The Clappy Trio Text Update

This commit is contained in:
ThatZeoMan 2024-01-05 14:37:54 -06:00
parent a56fad7f39
commit e54524ac57

View file

@ -16,47 +16,47 @@ namespace HeavenStudio.Games.Loaders
public static Minigame AddGame(EventCaller eventCaller) {
return new Minigame("clappyTrio", "The Clappy Trio", "deffff", false, false, new List<GameAction>()
{
new GameAction("clap", "Clap")
{
function = delegate { ClappyTrio.instance.Clap(eventCaller.currentEntity.beat, eventCaller.currentEntity.length, eventCaller.currentEntity.beat); },
resizable = true
},
new GameAction("bop", "Bop")
{
function = delegate { var e = eventCaller.currentEntity; ClappyTrio.instance.BopToggle(e.beat, e.length, e["bop"], e["autoBop"], e["emo"]); },
resizable = true,
parameters = new List<Param>()
{
new Param("bop", true, "Bop", "Should the lions bop?"),
new Param("autoBop", false, "Bop (Auto)", "Should the lions auto bop?"),
new Param("emo", false, "Disable Emotion", "Should the lions just show the neutral face while bopping?")
new Param("bop", true, "Bop", "Toggle if the lions should bop for the duration of this event."),
new Param("autoBop", false, "Bop (Auto)", "Toggle if the lions should automatically bop until another Bop event is reached."),
new Param("emo", false, "Disable Emotion", "Toggle if the (non-player) lions should react to the player's performance when bopping.")
}
},
new GameAction("prepare", "Prepare Stance")
new GameAction("clap", "Clap")
{
function = delegate { ClappyTrio.instance.Clap(eventCaller.currentEntity.beat, eventCaller.currentEntity.length, eventCaller.currentEntity.beat); },
resizable = true
},
new GameAction("prepare", "Prepare")
{
function = delegate { ClappyTrio.instance.Prepare(eventCaller.currentEntity["toggle"] ? 3 : 0); },
parameters = new List<Param>()
{
new Param("toggle", false, "Alt", "Whether or not the alternate version should be played")
new Param("toggle", false, "Alternate Pose", "Toggle if the lions should prepare using the alternate \"determined\" pose.")
}
},
new GameAction("sign", "Sign Enter")
new GameAction("sign", "Sign Control")
{
function = delegate { var e = eventCaller.currentEntity; ClappyTrio.instance.Sign(e.beat, e.length, e["ease"], e["down"]); },
parameters = new List<Param>()
{
new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "Which ease should the sign move with?"),
new Param("down", true, "Down", "Should the sign go down?")
new Param("down", true, "Enter", "Toggle if the sign should enter or exit the scene."),
new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.")
},
resizable = true
},
new GameAction("change lion count", "Change Lion Count")
new GameAction("change lion count", "Change Lion Number")
{
function = delegate { ClappyTrio.instance.ChangeLionCount((int)eventCaller.currentEntity["valA"]); },
defaultLength = 0.5f,
parameters = new List<Param>()
{
new Param("valA", new EntityTypes.Integer(3, 8, 3), "Lion Count", "The amount of lions")
new Param("valA", new EntityTypes.Integer(3, 8, 3), "Lions", "Set how many lions there will be. The player is always the rightmost lion.")
}
},
// This is still here for backwards-compatibility but is hidden in the editor