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

@ -26,7 +26,7 @@ namespace HeavenStudio.Games.Loaders
resizable = true,
parameters = new List<Param>()
{
new Param("type", new EntityTypes.Integer(1, 3, 1), "Type")
new Param("type", new EntityTypes.Integer(1, 3, 1), "Type", "Set the type of animation to play when surfacing.")
}
},
new GameAction("jump", "Jump")
@ -36,7 +36,7 @@ namespace HeavenStudio.Games.Loaders
resizable = true,
parameters = new List<Param>()
{
new Param("dolphin", true, "Dolphin")
new Param("dolphin", true, "Dolphin", "Toggle if the dolphin should be used.")
}
},
new GameAction("together", "Together Jump")
@ -45,7 +45,7 @@ namespace HeavenStudio.Games.Loaders
defaultLength = 4f,
parameters = new List<Param>()
{
new Param("al", false, "Alley-Oop!")
new Param("al", false, "Alley-Oop!", "Toggle if the \"Alley-Oop!\" sound effect and animation should be used.")
}
},
new GameAction("togetherR9", "Together Jump (Remix 9)")
@ -54,7 +54,7 @@ namespace HeavenStudio.Games.Loaders
defaultLength = 3f,
parameters = new List<Param>()
{
new Param("al", false, "Alley-Oop!")
new Param("al", false, "Alley-Oop!", "Toggle if the \"Alley-Oop!\" sound effect and animation should be used.")
}
},
new GameAction("intro", "Intro")
@ -63,13 +63,13 @@ namespace HeavenStudio.Games.Loaders
resizable = true,
defaultLength = 8
},
new GameAction("amount", "Synchrette Amount")
new GameAction("amount", "Change Synchrette Number")
{
function = delegate { Splashdown.instance.SpawnSynchrettes(eventCaller.currentEntity["amount"], eventCaller.currentEntity.beat); },
defaultLength = 0.5f,
parameters = new List<Param>()
{
new Param("amount", new EntityTypes.Integer(3, 5, 3), "Amount")
new Param("amount", new EntityTypes.Integer(3, 5, 3), "Synchrettes", "Set how many synchrettes there will be. The player is always the rightmost synchrette.")
}
}
},