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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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@ -21,7 +21,7 @@ namespace HeavenStudio.Games.Loaders
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defaultLength = 2,
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parameters = new List<Param>()
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{
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new Param("type", Spaceball.BallType.Baseball, "Type", "The type of ball/object to shoot")
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new Param("type", Spaceball.BallType.Baseball, "Type", "Set the object to shoot.")
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}
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},
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new GameAction("shootHigh", "Pitch High Ball")
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@ -32,23 +32,23 @@ namespace HeavenStudio.Games.Loaders
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defaultLength = 3,
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parameters = new List<Param>()
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{
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new Param("type", Spaceball.BallType.Baseball, "Type", "The type of ball/object to shoot")
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new Param("type", Spaceball.BallType.Baseball, "Type", "Set the object to shoot.")
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}
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},
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new GameAction("costume", "Change Batter Costume")
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new GameAction("costume", "Batter Costume")
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{
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function = delegate { Spaceball.instance.Costume(eventCaller.currentEntity["type"]); },
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parameters = new List<Param>()
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{
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new Param("type", Spaceball.CostumeType.Standard, "Type", "The costume to change to")
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new Param("type", Spaceball.CostumeType.Standard, "Type", "Set the costume for the batter to wear.")
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}
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},
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new GameAction("alien", "Show Alien")
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new GameAction("alien", "Space Umpire Animation")
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{
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function = delegate { Spaceball.instance.alien.Show(eventCaller.currentEntity.beat, eventCaller.currentEntity["hide"]); },
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parameters = new List<Param>()
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{
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new Param("hide", false, "Hide", "Should the alien be hidden?")
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new Param("hide", false, "Hide", "Toggle if Space Umpire should be hidden from the scene.")
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}
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},
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new GameAction("camera", "Zoom Camera")
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@ -57,8 +57,8 @@ 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("valA", new EntityTypes.Integer(1, 320, 10), "Zoom", "The camera's zoom level (Lower value = Zoomed in)"),
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new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "The easing function to use while zooming")
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new Param("valA", new EntityTypes.Integer(1, 320, 10), "Zoom", "Set the level to zoom to."),
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new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.")
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}
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},
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new GameAction("prepare dispenser", "Dispenser Prepare")
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