Quiz Show Text Update
also changed some wording in meat grinder
This commit is contained in:
parent
7d9ce0c5fa
commit
56dc5bf368
|
|
@ -54,7 +54,7 @@ namespace HeavenStudio.Games.Loaders
|
|||
priority = 2,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("bacon", false, "Bacon Ball", "Toggle if a bacon ball should be thrown instead of the typical meat"),
|
||||
new Param("bacon", false, "Bacon Ball", "Toggle if a bacon ball should be thrown instead of the typical dark meat"),
|
||||
}.Concat(reactionParams).ToList(), // doing this because i want these params to always be the same
|
||||
},
|
||||
new GameAction("StartInterval", "Start Interval")
|
||||
|
|
|
|||
|
|
@ -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.")
|
||||
}
|
||||
}
|
||||
},
|
||||
|
|
|
|||
Loading…
Reference in a new issue