Rhythm Somen Text Update
that was easy
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@ -12,6 +12,16 @@ namespace HeavenStudio.Games.Loaders
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{
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{
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return new Minigame("rhythmSomen", "Rhythm Sōmen", "7ab96e", false, false, new List<GameAction>()
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return new Minigame("rhythmSomen", "Rhythm Sōmen", "7ab96e", false, false, new List<GameAction>()
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{
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{
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new GameAction("bop", "Bop")
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{
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function = delegate { var e = eventCaller.currentEntity; RhythmSomen.instance.ToggleBop(e.beat, e.length, e["toggle2"], e["toggle"]); },
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resizable = true,
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parameters = new List<Param>()
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{
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new Param("toggle2", true, "Bop", "Toggle if Boss should bop for the duration of this event."),
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new Param("toggle", false, "Bop (Auto)", "Toggle if the man should automatically bop until another Bop event is reached.")
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}
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},
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new GameAction("crane (far)", "Far Crane")
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new GameAction("crane (far)", "Far Crane")
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{
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{
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function = delegate { RhythmSomen.instance.DoFarCrane(eventCaller.currentEntity.beat); },
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function = delegate { RhythmSomen.instance.DoFarCrane(eventCaller.currentEntity.beat); },
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@ -34,16 +44,6 @@ namespace HeavenStudio.Games.Loaders
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new GameAction("slurp", "Slurp")
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new GameAction("slurp", "Slurp")
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{
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{
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function = delegate { RhythmSomen.instance.Slurp(eventCaller.currentEntity.beat); }
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function = delegate { RhythmSomen.instance.Slurp(eventCaller.currentEntity.beat); }
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},
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new GameAction("bop", "Bop")
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{
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function = delegate { var e = eventCaller.currentEntity; RhythmSomen.instance.ToggleBop(e.beat, e.length, e["toggle2"], e["toggle"]); },
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resizable = true,
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parameters = new List<Param>()
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{
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new Param("toggle2", true, "Bop", "Should the somen man bop?"),
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new Param("toggle", false, "Bop (Auto)", "Should the somen man bop automatically?")
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}
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}
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}
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},
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},
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new List<string>() { "pco", "normal" },
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new List<string>() { "pco", "normal" },
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