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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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@ -22,14 +22,14 @@ 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("auto", true, "Auto Pass Turn", "", new List<Param.CollapseParam>()
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new Param("auto", true, "Auto Pass Turn", "Toggle if the turn should be passed automatically at the end of the start interval.", new List<Param.CollapseParam>()
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{
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new Param.CollapseParam((x, _) => (bool)x, new string[] { "sound", "con", "visual", "audio" })
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}),
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new Param("sound", true, "Play Time-Up Sound?", "Should the Time-Up sound play at the end of the interval?"),
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new Param("con", false, "Consecutive", "Disables everything that happens at the end of the interval if ticked on."),
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new Param("visual", true, "Stopwatch (Visual)", "Should the stopwatch visually appear?"),
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new Param("audio", QuizShow.ClockAudio.Both, "Stopwatch (Audio)", "Should the sounds of the stopwatch play?")
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new Param("sound", true, "Time-Up Sound", "Toggle if the time-up sound should play at the end of the interval."),
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new Param("con", false, "Consecutive", "Toggle if everything that happens at the end of the interval should be disabled. This should only be used when you're having two intervals back-to-back."),
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new Param("visual", true, "Stopwatch (Visual)", "Toggle if the stopwatch should visually appear."),
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new Param("audio", QuizShow.ClockAudio.Both, "Stopwatch (Audio)", "Toggle if the sounds of the stopwatch should play.")
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}
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},
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new GameAction("prepare", "Prepare Host Hands")
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@ -48,10 +48,10 @@ 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("min", new EntityTypes.Integer(0, 666, 0), "Minimum", "The minimum number of presses this block will do."),
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new Param("max", new EntityTypes.Integer(0, 666, 1), "Maximum", "The maximum number of presses this block will do."),
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new Param("random", QuizShow.WhichButtonRandom.Random, "Which Buttons", "Which buttons will be pressed randomly?"),
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new Param("con", true, "Consecutive Presses", "Will the presses be consecutive? As in if the first press doesn't trigger, the ones proceeding will not either.")
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new Param("min", new EntityTypes.Integer(0, 666, 0), "Minimum", "Set the minimum number of presses this event will do."),
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new Param("max", new EntityTypes.Integer(0, 666, 1), "Maximum", "Set the maximum number of presses this event will do."),
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new Param("random", QuizShow.WhichButtonRandom.Random, "Buttons", "Set the buttons to be pressed randomly."),
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new Param("con", true, "Consecutive Presses", "Toggle if the presses will be consecutive? This means that if the first press doesn't trigger, the ones proceeding will not either.")
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},
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resizable = true
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},
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@ -60,10 +60,10 @@ namespace HeavenStudio.Games.Loaders
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preFunction = delegate {var e = eventCaller.currentEntity; QuizShow.PrePassTurn(e.beat, e["sound"], e["con"], e["visual"], e["audio"]); },
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parameters = new List<Param>()
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{
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new Param("sound", true, "Play Time-Up Sound?", "Should the Time-Up sound play at the end of the interval?"),
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new Param("con", false, "Consecutive", "Disables everything that happens at the end of the interval if ticked on."),
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new Param("visual", true, "Stopwatch (Visual)", "Should the stopwatch visually appear?"),
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new Param("audio", QuizShow.ClockAudio.Both, "Stopwatch (Audio)", "Should the sounds of the stopwatch play?")
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new Param("sound", true, "Time-Up Sound", "Toggle if the time-up sound should play at the end of the interval."),
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new Param("con", false, "Consecutive", "Toggle if everything that happens at the end of the interval should be disabled. This should only be used when you're having two intervals back-to-back."),
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new Param("visual", true, "Stopwatch (Visual)", "Toggle if the stopwatch should visually appear."),
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new Param("audio", QuizShow.ClockAudio.Both, "Stopwatch (Audio)", "Toggle if the sounds of the stopwatch should play.")
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},
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resizable = true
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},
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@ -78,18 +78,18 @@ namespace HeavenStudio.Games.Loaders
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function = delegate { var e = eventCaller.currentEntity; QuizShow.instance.AnswerReaction(e["audience"], e["jingle"], e["reveal"]); },
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parameters = new List<Param>()
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{
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new Param("audience", true, "Audience", "Should the audience make a sound?"),
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new Param("jingle", false, "Jingle", "Should the quiz show jingle play?"),
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new Param("reveal", false, "Reveal Answer (Instant)", "Should the answer be revealed when this block starts?")
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new Param("audience", true, "Audience Reaction", "Toggle if there should be an audience reaction.."),
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new Param("jingle", false, "Jingle", "Toggle if the quiz show jingle should."),
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new Param("reveal", false, "Instant", "Toggle if the answer should be revealed insantly when this event starts.")
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}
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},
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new GameAction("changeStage", "Change Expression Stage")
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new GameAction("changeStage", "Change Expression")
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{
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function = delegate {QuizShow.instance.ChangeStage(eventCaller.currentEntity["value"]);},
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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("value", QuizShow.HeadStage.Stage1, "Stage", "What's the current stage of the expressions?")
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new Param("value", QuizShow.HeadStage.Stage1, "Stage", "Set the current stage of the expressions.")
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}
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},
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new GameAction("countMod", "Count Modifier")
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@ -98,7 +98,7 @@ 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("value", true, "Should Reset Count?", "Will the contestant's counter reset to 0 each time it hits 100 instead of exploding?")
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new Param("value", true, "Auto Reset Count", "Toggle if the contestant's counter will reset to 0 each time it hits 100 instead of exploding.")
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}
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},
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new GameAction("forceExplode", "Force Explode")
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@ -107,7 +107,7 @@ 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("value", QuizShow.ShouldExplode.Contestant, "What To Explode", "What will explode?")
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new Param("value", QuizShow.ShouldExplode.Contestant, "Target", "Set the object to explode.")
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}
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}
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},
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