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

@ -22,14 +22,14 @@ namespace HeavenStudio.Games.Loaders
resizable = true,
parameters = new List<Param>()
{
new Param("auto", true, "Auto Pass Turn", "", new List<Param.CollapseParam>()
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>()
{
new Param.CollapseParam((x, _) => (bool)x, new string[] { "sound", "con", "visual", "audio" })
}),
new Param("sound", true, "Play Time-Up Sound?", "Should the Time-Up sound play at the end of the interval?"),
new Param("con", false, "Consecutive", "Disables everything that happens at the end of the interval if ticked on."),
new Param("visual", true, "Stopwatch (Visual)", "Should the stopwatch visually appear?"),
new Param("audio", QuizShow.ClockAudio.Both, "Stopwatch (Audio)", "Should the sounds of the stopwatch play?")
new Param("sound", true, "Time-Up Sound", "Toggle if the time-up sound should play at the end of the interval."),
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."),
new Param("visual", true, "Stopwatch (Visual)", "Toggle if the stopwatch should visually appear."),
new Param("audio", QuizShow.ClockAudio.Both, "Stopwatch (Audio)", "Toggle if the sounds of the stopwatch should play.")
}
},
new GameAction("prepare", "Prepare Host Hands")
@ -48,10 +48,10 @@ namespace HeavenStudio.Games.Loaders
{
parameters = new List<Param>()
{
new Param("min", new EntityTypes.Integer(0, 666, 0), "Minimum", "The minimum number of presses this block will do."),
new Param("max", new EntityTypes.Integer(0, 666, 1), "Maximum", "The maximum number of presses this block will do."),
new Param("random", QuizShow.WhichButtonRandom.Random, "Which Buttons", "Which buttons will be pressed randomly?"),
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.")
new Param("min", new EntityTypes.Integer(0, 666, 0), "Minimum", "Set the minimum number of presses this event will do."),
new Param("max", new EntityTypes.Integer(0, 666, 1), "Maximum", "Set the maximum number of presses this event will do."),
new Param("random", QuizShow.WhichButtonRandom.Random, "Buttons", "Set the buttons to be pressed randomly."),
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.")
},
resizable = true
},
@ -60,10 +60,10 @@ namespace HeavenStudio.Games.Loaders
preFunction = delegate {var e = eventCaller.currentEntity; QuizShow.PrePassTurn(e.beat, e["sound"], e["con"], e["visual"], e["audio"]); },
parameters = new List<Param>()
{
new Param("sound", true, "Play Time-Up Sound?", "Should the Time-Up sound play at the end of the interval?"),
new Param("con", false, "Consecutive", "Disables everything that happens at the end of the interval if ticked on."),
new Param("visual", true, "Stopwatch (Visual)", "Should the stopwatch visually appear?"),
new Param("audio", QuizShow.ClockAudio.Both, "Stopwatch (Audio)", "Should the sounds of the stopwatch play?")
new Param("sound", true, "Time-Up Sound", "Toggle if the time-up sound should play at the end of the interval."),
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."),
new Param("visual", true, "Stopwatch (Visual)", "Toggle if the stopwatch should visually appear."),
new Param("audio", QuizShow.ClockAudio.Both, "Stopwatch (Audio)", "Toggle if the sounds of the stopwatch should play.")
},
resizable = true
},
@ -78,18 +78,18 @@ namespace HeavenStudio.Games.Loaders
function = delegate { var e = eventCaller.currentEntity; QuizShow.instance.AnswerReaction(e["audience"], e["jingle"], e["reveal"]); },
parameters = new List<Param>()
{
new Param("audience", true, "Audience", "Should the audience make a sound?"),
new Param("jingle", false, "Jingle", "Should the quiz show jingle play?"),
new Param("reveal", false, "Reveal Answer (Instant)", "Should the answer be revealed when this block starts?")
new Param("audience", true, "Audience Reaction", "Toggle if there should be an audience reaction.."),
new Param("jingle", false, "Jingle", "Toggle if the quiz show jingle should."),
new Param("reveal", false, "Instant", "Toggle if the answer should be revealed insantly when this event starts.")
}
},
new GameAction("changeStage", "Change Expression Stage")
new GameAction("changeStage", "Change Expression")
{
function = delegate {QuizShow.instance.ChangeStage(eventCaller.currentEntity["value"]);},
defaultLength = 0.5f,
parameters = new List<Param>()
{
new Param("value", QuizShow.HeadStage.Stage1, "Stage", "What's the current stage of the expressions?")
new Param("value", QuizShow.HeadStage.Stage1, "Stage", "Set the current stage of the expressions.")
}
},
new GameAction("countMod", "Count Modifier")
@ -98,7 +98,7 @@ namespace HeavenStudio.Games.Loaders
defaultLength = 0.5f,
parameters = new List<Param>()
{
new Param("value", true, "Should Reset Count?", "Will the contestant's counter reset to 0 each time it hits 100 instead of exploding?")
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.")
}
},
new GameAction("forceExplode", "Force Explode")
@ -107,7 +107,7 @@ namespace HeavenStudio.Games.Loaders
defaultLength = 0.5f,
parameters = new List<Param>()
{
new Param("value", QuizShow.ShouldExplode.Contestant, "What To Explode", "What will explode?")
new Param("value", QuizShow.ShouldExplode.Contestant, "Target", "Set the object to explode.")
}
}
},