fix spelling and grammar errors in release 1 games (#838)

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Kevin Kuhn 2024-04-08 14:44:05 -04:00 committed by GitHub
parent af217a23e9
commit 5f13626e72
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16 changed files with 36 additions and 36 deletions

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@ -173,7 +173,7 @@ namespace HeavenStudio.Games.Loaders
resizable = true,
parameters = new List<Param>()
{
new Param("cps", new EntityTypes.Integer(0, 200, 0), "Snowflakes Amount", "Set how many snowflakes should be spawned per second."),
new Param("cps", new EntityTypes.Integer(0, 200, 0), "Snowflakes Count", "Set how many snowflakes should be spawned per second."),
new Param("speed", new EntityTypes.Float(-10, 10, 1), "Start Speed", "Change fow fast the snowflakes are moving at the start of the event."),
new Param("endSpeed", new EntityTypes.Float(-10, 10, 1), "End Speed", "Change how fast the snowflakes are moving at the end of the event."),
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
{
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."),
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."),
new Param("reset", false, "Reset Treats Eaten", "Toggle if the current amount of treats eaten (and crumbs) should be reset.")
new Param("reset", false, "Reset Treats Eaten", "Toggle if the current number of treats eaten (and crumbs) should be reset.")
}
}
},

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@ -43,7 +43,7 @@ namespace HeavenStudio.Games.Loaders
{
parameters = new List<Param>()
{
new Param("mute", true, "Toggle if Stomp Farmer should stopp humming.")
new Param("mute", true, "Toggle if Stomp Farmer should stop humming.")
}
},
new GameAction("plantCollect", "Set Veggie Collection Thresholds")
@ -55,12 +55,12 @@ namespace HeavenStudio.Games.Loaders
parameters = new List<Param>()
{
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."),
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."),
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>()
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."),
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>()
{
new Param.CollapseParam((x, _) => (bool)x, new string[] { "forceAmount" })
}),
new Param("forceAmount", new EntityTypes.Integer(0, 1000, 0), "Set Amount", "Set the amount of plants to be collected automatically.")
new Param("forceAmount", new EntityTypes.Integer(0, 1000, 0), "Set Number", "Set the number of plants to be collected automatically.")
}
}
},

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@ -31,7 +31,7 @@ namespace HeavenStudio.Games.Loaders
new("b", false, "Weasels Jump", "Toggle if the weasels should jump upon successfully hitting the cue.")
}
},
new GameAction("basket", "Basket Ball")
new GameAction("basket", "Basketball")
{
preFunction = delegate { var e = eventCaller.currentEntity; DoubleDate.QueueBasketBall(e.beat, e["b"]); },
preFunctionLength = 1f,

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@ -61,7 +61,7 @@ namespace HeavenStudio.Games.Loaders
inactiveFunction = delegate { var e = eventCaller.currentEntity; FanClub.WarnBigReady(e.beat, e["toggle"]); },
preFunction = delegate { var e = eventCaller.currentEntity; FanClub.BigReadySound(e.beat, e["toggle"]); }
},
new GameAction("play idol animation", "Idol Coreography")
new GameAction("play idol animation", "Idol Choreography")
{
function = delegate { var e = eventCaller.currentEntity; FanClub.instance.PlayAnim(e.beat, e.length, e["type"], e["who"]); },
resizable = true,

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@ -32,7 +32,7 @@ namespace HeavenStudio.Games.Loaders
defaultLength = 2f,
parameters = new List<Param>()
{
new Param("whereToSpawn", Fireworks.WhereToSpawn.Middle, "Side", "Choose the side this firework should spawn on."),
new Param("whereToSpawn", Fireworks.WhereToSpawn.Middle, "Side", "Choose the side this sparkler should spawn on."),
new Param("explosionType", Fireworks.ExplosionType.MixedCircular, "Pattern", "Choose the pattern that this sparkler should explode into."),
new Param("applause", false, "Applause", "Toggle if applause should play if you successfully hit this cue."),
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
defaultLength = 0.5f,
parameters = new List<Param>()
{
new Param("spaceNum", new EntityTypes.Integer(0, 12, 0), "Amount Of Spaces", "Choose the amount of spaces to add before the icon."),
new Param("spaceNum", new EntityTypes.Integer(0, 12, 0), "Number Of Spaces", "Choose the number of spaces to add before the icon."),
new Param("dotdotdot", false, "Ellipses", "Toggle if the symbol should have \"...\" before it."),
new Param("newline", false, "New line", "Toggle if this text starts a new line."),
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
new Param("colorPipes1", new Color(0.41f, 0.54f, 0.34f), "Pipe Outline Color", "Set the color of the pipes' outline."),
new Param("colorPipes2", new Color(0.43f, 0.8f, 0.45f), "Pipe Shading Color", "Set the color of the pipes' shading."),
new Param("colorPipes3", new Color(0.48f, 0.89f, 0.54f), "Pipe Fill Color", "Set the color of the pipes."),
new Param("colorConveyor1", new Color(0.157f, 0.25f, 0.3f), "Conveyor Fill Color", "Set the color of the conveyer belt."),
new Param("colorConveyor1", new Color(0.157f, 0.25f, 0.3f), "Conveyor Fill Color", "Set the color of the conveyor belt."),
new Param("colorConveyor2", new Color(0.55f, 0.57f, 0.04f), "Conveyor Trim Color", "Set the conveyor's trim color."),
}
},

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@ -13,14 +13,14 @@ namespace HeavenStudio.Games.Loaders
public static Minigame AddGame(EventCaller eventCaller)
{
List<Param> reactionParams = new() {
new Param("tackReaction", MeatGrinder.TackExpressions.None, "Tack Reaction", "If this is hit, what expression should tack do?", new List<Param.CollapseParam>() {
new Param("tackReaction", MeatGrinder.TackExpressions.None, "Tack Reaction", "If this is hit, what expression should Tack do?", new List<Param.CollapseParam>() {
new((x, y) => (int)x != (int)MeatGrinder.TackExpressions.None, new string[] { "tackReactionBeats" }),
}),
new Param("tackReactionBeats", new EntityTypes.Float(0.5f, 10, 1), "Tack React After", "The amount of beats to wait until tack reacts"),
new Param("bossReaction", MeatGrinder.BossExpressions.None, "Boss Reaction", "If this is hit, what expression should boss do?", new List<Param.CollapseParam>() {
new Param("tackReactionBeats", new EntityTypes.Float(0.5f, 10, 1), "Tack React After", "The number of beats to wait until Tack reacts"),
new Param("bossReaction", MeatGrinder.BossExpressions.None, "Boss Reaction", "If this is hit, what expression should Boss do?", new List<Param.CollapseParam>() {
new((x, y) => (int)x != (int)MeatGrinder.BossExpressions.None, new string[] { "bossReactionBeats" }),
}),
new Param("bossReactionBeats", new EntityTypes.Float(0, 10, 0), "Boss React After", "The amount of beats to wait until boss reacts"),
new Param("bossReactionBeats", new EntityTypes.Float(0, 10, 0), "Boss React After", "The number of beats to wait until Boss reacts"),
};
return new Minigame("meatGrinder", "Meat Grinder", "501d18", false, false, new List<GameAction>()

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@ -96,7 +96,7 @@ namespace HeavenStudio.Games.Loaders
parameters = new List<Param>()
{
new Param("letter", "", "Letter To Appear", "Set the letter to appear on the blip."),
new Param("shouldGrow", true, "Grow Antenna", "Toggle if Mr. Upbeat's antennashould grow on every blip"),
new Param("shouldGrow", true, "Grow Antenna", "Toggle if Mr. Upbeat's antenna should grow on every blip"),
new Param("resetBlip", false, "Reset Antenna", "Toggle if Mr. Upbeat's antenna should reset"),
new Param("shouldBlip", true, "Should Blip", "Toggle if Mr. Upbeat's antenna should blip every offbeat."),
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. Upbeats antenna."),

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@ -20,8 +20,8 @@ namespace HeavenStudio.Games.Loaders
OctopusMachine.instance.Bop(e.length, e["whichBop"], e["singleBop"], e["keepBop"]);
},
parameters = new List<Param>() {
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."),
new Param("keepBop", false, "Bop (Auto)", "Toggle if the octopodes should automatically bop until another Bop event is reached."),
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."),
new Param("keepBop", false, "Bop (Auto)", "Toggle if the Octo-Pops should automatically bop until another Bop event is reached."),
new Param("whichBop", OctopusMachine.Bops.Bop, "Which Bop", "Set the type of bop."),
},
},
@ -42,11 +42,11 @@ namespace HeavenStudio.Games.Loaders
},
resizable = true,
parameters = new List<Param>() {
new Param("shouldPrep", true, "Prepare", "Toggle if the octopodes should automatically prepare for this cue.", new List<Param.CollapseParam>()
new Param("shouldPrep", true, "Prepare", "Toggle if the Octo-Pops should automatically prepare for this cue.", new List<Param.CollapseParam>()
{
new Param.CollapseParam((x, _) => (bool)x, new string[] { "prepBeats" })
}),
new Param("prepBeats", new EntityTypes.Float(0, 4, 1), "Prepare Beats", "Set how many beats before the cue the octopodes should prepare."),
new Param("prepBeats", new EntityTypes.Float(0, 4, 1), "Prepare Beats", "Set how many beats before the cue the Octo-Pops should prepare."),
},
preFunctionLength = 4f,
preFunction = delegate {
@ -81,7 +81,7 @@ namespace HeavenStudio.Games.Loaders
},
parameters = new List<Param>() {
new Param("forceBop", true, "Force Bop", "Toggle if a bop should be forced to play, even if an animation is already playing."),
new Param("autoBop", true, "Hit/Miss Bop", "Toggle if the octopodes should bop depending on if you hit or missed the cues."),
new Param("autoBop", true, "Hit/Miss Bop", "Toggle if the Octo-Pops should bop depending on if you hit or missed the cues."),
new Param("autoText", true, "Display Text", "Toggle if text should display depending on if you hit or missed the cues.", new List<Param.CollapseParam>()
{
new Param.CollapseParam((x, _) => (bool)x, new string[] { "hitText", "missText" })
@ -135,8 +135,8 @@ namespace HeavenStudio.Games.Loaders
parameters = new List<Param>() {
new Param("color1", new Color(1f, 0.87f, 0.24f), "Start BG Color", "Set the color at the start of the event."),
new Param("color2", new Color(1f, 0.87f, 0.24f), "End BG Color", "Set the color at the end of the event."),
new Param("octoColor", new Color(0.97f, 0.235f, 0.54f), "Octopodes' Color", "Set the octopodes' colors."),
new Param("squeezedColor", new Color(1f, 0f, 0f), "Squeezed Color", "Set the octopodes' colors when they're squeezed."),
new Param("octoColor", new Color(0.97f, 0.235f, 0.54f), "Octo-Pops' Color", "Set the Octo-Pops' colors."),
new Param("squeezedColor", new Color(1f, 0f, 0f), "Squeezed Color", "Set the Octo-Pops' colors when they're squeezed."),
new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action."),
},
resizable = true,

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@ -37,7 +37,7 @@ namespace HeavenStudio.Games.Loaders
parameters = new List<Param>()
{
new Param("2b2t", false, "Voxel Melon", "Toggle if the melon should be reskinned as a melon from a certain game."),
new Param("valA", new EntityTypes.Integer(0, 30, 1), "Money", "Set the amount of coins the melon spills out when sliced."),
new Param("valA", new EntityTypes.Integer(0, 30, 1), "Money", "Set the number of coins the melon spills out when sliced."),
}
},
new GameAction("fish", "Fish")
@ -49,7 +49,7 @@ namespace HeavenStudio.Games.Loaders
defaultLength = 7,
parameters = new List<Param>()
{
new Param("valA", new EntityTypes.Integer(0, 30, 1), "Money", "Set the amount of coins the fish spills out when sliced."),
new Param("valA", new EntityTypes.Integer(0, 30, 1), "Money", "Set the number of coins the fish spills out when sliced."),
}
},
new GameAction("demon", "Demon")
@ -61,7 +61,7 @@ namespace HeavenStudio.Games.Loaders
defaultLength = 7,
parameters = new List<Param>()
{
new Param("valA", new EntityTypes.Integer(0, 30, 1), "Money", "Set the amount of coins the demon spills out when sliced."),
new Param("valA", new EntityTypes.Integer(0, 30, 1), "Money", "Set the number of coins the demon spills out when sliced."),
}
},
new GameAction("particle effects", "Particle Effects")
@ -90,7 +90,7 @@ namespace HeavenStudio.Games.Loaders
parameters = new List<Param>()
{
new Param("type", SamuraiSliceNtr.ObjectType.Melon, "Object", "The object to spawn"),
new Param("valA", new EntityTypes.Integer(0, 30, 1), "Money", "The amount of coins the melon spills out when sliced"),
new Param("valA", new EntityTypes.Integer(0, 30, 1), "Money", "The number of coins the melon spills out when sliced"),
},
hidden = true
},

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@ -109,7 +109,7 @@ namespace HeavenStudio.Games.Loaders
new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.")
}
},
new GameAction("recolor", "Color Pallete")
new GameAction("recolor", "Color Palette")
{
function = delegate { var e = eventCaller.currentEntity; SeeSaw.ChangeMappingColor(e["fill"], e["outline"]); },
defaultLength = 0.5f,

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@ -46,7 +46,7 @@ namespace HeavenStudio.Games.Loaders
}),
new Param("amount", new EntityTypes.Integer(2, 30, 5), "Amount", "Set the amount of space kickers."),
new Param("amount", new EntityTypes.Integer(2, 30, 5), "Number", "Set the number of space kickers."),
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."),
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."),
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
new Param("toggle", true, "Darkness", "Toggle if the scene should be dark and the spotlights should appear."),
new Param("leftMost", false, "Leftmost Spotlight", "Toggle if the leftmost spotlight should be turned on or off."),
new Param("middleLeft", false, "Middle-Left Spotlight", "Toggle if the middle-left spotlight should be turned on or off."),
new Param("middleRight", false, "Middle-Light Spotlight", "Toggle if the middle-right spotlight should be turned on or off."),
new Param("middleRight", false, "Middle-Right Spotlight", "Toggle if the middle-right spotlight should be turned on or off."),
new Param("player", true, "Player Spotlight", "Toggle if the player's spotlight should be turned on or off."),
}
},

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@ -752,7 +752,7 @@ namespace HeavenStudio
function: delegate { var e = eventCaller.currentEntity; GameManager.instance.SwitchGame(eventCaller.currentSwitchGame, eventCaller.currentEntity.beat, e["toggle"]); },
parameters: new List<Param>()
{
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.")
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.")
},
inactiveFunction: delegate { var e = eventCaller.currentEntity; GameManager.instance.SwitchGame(eventCaller.currentSwitchGame, eventCaller.currentEntity.beat, e["toggle"]); }
),
@ -1042,7 +1042,7 @@ namespace HeavenStudio
}),
}
},
new GameAction("cabb", "Chromatic Abberation")
new GameAction("cabb", "Chromatic Aberration")
{
resizable = true,
parameters = new()
@ -1275,10 +1275,10 @@ namespace HeavenStudio
resizable = true,
parameters = new()
{
new("xStart", new EntityTypes.Float(1, 100, 1), "Start Horizontal Tiles", "Set the amount of horizontal tiles at the start of the event."),
new("xEnd", new EntityTypes.Float(1, 100, 1), "End Horizontal Tiles", "Set the amount of horizontal tiles at the end of the event."),
new("yStart", new EntityTypes.Float(1, 100, 1), "Start Vertical Tiles", "Set the amount of vertical tiles at the start of the event."),
new("yEnd", new EntityTypes.Float(1, 100, 1), "End Vertical Tiles", "Set the amount of vertical tiles at the end of the event."),
new("xStart", new EntityTypes.Float(1, 100, 1), "Start Horizontal Tiles", "Set the number of horizontal tiles at the start of the event."),
new("xEnd", new EntityTypes.Float(1, 100, 1), "End Horizontal Tiles", "Set the number of horizontal tiles at the end of the event."),
new("yStart", new EntityTypes.Float(1, 100, 1), "Start Vertical Tiles", "Set the number of vertical tiles at the start of the event."),
new("yEnd", new EntityTypes.Float(1, 100, 1), "End Vertical Tiles", "Set the number of vertical tiles at the end of the event."),
new("axis", StaticCamera.ViewAxis.All, "Axis", "Set if only a specific axis should be modified."),
new("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.", new()
{