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!")