Flipper-Flop Text Update

also fix an error in Catchy Tune
This commit is contained in:
ThatZeoMan 2024-01-09 22:00:39 -06:00
parent b712090c93
commit 7109c5b216
2 changed files with 22 additions and 22 deletions

View file

@ -22,7 +22,7 @@ namespace HeavenStudio.Games.Loaders
parameters = new List<Param>()
{
new Param("bop", CatchyTune.WhoBops.Both, "Bop", "Set the character(s) to bop for the duration of this event."),
new Param("bopAuto", CatchyTune.WhoBops.None, "Bop", "Set the character(s) to automatically bop until another Bop event is reached."),
new Param("bopAuto", CatchyTune.WhoBops.None, "Bop (Auto)", "Set the character(s) to automatically bop until another Bop event is reached."),
},
},

View file

@ -13,22 +13,32 @@ namespace HeavenStudio.Games.Loaders
{
return new Minigame("flipperFlop", "Flipper-Flop", "ffc3fc", false, false, new List<GameAction>()
{
new GameAction("bop", "Bop")
{
function = delegate {var e = eventCaller.currentEntity; FlipperFlop.instance.Bop(e.beat, e.length, e["whoBops"], e["whoBopsAuto"]); },
resizable = true,
parameters = new List<Param>()
{
new Param("whoBops", FlipperFlop.WhoBops.Both, "Bop", "Set the character(s) to bop for the duration of this event."),
new Param("whoBopsAuto", FlipperFlop.WhoBops.None, "Bop (Auto)", "Set the character(s) to automatically bop until another Bop event is reached."),
}
},
new GameAction("attentionCompany", "Attention Company!")
{
preFunction = delegate {var e = eventCaller.currentEntity; FlipperFlop.AttentionCompany(e.beat, e["toggle"]); },
defaultLength = 4f,
parameters = new List<Param>()
{
new Param("toggle", false, "Mute VoiceLine", "Mute Captain Tuck's voiceline?")
new Param("toggle", false, "Mute", "Toggle if Captain Tuck's voice line should be muted.")
}
},
new GameAction("attentionCompanyAlt", "Attention Company! (Remix 5)")
new GameAction("attentionCompanyAlt", "Attention Company! (Remix 5 Wii)")
{
preFunction = delegate {var e = eventCaller.currentEntity; FlipperFlop.AttentionCompany(e.beat, e["toggle"], true); },
defaultLength = 3f,
parameters = new List<Param>()
{
new Param("toggle", false, "Mute VoiceLine", "Mute Captain Tuck's voiceline?")
new Param("toggle", false, "Mute", "Toggle if Captain Tuck's voice line should be muted.")
}
},
new GameAction("flipping", "Flipping")
@ -47,8 +57,8 @@ namespace HeavenStudio.Games.Loaders
preFunction = delegate {var e = eventCaller.currentEntity; FlipperFlop.FlipperRollVoiceLine(e.beat, e["amount"], e["toggle"]); },
parameters = new List<Param>()
{
new Param("amount", new EntityTypes.Integer(1, 10, 1), "Amount", "1, 2, 3... etc. - flipper rolls"),
new Param("toggle", false, "Now", "Whether Captain Tuck should say -Now!- instead of numbers.")
new Param("amount", new EntityTypes.Integer(1, 10, 1), "Amount", "Set the number that Captain Tuck should announce."),
new Param("toggle", false, "Now", "Toggle if Captain Tuck should say \"Now\" instead of a number.")
},
defaultLength = 2f
},
@ -57,31 +67,21 @@ namespace HeavenStudio.Games.Loaders
preFunction = delegate {var e = eventCaller.currentEntity; FlipperFlop.Flipping(e.beat, e.length, true, e["uh"], e["thatsIt"], e["appreciation"], e["heart"], e["barber"]); },
parameters = new List<Param>()
{
new Param("uh", new EntityTypes.Integer(0, 3, 0), "Uh Count", "How many Uhs should Captain Tuck say after the flippers roll?"),
new Param("appreciation", FlipperFlop.AppreciationType.None, "Appreciation", "Which appreciation line should Captain Tuck say?", new List<Param.CollapseParam>()
new Param("uh", new EntityTypes.Integer(0, 3, 0), "Grunt Count", "Choose how many grunts Captain Tuck should say after the flipper-rolls."),
new Param("appreciation", FlipperFlop.AppreciationType.None, "Appreciation", "Choose the appreciation voice line that Captain Tuck should say if the flipper-roll is carried out successfully.", new List<Param.CollapseParam>()
{
new Param.CollapseParam((x, _) => (int)x != (int)FlipperFlop.AppreciationType.None, new string[] { "heart" })
}),
new Param("heart", false, "Hearts", "Should Captain Tuck blush and make hearts appear when he expresses his appreciation?"),
new Param("thatsIt", false, "That's it!", "Whether or not Captain Tuck should say -That's it!- on the final flipper roll.", new List<Param.CollapseParam>()
new Param("heart", false, "Hearts", "Toggle if Captain Tuck should blush and make hearts appear when he expresses his appreciation."),
new Param("thatsIt", false, "That's it!", "Toggle if Captain Tuck should say \"That's it!\" after the flipper-rolls. This is usually used for the end of a level or segment.", new List<Param.CollapseParam>()
{
new Param.CollapseParam((x, _) => (bool)x, new string[] { "barber" })
}),
new Param("barber", false, "Barbershop that's it variant", "Should captain tuck use the Barbershop remix variant of that's it?")
new Param("barber", false, "Barbershop", "Toggle if Captain Tuck should use the variant of \"That's it!\" seen in Barbershop Remix (3DS).")
},
defaultLength = 4f,
resizable = true
},
new GameAction("bop", "Bop")
{
function = delegate {var e = eventCaller.currentEntity; FlipperFlop.instance.Bop(e.beat, e.length, e["whoBops"], e["whoBopsAuto"]); },
resizable = true,
parameters = new List<Param>()
{
new Param("whoBops", FlipperFlop.WhoBops.Both, "Who Bops?", "Who will bop?"),
new Param("whoBopsAuto", FlipperFlop.WhoBops.None, "Who Bops? (Auto)", "Who will auto bop?"),
}
},
new GameAction("walk", "Captain Tuck Walk")
{
function = delegate { var e = eventCaller.currentEntity; FlipperFlop.instance.CaptainWalk(e.beat, e.length, e["ease"]); },
@ -89,7 +89,7 @@ namespace HeavenStudio.Games.Loaders
resizable = true,
parameters = new List<Param>()
{
new Param("ease", EasingFunction.Ease.Linear, "Ease", "Which ease should the animation be played at?")
new Param("ease", EasingFunction.Ease.Linear, "Ease", "Set the easing for the action.")
}
},
new GameAction("toggleCaptain", "Disable/Enable Captain Tuck")