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

@ -60,9 +60,9 @@ namespace HeavenStudio.Games.Loaders
resizable = true,
parameters = new List<Param>()
{
new Param("bop", true, "Bop", "Should the cadets bop?"),
new Param("autoBop", false, "Bop (Auto)", "Should the cadets auto bop?"),
new Param("clap", false, "Clap", "Should the cadets clap instead of bop?"),
new Param("bop", true, "Bop", "Toggle if the cadets should bop for the duration of this event."),
new Param("autoBop", false, "Bop (Auto)", "Toggle if the cadets should automatically bop until another Bop event is reached."),
new Param("clap", false, "Clap", "Toggle if the cadets should clap instead of bop."),
}
},
new GameAction("attention", "Attention...")
@ -78,8 +78,8 @@ namespace HeavenStudio.Games.Loaders
defaultLength = 2f,
parameters = new List<Param>
{
new Param("disableVoice", false, "Disable Voice", "Disable the Drill Sergeant's call"),
new Param("shouldMarch", true, "March", "Disable automatic marching"),
new Param("disableVoice", false, "Mute Voice", "Toggle if the Sergeant's cue should play."),
new Param("shouldMarch", true, "March", "Toggle if the cadets should automatically march. If not, you should use a \"Force Marching\" event."),
},
priority = 5,
},
@ -92,8 +92,8 @@ namespace HeavenStudio.Games.Loaders
defaultLength = 4f,
parameters = new List<Param>()
{
new Param("direction", MarchingOrders.Direction.Right, "Direction", "The direction for the cadets to face."),
new Param("point", false, "Point", "Point and face a direction instead of just facing a direction."),
new Param("direction", MarchingOrders.Direction.Right, "Direction", "Choose the direction for the cadets to face."),
new Param("point", false, "Point", "Toggle if the cadets should both point and face the direction."),
}
},
new GameAction("faceTurnFast", "Fast Face Turn")
@ -105,8 +105,8 @@ namespace HeavenStudio.Games.Loaders
defaultLength = 3f,
parameters = new List<Param>()
{
new Param("direction", MarchingOrders.Direction.Right, "Direction", "The direction for the cadets to face."),
new Param("point", false, "Point", "Point and face a direction instead of just facing a direction."),
new Param("direction", MarchingOrders.Direction.Right, "Direction", "Choose the direction for the cadets to face."),
new Param("point", false, "Point", "Toggle if the cadets should both point and face the direction."),
}
},
new GameAction("halt", "Halt!")
@ -123,13 +123,13 @@ namespace HeavenStudio.Games.Loaders
},
parameters = new List<Param>()
{
new Param("start", true, "Start Moving", "Start moving the conveyor"),
new Param("direction", MarchingOrders.Direction.Right, "Direction", "The direction the cadets will move"),
new Param("start", true, "Start Moving", "Toggle if the conveyor should start moving."),
new Param("direction", MarchingOrders.Direction.Right, "Direction", "Set the direction the conveyor will move."),
},
defaultLength = 7f,
resizable = true,
},
new GameAction("background", "Background Colors")
new GameAction("background", "Background Appearance")
{
function = delegate {
var e = eventCaller.currentEntity;
@ -138,16 +138,16 @@ namespace HeavenStudio.Games.Loaders
defaultLength = 0.5f,
parameters = new List<Param>()
{
new Param("preset", MarchingOrders.BackgroundColor.Yellow, "Color", "Choose from a preset, or choose custom and set colors below"),
new Param("colorFill", new Color(0.259f, 0.353f, 0.404f), "Wall Color", "Sets the color of the wall"),
new Param("colorTiles1", new Color(1f, 0.76f, 0.52f), "Tile Outline Color", "Sets the color of the tile outline"),
new Param("colorTiles2", new Color(1f, 0.6f, 0.2f), "Tile Shading Color", "Sets the color of the tile shading"),
new Param("colorTiles3", new Color(1f, 0.675f, 0f), "Tile Fill Color", "Sets the color of the tile's main color"),
new Param("colorPipes1", new Color(0.41f, 0.54f, 0.34f), "Pipe Outline Color", "Sets the color of the pipes' outline"),
new Param("colorPipes2", new Color(0.43f, 0.8f, 0.45f), "Pipe Shading Color", "Sets the color of the pipes' shading"),
new Param("colorPipes3", new Color(0.48f, 0.89f, 0.54f), "Pipe Fill Color", "Sets the color of the pipes"),
new Param("colorConveyor1", new Color(0.157f, 0.25f, 0.3f), "Conveyor Fill Color", "Sets the color of the conveyer belt"),
new Param("colorConveyor2", new Color(0.55f, 0.57f, 0.04f), "Conveyor Trim Color", "Sets the conveyor's trim color"),
new Param("preset", MarchingOrders.BackgroundColor.Yellow, "Color", "Set the color of the background."),
new Param("colorFill", new Color(0.259f, 0.353f, 0.404f), "Wall Color", "Set the color of the wall."),
new Param("colorTiles1", new Color(1f, 0.76f, 0.52f), "Tile Outline Color", "Set the color of the tile outline."),
new Param("colorTiles2", new Color(1f, 0.6f, 0.2f), "Tile Shading Color", "Set the color of the tile shading."),
new Param("colorTiles3", new Color(1f, 0.675f, 0f), "Tile Fill Color", "Set the color of the tile's main color."),
new Param("colorPipes1", new Color(0.41f, 0.54f, 0.34f), "Pipe Outline Color", "Set the color of the pipes' outline."),
new Param("colorPipes2", new Color(0.43f, 0.8f, 0.45f), "Pipe Shading Color", "Set the color of the pipes' shading."),
new Param("colorPipes3", new Color(0.48f, 0.89f, 0.54f), "Pipe Fill Color", "Set the color of the pipes."),
new Param("colorConveyor1", new Color(0.157f, 0.25f, 0.3f), "Conveyor Fill Color", "Set the color of the conveyer belt."),
new Param("colorConveyor2", new Color(0.55f, 0.57f, 0.04f), "Conveyor Trim Color", "Set the conveyor's trim color."),
}
},