Merge pull request #841 from RHeavenStudio/cherry-pick-release_1_patches-5f13626e7227491b6e7597ec54484124764a79ce
Fix the spelling and grammar (Release 1 only)
This commit is contained in:
commit
232663b930
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@ -173,7 +173,7 @@ 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("cps", new EntityTypes.Integer(0, 200, 0), "Snowflakes Amount", "Set how many snowflakes should be spawned per second."),
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new Param("cps", new EntityTypes.Integer(0, 200, 0), "Snowflakes Count", "Set how many snowflakes should be spawned per second."),
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new Param("speed", new EntityTypes.Float(-10, 10, 1), "Start Speed", "Change fow fast the snowflakes are moving at the start of the event."),
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new Param("endSpeed", new EntityTypes.Float(-10, 10, 1), "End Speed", "Change how fast the snowflakes are moving at the end of the event."),
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new Param("ease", EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.")
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@ -84,7 +84,7 @@ namespace HeavenStudio.Games.Loaders
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{
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new Param("right", new EntityTypes.Integer(0, 500, 15), "Right Crumb", "Set how many treats Beary needs to eat for the right crumb to appear."),
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new Param("left", new EntityTypes.Integer(0, 500, 30), "Left Crumb", "Set how many treats Beary needs to eat for the left crumb to appear."),
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new Param("reset", false, "Reset Treats Eaten", "Toggle if the current amount of treats eaten (and crumbs) should be reset.")
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new Param("reset", false, "Reset Treats Eaten", "Toggle if the current number of treats eaten (and crumbs) should be reset.")
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}
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}
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},
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@ -43,7 +43,7 @@ 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("mute", true, "Toggle if Stomp Farmer should stopp humming.")
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new Param("mute", true, "Toggle if Stomp Farmer should stop humming.")
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}
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},
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new GameAction("plantCollect", "Set Veggie Collection Thresholds")
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@ -55,12 +55,12 @@ namespace HeavenStudio.Games.Loaders
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parameters = new List<Param>()
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{
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new Param("threshold", new EntityTypes.Integer(1, 80, 8), "Threshold", "Set how many veggies it takes for a new plant to appear in the collection bag."),
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new Param("limit", new EntityTypes.Integer(1, 1000, 80), "Limit", "Set the limit for the amount of plants to be collected and count towards the threshold."),
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new Param("force", false, "Set Amount Of Collected Plants", "Toggle if this event should automatically set the collected plants to a certain number.", new List<Param.CollapseParam>()
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new Param("limit", new EntityTypes.Integer(1, 1000, 80), "Limit", "Set the limit for the number of plants to be collected and count towards the threshold."),
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new Param("force", false, "Set Number Of Collected Plants", "Toggle if this event should automatically set the collected plants to a certain number.", new List<Param.CollapseParam>()
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{
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new Param.CollapseParam((x, _) => (bool)x, new string[] { "forceAmount" })
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}),
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new Param("forceAmount", new EntityTypes.Integer(0, 1000, 0), "Set Amount", "Set the amount of plants to be collected automatically.")
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new Param("forceAmount", new EntityTypes.Integer(0, 1000, 0), "Set Number", "Set the number of plants to be collected automatically.")
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}
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}
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},
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@ -31,7 +31,7 @@ namespace HeavenStudio.Games.Loaders
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new("b", false, "Weasels Jump", "Toggle if the weasels should jump upon successfully hitting the cue.")
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}
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},
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new GameAction("basket", "Basket Ball")
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new GameAction("basket", "Basketball")
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{
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preFunction = delegate { var e = eventCaller.currentEntity; DoubleDate.QueueBasketBall(e.beat, e["b"]); },
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preFunctionLength = 1f,
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@ -61,7 +61,7 @@ namespace HeavenStudio.Games.Loaders
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inactiveFunction = delegate { var e = eventCaller.currentEntity; FanClub.WarnBigReady(e.beat, e["toggle"]); },
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preFunction = delegate { var e = eventCaller.currentEntity; FanClub.BigReadySound(e.beat, e["toggle"]); }
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},
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new GameAction("play idol animation", "Idol Coreography")
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new GameAction("play idol animation", "Idol Choreography")
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{
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function = delegate { var e = eventCaller.currentEntity; FanClub.instance.PlayAnim(e.beat, e.length, e["type"], e["who"]); },
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resizable = true,
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@ -32,7 +32,7 @@ namespace HeavenStudio.Games.Loaders
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defaultLength = 2f,
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parameters = new List<Param>()
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{
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new Param("whereToSpawn", Fireworks.WhereToSpawn.Middle, "Side", "Choose the side this firework should spawn on."),
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new Param("whereToSpawn", Fireworks.WhereToSpawn.Middle, "Side", "Choose the side this sparkler should spawn on."),
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new Param("explosionType", Fireworks.ExplosionType.MixedCircular, "Pattern", "Choose the pattern that this sparkler should explode into."),
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new Param("applause", false, "Applause", "Toggle if applause should play if you successfully hit this cue."),
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new Param("offSet", new EntityTypes.Float(0, 4, 0), "Vertical Offset", "Choose the vertical offset for this sparkler."),
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@ -35,7 +35,7 @@ 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("spaceNum", new EntityTypes.Integer(0, 12, 0), "Amount Of Spaces", "Choose the amount of spaces to add before the icon."),
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new Param("spaceNum", new EntityTypes.Integer(0, 12, 0), "Number Of Spaces", "Choose the number of spaces to add before the icon."),
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new Param("dotdotdot", false, "Ellipses", "Toggle if the symbol should have \"...\" before it."),
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new Param("newline", false, "New line", "Toggle if this text starts a new line."),
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new Param("dialogue", "", "Translation", "Set the text that this syllable will translate to. Spaces will not be automatically added.")
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@ -146,7 +146,7 @@ namespace HeavenStudio.Games.Loaders
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new Param("colorPipes1", new Color(0.41f, 0.54f, 0.34f), "Pipe Outline Color", "Set the color of the pipes' outline."),
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new Param("colorPipes2", new Color(0.43f, 0.8f, 0.45f), "Pipe Shading Color", "Set the color of the pipes' shading."),
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new Param("colorPipes3", new Color(0.48f, 0.89f, 0.54f), "Pipe Fill Color", "Set the color of the pipes."),
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new Param("colorConveyor1", new Color(0.157f, 0.25f, 0.3f), "Conveyor Fill Color", "Set the color of the conveyer belt."),
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new Param("colorConveyor1", new Color(0.157f, 0.25f, 0.3f), "Conveyor Fill Color", "Set the color of the conveyor belt."),
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new Param("colorConveyor2", new Color(0.55f, 0.57f, 0.04f), "Conveyor Trim Color", "Set the conveyor's trim color."),
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}
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},
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@ -13,14 +13,14 @@ namespace HeavenStudio.Games.Loaders
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public static Minigame AddGame(EventCaller eventCaller)
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{
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List<Param> reactionParams = new() {
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new Param("tackReaction", MeatGrinder.TackExpressions.None, "Tack Reaction", "If this is hit, what expression should tack do?", new List<Param.CollapseParam>() {
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new Param("tackReaction", MeatGrinder.TackExpressions.None, "Tack Reaction", "If this is hit, what expression should Tack do?", new List<Param.CollapseParam>() {
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new((x, y) => (int)x != (int)MeatGrinder.TackExpressions.None, new string[] { "tackReactionBeats" }),
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}),
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new Param("tackReactionBeats", new EntityTypes.Float(0.5f, 10, 1), "Tack React After", "The amount of beats to wait until tack reacts"),
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new Param("bossReaction", MeatGrinder.BossExpressions.None, "Boss Reaction", "If this is hit, what expression should boss do?", new List<Param.CollapseParam>() {
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new Param("tackReactionBeats", new EntityTypes.Float(0.5f, 10, 1), "Tack React After", "The number of beats to wait until Tack reacts"),
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new Param("bossReaction", MeatGrinder.BossExpressions.None, "Boss Reaction", "If this is hit, what expression should Boss do?", new List<Param.CollapseParam>() {
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new((x, y) => (int)x != (int)MeatGrinder.BossExpressions.None, new string[] { "bossReactionBeats" }),
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}),
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new Param("bossReactionBeats", new EntityTypes.Float(0, 10, 0), "Boss React After", "The amount of beats to wait until boss reacts"),
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new Param("bossReactionBeats", new EntityTypes.Float(0, 10, 0), "Boss React After", "The number of beats to wait until Boss reacts"),
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};
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return new Minigame("meatGrinder", "Meat Grinder", "501d18", false, false, new List<GameAction>()
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@ -96,7 +96,7 @@ namespace HeavenStudio.Games.Loaders
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parameters = new List<Param>()
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{
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new Param("letter", "", "Letter To Appear", "Set the letter to appear on the blip."),
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new Param("shouldGrow", true, "Grow Antenna", "Toggle if Mr. Upbeat's antennashould grow on every blip"),
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new Param("shouldGrow", true, "Grow Antenna", "Toggle if Mr. Upbeat's antenna should grow on every blip"),
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new Param("resetBlip", false, "Reset Antenna", "Toggle if Mr. Upbeat's antenna should reset"),
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new Param("shouldBlip", true, "Should Blip", "Toggle if Mr. Upbeat's antenna should blip every offbeat."),
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new Param("blipLength", new EntityTypes.Integer(0, 4, 4), "Text Blip Requirement", "Set how many blips it will take for the text to appear on Mr. Upbeat’s antenna."),
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@ -20,8 +20,8 @@ namespace HeavenStudio.Games.Loaders
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OctopusMachine.instance.Bop(e.length, e["whichBop"], e["singleBop"], e["keepBop"]);
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},
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parameters = new List<Param>() {
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new Param("singleBop", true, "Bop", "Toggle if the octopodes should bop for the duration of this event. Since this event is not stretchable, they will only bop once."),
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new Param("keepBop", false, "Bop (Auto)", "Toggle if the octopodes should automatically bop until another Bop event is reached."),
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new Param("singleBop", true, "Bop", "Toggle if the Octo-Pops should bop for the duration of this event. Since this event is not stretchable, they will only bop once."),
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new Param("keepBop", false, "Bop (Auto)", "Toggle if the Octo-Pops should automatically bop until another Bop event is reached."),
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new Param("whichBop", OctopusMachine.Bops.Bop, "Which Bop", "Set the type of bop."),
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},
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},
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@ -42,11 +42,11 @@ namespace HeavenStudio.Games.Loaders
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},
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resizable = true,
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parameters = new List<Param>() {
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new Param("shouldPrep", true, "Prepare", "Toggle if the octopodes should automatically prepare for this cue.", new List<Param.CollapseParam>()
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new Param("shouldPrep", true, "Prepare", "Toggle if the Octo-Pops should automatically prepare for this cue.", new List<Param.CollapseParam>()
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{
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new Param.CollapseParam((x, _) => (bool)x, new string[] { "prepBeats" })
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}),
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new Param("prepBeats", new EntityTypes.Float(0, 4, 1), "Prepare Beats", "Set how many beats before the cue the octopodes should prepare."),
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new Param("prepBeats", new EntityTypes.Float(0, 4, 1), "Prepare Beats", "Set how many beats before the cue the Octo-Pops should prepare."),
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},
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preFunctionLength = 4f,
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preFunction = delegate {
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@ -81,7 +81,7 @@ namespace HeavenStudio.Games.Loaders
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},
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parameters = new List<Param>() {
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new Param("forceBop", true, "Force Bop", "Toggle if a bop should be forced to play, even if an animation is already playing."),
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new Param("autoBop", true, "Hit/Miss Bop", "Toggle if the octopodes should bop depending on if you hit or missed the cues."),
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new Param("autoBop", true, "Hit/Miss Bop", "Toggle if the Octo-Pops should bop depending on if you hit or missed the cues."),
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new Param("autoText", true, "Display Text", "Toggle if text should display depending on if you hit or missed the cues.", new List<Param.CollapseParam>()
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{
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new Param.CollapseParam((x, _) => (bool)x, new string[] { "hitText", "missText" })
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@ -135,8 +135,8 @@ namespace HeavenStudio.Games.Loaders
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parameters = new List<Param>() {
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new Param("color1", new Color(1f, 0.87f, 0.24f), "Start BG Color", "Set the color at the start of the event."),
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new Param("color2", new Color(1f, 0.87f, 0.24f), "End BG Color", "Set the color at the end of the event."),
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new Param("octoColor", new Color(0.97f, 0.235f, 0.54f), "Octopodes' Color", "Set the octopodes' colors."),
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new Param("squeezedColor", new Color(1f, 0f, 0f), "Squeezed Color", "Set the octopodes' colors when they're squeezed."),
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new Param("octoColor", new Color(0.97f, 0.235f, 0.54f), "Octo-Pops' Color", "Set the Octo-Pops' colors."),
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new Param("squeezedColor", new Color(1f, 0f, 0f), "Squeezed Color", "Set the Octo-Pops' colors when they're squeezed."),
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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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resizable = true,
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@ -37,7 +37,7 @@ namespace HeavenStudio.Games.Loaders
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parameters = new List<Param>()
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{
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new Param("2b2t", false, "Voxel Melon", "Toggle if the melon should be reskinned as a melon from a certain game."),
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new Param("valA", new EntityTypes.Integer(0, 30, 1), "Money", "Set the amount of coins the melon spills out when sliced."),
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new Param("valA", new EntityTypes.Integer(0, 30, 1), "Money", "Set the number of coins the melon spills out when sliced."),
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}
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},
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new GameAction("fish", "Fish")
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@ -49,7 +49,7 @@ namespace HeavenStudio.Games.Loaders
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defaultLength = 7,
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parameters = new List<Param>()
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{
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new Param("valA", new EntityTypes.Integer(0, 30, 1), "Money", "Set the amount of coins the fish spills out when sliced."),
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new Param("valA", new EntityTypes.Integer(0, 30, 1), "Money", "Set the number of coins the fish spills out when sliced."),
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}
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},
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new GameAction("demon", "Demon")
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@ -61,7 +61,7 @@ namespace HeavenStudio.Games.Loaders
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defaultLength = 7,
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parameters = new List<Param>()
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{
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new Param("valA", new EntityTypes.Integer(0, 30, 1), "Money", "Set the amount of coins the demon spills out when sliced."),
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new Param("valA", new EntityTypes.Integer(0, 30, 1), "Money", "Set the number of coins the demon spills out when sliced."),
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}
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},
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new GameAction("particle effects", "Particle Effects")
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@ -90,7 +90,7 @@ namespace HeavenStudio.Games.Loaders
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parameters = new List<Param>()
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{
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new Param("type", SamuraiSliceNtr.ObjectType.Melon, "Object", "The object to spawn"),
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new Param("valA", new EntityTypes.Integer(0, 30, 1), "Money", "The amount of coins the melon spills out when sliced"),
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new Param("valA", new EntityTypes.Integer(0, 30, 1), "Money", "The number of coins the melon spills out when sliced"),
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},
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hidden = true
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},
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@ -109,7 +109,7 @@ namespace HeavenStudio.Games.Loaders
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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("recolor", "Color Pallete")
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new GameAction("recolor", "Color Palette")
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{
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function = delegate { var e = eventCaller.currentEntity; SeeSaw.ChangeMappingColor(e["fill"], e["outline"]); },
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defaultLength = 0.5f,
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@ -46,7 +46,7 @@ namespace HeavenStudio.Games.Loaders
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}),
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new Param("amount", new EntityTypes.Integer(2, 30, 5), "Amount", "Set the amount of space kickers."),
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new Param("amount", new EntityTypes.Integer(2, 30, 5), "Number", "Set the number of space kickers."),
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new Param("x", new EntityTypes.Float(-30, 30, 2f), "X Distance", "Set how much distance there should be between the space kickers on the x axis."),
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new Param("y", new EntityTypes.Float(-30, 30, -0.5f), "Y Distance", "Set how much distance there should be between the space kickers on the x axis."),
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new Param("z", new EntityTypes.Float(-30, 30, 1.25f), "Z Distance", "Set how much distance there should be between the space kickers on the x axis."),
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@ -64,7 +64,7 @@ namespace HeavenStudio.Games.Loaders
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new Param("toggle", true, "Darkness", "Toggle if the scene should be dark and the spotlights should appear."),
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new Param("leftMost", false, "Leftmost Spotlight", "Toggle if the leftmost spotlight should be turned on or off."),
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new Param("middleLeft", false, "Middle-Left Spotlight", "Toggle if the middle-left spotlight should be turned on or off."),
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new Param("middleRight", false, "Middle-Light Spotlight", "Toggle if the middle-right spotlight should be turned on or off."),
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new Param("middleRight", false, "Middle-Right Spotlight", "Toggle if the middle-right spotlight should be turned on or off."),
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new Param("player", true, "Player Spotlight", "Toggle if the player's spotlight should be turned on or off."),
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}
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},
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@ -739,7 +739,7 @@ namespace HeavenStudio
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function: delegate { var e = eventCaller.currentEntity; GameManager.instance.SwitchGame(eventCaller.currentSwitchGame, eventCaller.currentEntity.beat, e["toggle"]); },
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parameters: new List<Param>()
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{
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new Param("toggle", true, "Black Flash", "Toggle if there should be a blck flash before the game is switched. You should only disable this if you know what you're doing.")
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new Param("toggle", true, "Black Flash", "Toggle if there should be a black flash before the game is switched. You should only disable this if you know what you're doing.")
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},
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inactiveFunction: delegate { var e = eventCaller.currentEntity; GameManager.instance.SwitchGame(eventCaller.currentSwitchGame, eventCaller.currentEntity.beat, e["toggle"]); }
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),
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@ -1029,7 +1029,7 @@ namespace HeavenStudio
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}),
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}
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},
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new GameAction("cabb", "Chromatic Abberation")
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new GameAction("cabb", "Chromatic Aberration")
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{
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resizable = true,
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parameters = new()
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@ -1143,10 +1143,10 @@ namespace HeavenStudio
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resizable = true,
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parameters = new()
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{
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new("xStart", new EntityTypes.Float(1, 100, 1), "Start Horizontal Tiles", "Set the amount of horizontal tiles at the start of the event."),
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new("xEnd", new EntityTypes.Float(1, 100, 1), "End Horizontal Tiles", "Set the amount of horizontal tiles at the end of the event."),
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new("yStart", new EntityTypes.Float(1, 100, 1), "Start Vertical Tiles", "Set the amount of vertical tiles at the start of the event."),
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new("yEnd", new EntityTypes.Float(1, 100, 1), "End Vertical Tiles", "Set the amount of vertical tiles at the end of the event."),
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new("xStart", new EntityTypes.Float(1, 100, 1), "Start Horizontal Tiles", "Set the number of horizontal tiles at the start of the event."),
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new("xEnd", new EntityTypes.Float(1, 100, 1), "End Horizontal Tiles", "Set the number of horizontal tiles at the end of the event."),
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new("yStart", new EntityTypes.Float(1, 100, 1), "Start Vertical Tiles", "Set the number of vertical tiles at the start of the event."),
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new("yEnd", new EntityTypes.Float(1, 100, 1), "End Vertical Tiles", "Set the number of vertical tiles at the end of the event."),
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new("axis", StaticCamera.ViewAxis.All, "Axis", "Set if only a specific axis should be modified."),
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new("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.", new()
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{
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