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

@ -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.")
}
},