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

@ -21,8 +21,8 @@ namespace HeavenStudio.Games.Loaders
},
parameters = new List<Param>()
{
new Param("bop", true, "Monk Bops?", "Does the monk bop?"),
new Param("autoBop", false, "Monk Bops? (Auto)", "Does the monk auto bop?"),
new Param("bop", true, "Bop", "Toggle if Munchy Monk should bop for the duration of this event."),
new Param("autoBop", false, "Bop (Auto)", "Toggle if Munchy Monk should automatically bop until another Bop event is reached."),
},
resizable = true
},
@ -36,8 +36,8 @@ namespace HeavenStudio.Games.Loaders
resizable = true,
parameters = new List<Param>()
{
new Param("goToSide", MunchyMonk.WhichSide.Right, "Go to Which Side?", "Which side the Monk will move to"),
new Param("ease", EasingFunction.Ease.Linear, "Ease", "Which ease should the movement have?"),
new Param("goToSide", MunchyMonk.WhichSide.Right, "Side", "Choose the side that Munchy Monk will move to."),
new Param("ease", EasingFunction.Ease.Linear, "Ease", "Set the easing of the action."),
},
},
new GameAction("One", "One")
@ -53,7 +53,7 @@ namespace HeavenStudio.Games.Loaders
defaultLength = 2f,
parameters = new List<Param>()
{
new Param("oneColor", new Color(1, 1, 1, 1), "Color", "Change the color of the dumpling")
new Param("oneColor", new Color(1, 1, 1, 1), "Color", "Set the color of the dumpling.")
},
},
new GameAction("TwoTwo", "Two Two")
@ -61,8 +61,8 @@ namespace HeavenStudio.Games.Loaders
defaultLength = 2f,
parameters = new List<Param>()
{
new Param("twoColor1", new Color(1, 0.51f, 0.45f, 1), "1st Dumpling Color", "Change the color of the first dumpling"),
new Param("twoColor2", new Color(1, 0.51f, 0.45f, 1), "2nd Dumpling Color", "Change the color of the second dumpling"),
new Param("twoColor1", new Color(1, 0.51f, 0.45f, 1), "1st Dumpling Color", "Set the color of the first dumpling."),
new Param("twoColor2", new Color(1, 0.51f, 0.45f, 1), "2nd Dumpling Color", "Set the color of the second dumpling."),
},
preFunctionLength = 0.5f,
preFunction = delegate {
@ -83,9 +83,9 @@ namespace HeavenStudio.Games.Loaders
defaultLength = 4f,
parameters = new List<Param>()
{
new Param("threeColor1", new Color(0.34f, 0.77f, 0.36f, 1), "1st Dumpling Color", "Change the color of the first dumpling"),
new Param("threeColor2", new Color(0.34f, 0.77f, 0.36f, 1), "2nd Dumpling Color", "Change the color of the second dumpling"),
new Param("threeColor3", new Color(0.34f, 0.77f, 0.36f, 1), "3rd Dumpling Color", "Change the color of the third dumpling"),
new Param("threeColor1", new Color(0.34f, 0.77f, 0.36f, 1), "1st Dumpling Color", "Set the color of the first dumpling."),
new Param("threeColor2", new Color(0.34f, 0.77f, 0.36f, 1), "2nd Dumpling Color", "Set the color of the second dumpling."),
new Param("threeColor3", new Color(0.34f, 0.77f, 0.36f, 1), "3rd Dumpling Color", "Set the color of the third dumpling."),
},
},
new GameAction("Modifiers", "Modifiers")
@ -97,11 +97,11 @@ namespace HeavenStudio.Games.Loaders
defaultLength = 0.5f,
parameters = new List<Param>()
{
new Param("inputsTil", new EntityTypes.Integer(0, 50, 10), "How Many 'til Growth?", "How many dumplings are needed to grow the stache?"),
new Param("resetLevel", false, "Remove Hair", "Instantly remove all hair"),
new Param("setLevel", new EntityTypes.Integer(0, 4, 0), "Set Growth Level", "Instantly grow hair"),
new Param("disableBaby", false, "Disable Baby?", "Make baby active or not"),
new Param("shouldBlush", true, "Should Monk Blush?", "Makes the Monk blush or not after eating"),
new Param("inputsTil", new EntityTypes.Integer(0, 50, 10), "Moustache Growth Requirement", "Set how many dumplings Munchy Monk needs to eat for his moustache to grow."),
new Param("resetLevel", false, "Reset Hair Growth", "Toggle if the current amount of moustache growth should be reset."),
new Param("setLevel", new EntityTypes.Integer(0, 4, 0), "Instant Growth", "Set how much hair Munchy Monk should instantly grow at the start of this event."),
new Param("disableBaby", false, "Disable Baby", "Toggle if the baby should appear or not."),
new Param("shouldBlush", true, "Blush", "Toggle if Munchy Monk should blush after eating a dumpling."),
},
},
new GameAction("MonkAnimation", "Monk Animations")
@ -116,8 +116,8 @@ namespace HeavenStudio.Games.Loaders
},
parameters = new List<Param>()
{
new Param("whichAnim", MunchyMonk.WhichMonkAnim.Stare, "Which Animation", "Which animation will the Monk play?"),
new Param("vineBoom", false, "Vine Boom", "Just guess with this one."),
new Param("whichAnim", MunchyMonk.WhichMonkAnim.Stare, "Animation", "Set the animation to play."),
new Param("vineBoom", false, "Vine Boom", "Toggle if a certain sound effect should play."),
}
},
new GameAction("ScrollBackground", "Scroll Background")
@ -130,8 +130,8 @@ namespace HeavenStudio.Games.Loaders
resizable = true,
parameters = new List<Param>()
{
new Param("scrollSpeed", new EntityTypes.Float(0, 20, 5), "Scroll Speed", "What should the scroll speed be?"),
new Param("ease", EasingFunction.Ease.Linear, "Ease", "Which ease should the scroll ramp up have?"),
new Param("scrollSpeed", new EntityTypes.Float(0, 20, 5), "Speed", "Set the speed that the background should scroll."),
new Param("ease", EasingFunction.Ease.Linear, "Ease", "Set the easing of the action."),
}
},
new GameAction("CloudMonkey", "Cloud Monkey")
@ -142,8 +142,8 @@ namespace HeavenStudio.Games.Loaders
},
parameters = new List<Param>()
{
new Param("start", true, "Start Moving", "Start moving the monkey"),
new Param("direction", MunchyMonk.WhichSide.Right, "Direction", "The direction the monkey will move."),
new Param("start", true, "Start", "Toggle if the monkey should start moving."),
new Param("direction", MunchyMonk.WhichSide.Right, "Direction", "Set the direction that the monkey will move."),
},
defaultLength = 8f,
resizable = true,