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