Quiz Show Text Update

also changed some wording in meat grinder
This commit is contained in:
ThatZeoMan 2024-01-12 23:10:14 -06:00
parent 7d9ce0c5fa
commit 56dc5bf368
2 changed files with 21 additions and 21 deletions

View file

@ -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")

View file

@ -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.")
}
}
},