From 7109c5b2167ba66edef29d69cc8fa48f061c542a Mon Sep 17 00:00:00 2001
From: ThatZeoMan <67521686+ThatZeoMan@users.noreply.github.com>
Date: Tue, 9 Jan 2024 22:00:39 -0600
Subject: [PATCH] Flipper-Flop Text Update
also fix an error in Catchy Tune
---
Assets/Scripts/Games/CatchyTune/CatchyTune.cs | 2 +-
.../Scripts/Games/FlipperFlop/FlipperFlop.cs | 42 +++++++++----------
2 files changed, 22 insertions(+), 22 deletions(-)
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")