From 9e69b82693798c7ae5a6dcddd067f6829318f3d8 Mon Sep 17 00:00:00 2001
From: ThatZeoMan <67521686+ThatZeoMan@users.noreply.github.com>
Date: Thu, 4 Jan 2024 21:21:21 -0600
Subject: [PATCH] Catchy Tune Text Update
also changed some minor wording in Board Meeting and Built To Scale DS
---
.../Games/BoardMeeting/BoardMeeting.cs | 2 +-
.../Games/BuiltToScaleDS/BuiltToScaleDS.cs | 2 +-
Assets/Scripts/Games/CatchyTune/CatchyTune.cs | 34 +++++++++----------
3 files changed, 19 insertions(+), 19 deletions(-)
diff --git a/Assets/Scripts/Games/BoardMeeting/BoardMeeting.cs b/Assets/Scripts/Games/BoardMeeting/BoardMeeting.cs
index 99125477f..20e56bbe3 100644
--- a/Assets/Scripts/Games/BoardMeeting/BoardMeeting.cs
+++ b/Assets/Scripts/Games/BoardMeeting/BoardMeeting.cs
@@ -22,7 +22,7 @@ namespace HeavenStudio.Games.Loaders
parameters = new List()
{
new Param("bop", true, "Bop", "Toggle if the pigs & assistant should bop for the duration of this event."),
- new Param("auto", false, "Bop (Auto)", "Toggle if the pigs & assistant should automatically bop until another Bop event is placed.")
+ new Param("auto", false, "Bop (Auto)", "Toggle if the pigs & assistant should automatically bop until another Bop event is reached.")
}
},
new GameAction("prepare", "Prepare")
diff --git a/Assets/Scripts/Games/BuiltToScaleDS/BuiltToScaleDS.cs b/Assets/Scripts/Games/BuiltToScaleDS/BuiltToScaleDS.cs
index 9bb460459..fa502a5ab 100644
--- a/Assets/Scripts/Games/BuiltToScaleDS/BuiltToScaleDS.cs
+++ b/Assets/Scripts/Games/BuiltToScaleDS/BuiltToScaleDS.cs
@@ -62,7 +62,7 @@ namespace HeavenStudio.Games.Loaders
parameters = new List()
{
new Param("light", false, "Lights", "Toggle if the lights should activate for the duration of this event."),
- new Param("auto", true, "Lights (Auto)", "Toggle if the lights should automatically activate until the next Lights event.")
+ new Param("auto", true, "Lights (Auto)", "Toggle if the lights should automatically activate until the another Lights event is reached.")
}
}
}, new List() { "ntr", "normal" }, "ntrassembly", "en", new List() { });
diff --git a/Assets/Scripts/Games/CatchyTune/CatchyTune.cs b/Assets/Scripts/Games/CatchyTune/CatchyTune.cs
index 4be425988..b89a3fe39 100644
--- a/Assets/Scripts/Games/CatchyTune/CatchyTune.cs
+++ b/Assets/Scripts/Games/CatchyTune/CatchyTune.cs
@@ -15,17 +15,28 @@ namespace HeavenStudio.Games.Loaders
{
return new Minigame("catchyTune", "Catchy Tune", "f2f2f2", "ff376c", "f2f2f2", false, false, new List()
{
+ new GameAction("bop", "Bop")
+ {
+ function = delegate {var e = eventCaller.currentEntity; CatchyTune.instance.Bop(e.beat, e.length, e["bop"], e["bopAuto"]); },
+ resizable = true,
+ 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 GameAction("orange", "Orange")
{
defaultLength = 4f,
parameters = new List()
{
- new Param("side", CatchyTune.Side.Left, "Side", "The side the orange falls down"),
- new Param("smile", false, "Smile", "If the characters smile with the heart message after catching", new List()
+ new Param("side", CatchyTune.Side.Left, "Side", "Choose the side the orange falls down."),
+ new Param("smile", false, "Smile", "Toggle if Plalin and Alalin should smile after catching.", new List()
{
new Param.CollapseParam((x, _) => (bool)x, new string[] { "endSmile" })
}),
- new Param("endSmile", new EntityTypes.Float(2, 100, 2), "End Smile Beat", "How many beats after the catch should the smile end?")
+ new Param("endSmile", new EntityTypes.Float(2, 100, 2), "Smile Length", "Choose how long the smile should last after the catch.")
},
preFunction = delegate {var e = eventCaller.currentEntity; CatchyTune.PreDropFruit(e.beat, e["side"], e["smile"], false, e["endSmile"]); },
},
@@ -35,25 +46,14 @@ namespace HeavenStudio.Games.Loaders
defaultLength = 8f,
parameters = new List()
{
- new Param("side", CatchyTune.Side.Left, "Side", "The side the pineapple falls down"),
- new Param("smile", false, "Smile", "If the characters smile with the heart message after catching", new List()
+ new Param("side", CatchyTune.Side.Left, "Side", "Choose the side the pineapple falls down."),
+ new Param("smile", false, "Smile", "Toggle if Plalin and Alalin should smile after catching.", new List()
{
new Param.CollapseParam((x, _) => (bool)x, new string[] { "endSmile" })
}),
- new Param("endSmile", new EntityTypes.Float(2, 100, 2), "End Smile Beat", "How many beats after the catch should the smile end?")
+ new Param("endSmile", new EntityTypes.Float(2, 100, 2), "Smile Length", "Choose how long the smile should last after the catch.")
},
preFunction = delegate {var e = eventCaller.currentEntity; CatchyTune.PreDropFruit(e.beat, e["side"], e["smile"], true, e["endSmile"]); },
- },
-
- new GameAction("bop", "Bop")
- {
- function = delegate {var e = eventCaller.currentEntity; CatchyTune.instance.Bop(e.beat, e.length, e["bop"], e["bopAuto"]); },
- resizable = true,
- parameters = new List()
- {
- new Param("bop", CatchyTune.WhoBops.Both, "Bop", "Should Plalin and Alalin bop?"),
- new Param("bopAuto", CatchyTune.WhoBops.None, "Bop", "Should Plalin and Alalin auto bop?"),
- },
}
},
new List() { "ctr", "normal" },