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

@ -26,8 +26,8 @@ namespace HeavenStudio.Games.Loaders
resizable = true,
parameters = new List<Param>()
{
new Param("toggle", true, "Bop", "Should the stepswitchers bop?"),
new Param("toggle2", false, "Bop (Auto)", "Should the stepswitchers auto bop?"),
new Param("toggle", true, "Bop", "Toggle if the stepswitchers should bop for the duration of this event."),
new Param("toggle2", false, "Bop (Auto)", "Toggle if the stepswitchers should automatically bop until another Bop event is reached."),
},
},
new GameAction("stepping", "Stepping")
@ -35,12 +35,12 @@ namespace HeavenStudio.Games.Loaders
preFunction = delegate {var e = eventCaller.currentEntity; Lockstep.Marching(e.beat, e["sound"], e["amount"], e["visual"]);},
parameters = new List<Param>()
{
new Param("sound", false, "Sound", "Hai if onbeat, ho if offbeat.", new List<Param.CollapseParam>()
new Param("sound", false, "Voice", "Toggle if voice sounds should play automatically when stepping starts. It will automatically switch between \"Hai!\" and \"Ho!\" if it is on or off beat.", new List<Param.CollapseParam>()
{
new Param.CollapseParam((x, _) => (bool)x, new string[] { "amount" })
}),
new Param("amount", new EntityTypes.Integer(1, 50, 1), "Sound Amount", "How many sounds will play consecutively?"),
new Param("visual", true, "Background Visual")
new Param("amount", new EntityTypes.Integer(1, 50, 1), "Amount", "Set how many sounds will play."),
new Param("visual", true, "Background Visual", "Toggle if the background will automatically flip depending on if it's on or off beat.")
},
preFunctionLength = 1
},
@ -50,9 +50,9 @@ namespace HeavenStudio.Games.Loaders
defaultLength = 4.5f,
parameters = new List<Param>()
{
new Param("sound", true, "Sound Cue"),
new Param("ho", true, "Ho Sounds", "Will the <ho, ho, ho, ho> sound be present?"),
new Param("visual", true, "Background Visual")
new Param("sound", true, "Sound Cue", "Toggle if the \"Hai! Hai! Hai! Ha-Ha!\" sound should be played."),
new Param("ho", true, "End Sounds", "Toggle if the \"Ho! Ho! Ho! Ho!\" sound should be played."),
new Param("visual", true, "Background Visual", "Toggle if the background will automatically flip depending on if it's on or off beat.")
}
},
new GameAction("onbeatSwitch", "Switch to Onbeat")
@ -61,9 +61,9 @@ namespace HeavenStudio.Games.Loaders
defaultLength = 3f,
parameters = new List<Param>()
{
new Param("sound", true, "Sound Cue"),
new Param("hai", new EntityTypes.Integer(0, 100, 1), "Hai Amount"),
new Param("visual", true, "Background Visual")
new Param("sound", true, "Sound Cue", "Toggle if the \"Mm-ha! Mm-ha! Hai!\" sound should be played."),
new Param("hai", new EntityTypes.Integer(0, 100, 1), "Set how many \"Hai!\" sounds will play."),
new Param("visual", true, "Background Visual", "Toggle if the background will automatically flip depending on if it's on or off beat.")
}
},
new GameAction("hai", "Hai")
@ -74,25 +74,25 @@ namespace HeavenStudio.Games.Loaders
{
preFunction = delegate { Lockstep.HoSound(eventCaller.currentEntity.beat); }
},
new GameAction("set colours", "Set Colours")
new GameAction("set colours", "Set Colors")
{
function = delegate {var e = eventCaller.currentEntity; Lockstep.instance.SetBackgroundColours(e["colorA"], e["colorB"], e["objColA"], e["objColB"], e["objColC"]); },
parameters = new List<Param>()
{
new Param("colorA", Lockstep.defaultBGColorOn, "Background Onbeat", "Select the color that appears for the onbeat."),
new Param("colorB", Lockstep.defaultBGColorOff, "Background Offbeat", "Select the color that appears for the offbeat."),
new Param("objColA", Lockstep.stepperOut, "Stepper Outline", "Select the color used for the outline of the stepswitchers."),
new Param("objColB", Lockstep.stepperDark, "Stepper Dark", "Select the color that appears for the dark side of the stepwitchers."),
new Param("objColC", Lockstep.stepperLight, "Stepper Light", "Select the color that appears for the light side of the stepwitchers."),
new Param("colorA", Lockstep.defaultBGColorOn, "Background Onbeat", "Set the color that appears for the onbeat."),
new Param("colorB", Lockstep.defaultBGColorOff, "Background Offbeat", "Set the color that appears for the offbeat."),
new Param("objColA", Lockstep.stepperOut, "Stepper Outline", "Set the color used for the outline of the stepswitchers."),
new Param("objColB", Lockstep.stepperDark, "Stepper Dark", "Set the color that appears for the dark side of the stepwitchers."),
new Param("objColC", Lockstep.stepperLight, "Stepper Light", "Set the color that appears for the light side of the stepwitchers."),
},
defaultLength = 0.5f,
},
new GameAction("zoom", "Preset Zooms")
new GameAction("zoom", "Zoom Camera")
{
function = delegate { Lockstep.instance.SetZoom(eventCaller.currentEntity["zoom"]); },
parameters = new List<Param>()
{
new Param("zoom", Lockstep.ZoomPresets.Regular, "Zoom Level")
new Param("zoom", Lockstep.ZoomPresets.Regular, "Zoom Level", "Set the level to zoom to.")
}
},
new GameAction("bach", "Show Bach")
@ -105,12 +105,12 @@ namespace HeavenStudio.Games.Loaders
preFunction = delegate {var e = eventCaller.currentEntity; Lockstep.Marching(e.beat, e["sound"], e["amount"], e["visual"], true, e.length);},
parameters = new List<Param>()
{
new Param("sound", false, "Sound", "Hai if onbeat, ho if offbeat.", new List<Param.CollapseParam>()
new Param("sound", false, "Voice", "Toggle if voice sounds should play automatically when stepping starts. It will automatically switch between \"Hai!\" and \"Ho!\" if it is on or off beat.", new List<Param.CollapseParam>()
{
new Param.CollapseParam((x, _) => (bool)x, new string[] { "amount" })
}),
new Param("amount", new EntityTypes.Integer(1, 50, 1), "Sound Amount", "How many sounds will play consecutively?"),
new Param("visual", true, "Background Visual")
new Param("amount", new EntityTypes.Integer(1, 50, 1), "Amount", "Set how many sounds will play."),
new Param("visual", true, "Background Visual", "Toggle if the background will automatically flip depending on if it's on or off beat."),
},
preFunctionLength = 1,
resizable = true,