diff --git a/Assets/Scripts/Games/CatchyTune/CatchyTune.cs b/Assets/Scripts/Games/CatchyTune/CatchyTune.cs index b89a3fe39..ef213e61f 100644 --- a/Assets/Scripts/Games/CatchyTune/CatchyTune.cs +++ b/Assets/Scripts/Games/CatchyTune/CatchyTune.cs @@ -22,7 +22,7 @@ namespace HeavenStudio.Games.Loaders parameters = new List() { 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."), }, }, diff --git a/Assets/Scripts/Games/FlipperFlop/FlipperFlop.cs b/Assets/Scripts/Games/FlipperFlop/FlipperFlop.cs index deb0e5777..e83eea713 100644 --- a/Assets/Scripts/Games/FlipperFlop/FlipperFlop.cs +++ b/Assets/Scripts/Games/FlipperFlop/FlipperFlop.cs @@ -13,22 +13,32 @@ namespace HeavenStudio.Games.Loaders { return new Minigame("flipperFlop", "Flipper-Flop", "ffc3fc", false, false, new List() { + 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() + { + 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() { - 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() { - 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() { - 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() { - 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() + 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() { 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() + 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() { 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() - { - 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() { - 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")