diff --git a/Assets/Scripts/Games/DogNinja/DogNinja.cs b/Assets/Scripts/Games/DogNinja/DogNinja.cs
index 01e9e4776..1a91666da 100644
--- a/Assets/Scripts/Games/DogNinja/DogNinja.cs
+++ b/Assets/Scripts/Games/DogNinja/DogNinja.cs
@@ -21,8 +21,8 @@ namespace HeavenStudio.Games.Loaders
resizable = true,
parameters = new List()
{
- new Param("toggle", true, "Enable Bopping", "Whether to bop to the beat or not"),
- new Param("auto", false, "Enable Bopping (Auto)", "Whether to bop to the beat or not automatically"),
+ new Param("toggle", true, "Bop", "Toggle if Dog Ninja should bop for the duration of this event."),
+ new Param("auto", false, "Bop (Auto)", "Toggle if Dog Ninja should automatically bop until another Bop event is reached."),
}
},
new GameAction("Prepare", "Prepare")
@@ -37,21 +37,21 @@ namespace HeavenStudio.Games.Loaders
defaultLength = 2,
parameters = new List()
{
- new Param("direction", DogNinja.ObjectDirection.Left, "Which Side", "Whether the object should come from the left, right, or both sides"),
- new Param("typeL", DogNinja.ObjectType.Random, "Left \nObject", "The object to be thrown from the left"),
- new Param("typeR", DogNinja.ObjectType.Random, "Right Object", "The object to be thrown from the right"),
- new Param("shouldPrepare", true, "Prepare?", "Should the dog prepare?"),
- new Param("muteThrow", false, "Mute", "Mute the throw? (ONLY WHEN INACTIVE)"),
+ new Param("direction", DogNinja.ObjectDirection.Left, "Which Side", "Choose the side(s) the object(s) should be thrown from."),
+ new Param("typeL", DogNinja.ObjectType.Random, "Left Object", "Choose the object to be thrown from the left."),
+ new Param("typeR", DogNinja.ObjectType.Random, "Right Object", "Choose the object to be thrown from the right."),
+ new Param("shouldPrepare", true, "Prepare", "Toggle if Dog Ninja should automatically prepare for this cue."),
+ new Param("muteThrow", false, "Mute", "Toggle if the cue should be muted. This only applies when the cue is started from another game."),
},
},
- new GameAction("CutEverything", "Cut Everything!")
+ new GameAction("CutEverything", "Mister Eagle's Sign")
{
function = delegate { var e = eventCaller.currentEntity; DogNinja.instance.CutEverything(e.beat, e["toggle"], e["text"]); },
defaultLength = 0.5f,
parameters = new List()
{
- new Param("toggle", true, "Play Sound", "Whether to play the 'FlyIn' SFX or not"),
- new Param("text", "Cut everything!", "Custom Text", "What text should the sign display?")
+ new Param("toggle", true, "Play Sound", "Toggle if the sound effect should play for flying in and out."),
+ new Param("text", "Cut everything!", "Sign Text", "Set the text to be displayed on the sign.")
}
},
new GameAction("HereWeGo", "Here We Go!")