackgroundType.Custom, new string[] { "startColor", "endColor" }),
|
||||
}),
|
||||
new Param("startColor", new Color(0.985f, 0.79f, 0.243f), "Start BG Color", "The background color to start with"),
|
||||
new Param("endColor", new Color(0.985f, 0.79f, 0.243f), "End BG Color", "The background color to end with"),
|
||||
new Param("ease", Util.EasingFunction.Ease.Instant, "BG Color Ease", "Ease to use when fading color"),
|
||||
new Param("shadowType", KarateMan.ShadowType.Tinted, "Shadow Type", "The shadow type. If Tinted doesn't work with your background color try Custom", new List<Param.CollapseParam>()
|
||||
new Param("startColor", new Color(0.985f, 0.79f, 0.243f), "Start BG Color", "Set the color at the start of the event."),
|
||||
new Param("endColor", new Color(0.985f, 0.79f, 0.243f), "End BG Color", "Set the color at the end of the event."),
|
||||
new Param("ease", Util.EasingFunction.Ease.Instant, "Ease", "Set the easing of the action."),
|
||||
new Param("shadowType", KarateMan.ShadowType.Tinted, "Shadow", "Set the shadow type. If Tinted doesn't work with your background color, try Custom.", new List<Param.CollapseParam>()
|
||||
{
|
||||
new Param.CollapseParam((x, _) => (int)x == (int)KarateMan.ShadowType.Custom, new string[] { "shadowStart", "shadowEnd" }),
|
||||
}),
|
||||
new Param("shadowStart", new Color(), "Start Shadow Color", "The shadow color to start with"),
|
||||
new Param("shadowEnd", new Color(), "End Shadow Color", "The shadow color to end with"),
|
||||
new Param("shadowStart", new Color(), "Start Shadow Color", "Set the color at the start of the event."),
|
||||
new Param("shadowEnd", new Color(), "End Shadow Color", "Set the color at the end of the event."),
|
||||
|
||||
new Param("fxType", KarateMan.BackgroundFXType.None, "FX Type", "The background effect to be displayed"),
|
||||
new Param("fxType", KarateMan.BackgroundFXType.None, "FX Type", "Set the background effect to be displayed."),
|
||||
|
||||
new Param("textureType", KarateMan.BackgroundTextureType.Plain, "Texture", "The type of background texture to use", new List<Param.CollapseParam>()
|
||||
new Param("textureType", KarateMan.BackgroundTextureType.Plain, "Texture", "Set the type of background texture to use", new List<Param.CollapseParam>()
|
||||
{
|
||||
new Param.CollapseParam((x, _) => (int)x != (int)KarateMan.BackgroundTextureType.Plain, new string[] { "startTexture", "endTexture" })
|
||||
}),
|
||||
new Param("autoColor", true, "Use BG Color For Texture", "Use a tint of the background color for the texture?", new List<Param.CollapseParam>()
|
||||
new Param("autoColor", true, "Use BG Color For Texture", "Toggle if the texture should use a tint of the BG Color.", new List<Param.CollapseParam>()
|
||||
{
|
||||
new Param.CollapseParam((x, _) => !(bool)x, new string[] { "startTexture", "endTexture" })
|
||||
}),
|
||||
new Param("startTexture", new Color(), "Start Texture Color", "The texture color to start with"),
|
||||
new Param("endTexture", new Color(), "End Texture Color", "The texture color to end with"),
|
||||
new Param("startTexture", new Color(), "Start Texture Color", "Set the color at the start of the event."),
|
||||
new Param("endTexture", new Color(), "End Texture Color", "Set the color at the end of the event."),
|
||||
},
|
||||
},
|
||||
// new GameAction("set background effects", "Background Appearance (OLD)")
|
||||
@ -332,7 +332,7 @@ namespace HeavenStudio.Games.Loaders
|
||||
// new Param("colorD", new Color(), "Fading Filter Color", "When using the Fade background effect, make filter colour fade to this colour"),
|
||||
// },
|
||||
// },
|
||||
new GameAction("set object colors", "Object Colors")
|
||||
new GameAction("set object colors", "Object Appearance")
|
||||
{
|
||||
function = delegate {
|
||||
var e = eventCaller.currentEntity;
|
||||
@ -341,14 +341,14 @@ namespace HeavenStudio.Games.Loaders
|
||||
defaultLength = 0.5f,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("colorA", new Color(1,1,1,1), "Joe Body Color", "The color to use for Karate Joe's body"),
|
||||
new Param("colorB", new Color(0.81f,0.81f,0.81f,1), "Joe Highlight Color", "The color to use for Karate Joe's highlights"),
|
||||
new Param("colorC", new Color(1,1,1,1), "Item Color", "The color to use for the thrown items"),
|
||||
new Param("star", KarateMan.StarColorOption.ItemColor, "Star Color Options", "", new()
|
||||
new Param("colorA", new Color(1,1,1,1), "Joe Body Color", "Set the color to use for Karate Joe's body."),
|
||||
new Param("colorB", new Color(0.81f,0.81f,0.81f,1), "Joe Highlight Color", "Set the color to use for Karate Joe's highlights."),
|
||||
new Param("colorC", new Color(1,1,1,1), "Item Color", "Set the color to use for the thrown items."),
|
||||
new Param("star", KarateMan.StarColorOption.ItemColor, "Star Color Options", "Set if the color of the stars that appear on hit should be based on the item color.", new()
|
||||
{
|
||||
new((x, _) => (int)x == (int)KarateMan.StarColorOption.Custom, new string[] { "colorD" })
|
||||
}),
|
||||
new Param("colorD", new Color(1,1,1,1), "Star Color", "The color to use for star particles"),
|
||||
new Param("colorD", new Color(1,1,1,1), "Star Color", "Set the color to use for star particles."),
|
||||
},
|
||||
},
|
||||
new GameAction("particle effects", "Particle Effects")
|
||||
@ -360,20 +360,20 @@ namespace HeavenStudio.Games.Loaders
|
||||
defaultLength = 0.5f,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("type", KarateMan.ParticleType.None, "Particle Type", "The type of particle effect to spawn. Using \"None\" will stop all effects"),
|
||||
new Param("instant", false, "Instant", "Start/Stop particles instantly"),
|
||||
new Param("valA", new EntityTypes.Float(0f, 64f, 1f), "Wind Strength", "The strength of the particle wind"),
|
||||
new Param("valB", new EntityTypes.Float(1f, 16f, 1f), "Particle Intensity", "The intensity of the particle effect")
|
||||
new Param("type", KarateMan.ParticleType.None, "Particle", "Set the type of particle effect to spawn. Using \"None\" will stop all effects."),
|
||||
new Param("instant", false, "Instant", "Toggle if the particles should start or stop instantly."),
|
||||
new Param("valA", new EntityTypes.Float(0f, 64f, 1f), "Wind Strength", "Set the strength of the particle wind."),
|
||||
new Param("valB", new EntityTypes.Float(1f, 16f, 1f), "Particle Intensity", "Set the intensity of the particle effect.")
|
||||
},
|
||||
},
|
||||
new GameAction("force facial expression", "Set Facial Expression")
|
||||
new GameAction("force facial expression", "Facial Expression")
|
||||
{
|
||||
function = delegate { KarateMan.instance.SetFaceExpression(eventCaller.currentEntity["type"]); },
|
||||
defaultLength = 0.5f,
|
||||
resizable = true,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("type", KarateMan.KarateManFaces.Normal, "Facial Expression", "The facial expression to force Joe to. Special moves may override this")
|
||||
new Param("type", KarateMan.KarateManFaces.Normal, "Facial Expression", "Set the facial expression to force Karate Joe to. Special moves may override this.")
|
||||
}
|
||||
},
|
||||
|
||||
|
Reference in New Issue
Block a user