Tram & Pauline Text Update

also added translation for Fireworks
This commit is contained in:
ThatZeoMan 2024-01-14 10:47:01 -06:00
parent b8c3b31559
commit e975b3a20c
2 changed files with 19 additions and 19 deletions

View file

@ -12,7 +12,7 @@ namespace HeavenStudio.Games.Loaders
{ {
public static Minigame AddGame(EventCaller eventCaller) public static Minigame AddGame(EventCaller eventCaller)
{ {
return new Minigame("tossBoys", "Toss Boys", "9cfff7", false, false, new List<GameAction>() return new Minigame("tossBoys", "Toss Boys \n<color=#adadad>(Tosu Bōizu)</color>", "9cfff7", false, false, new List<GameAction>()
{ {
new GameAction("bop", "Bop") new GameAction("bop", "Bop")
{ {

View file

@ -11,35 +11,35 @@ namespace HeavenStudio.Games.Loaders
{ {
public static Minigame AddGame(EventCaller eventCaller) public static Minigame AddGame(EventCaller eventCaller)
{ {
return new Minigame("tramAndPauline", "Tram & Pauline", "adb5e7", "ca8b17", "c14fae", false, false, new List<GameAction>() return new Minigame("tramAndPauline", "Tram & Pauline \n<color=#adadad>(Toran to Porin)</color>", "adb5e7", "ca8b17", "c14fae", false, false, new List<GameAction>()
{ {
new GameAction("prepare", "Prepare") new GameAction("prepare", "Prepare")
{ {
function = delegate { TramAndPauline.instance.Prepare(eventCaller.currentEntity.beat, (TramAndPauline.TramOrPauline)eventCaller.currentEntity["who"]); }, function = delegate { TramAndPauline.instance.Prepare(eventCaller.currentEntity.beat, (TramAndPauline.TramOrPauline)eventCaller.currentEntity["who"]); },
parameters = new List<Param>() parameters = new List<Param>()
{ {
new Param("who", TramAndPauline.TramOrPauline.Pauline, "Who Prepares?") new Param("who", TramAndPauline.TramOrPauline.Pauline, "Target", "Toggle who should prepare to jump.")
} }
}, },
new GameAction("pauline", "Pauline") new GameAction("tram", "Tram Jump")
{
function = delegate { TramAndPauline.instance.Jump(eventCaller.currentEntity.beat, TramAndPauline.TramOrPauline.Pauline, eventCaller.currentEntity["toggle"]); },
defaultLength = 2f,
parameters = new List<Param>()
{
new Param("toggle", false, "Audience Reaction")
}
},
new GameAction("tram", "Tram")
{ {
function = delegate { TramAndPauline.instance.Jump(eventCaller.currentEntity.beat, TramAndPauline.TramOrPauline.Tram, eventCaller.currentEntity["toggle"]); }, function = delegate { TramAndPauline.instance.Jump(eventCaller.currentEntity.beat, TramAndPauline.TramOrPauline.Tram, eventCaller.currentEntity["toggle"]); },
defaultLength = 2f, defaultLength = 2f,
parameters = new List<Param>() parameters = new List<Param>()
{ {
new Param("toggle", false, "Audience Reaction") new Param("toggle", false, "Audience Reaction", "Toggle if the audience should react on a sucessful hit.")
} }
}, },
new GameAction("shape", "Change Transformation") new GameAction("pauline", "Pauline Jump")
{
function = delegate { TramAndPauline.instance.Jump(eventCaller.currentEntity.beat, TramAndPauline.TramOrPauline.Pauline, eventCaller.currentEntity["toggle"]); },
defaultLength = 2f,
parameters = new List<Param>()
{
new Param("toggle", false, "Audience Reaction", "Toggle if the audience should react on a sucessful hit.")
}
},
new GameAction("shape", "Set Transformation")
{ {
function = delegate function = delegate
{ {
@ -49,8 +49,8 @@ namespace HeavenStudio.Games.Loaders
defaultLength = 0.5f, defaultLength = 0.5f,
parameters = new List<Param>() parameters = new List<Param>()
{ {
new Param("pauline", true, "Pauline is a Fox?"), new Param("tram", true, "Fox Tram", "Toggle if Tram should be set to his fox transformation."),
new Param("tram", true, "Tram is a Fox?") new Param("pauline", true, "Fox Pauline", "Toggle if Pauline should be set to her fox transformation.")
} }
}, },
new GameAction("curtains", "Curtains") new GameAction("curtains", "Curtains")
@ -64,8 +64,8 @@ namespace HeavenStudio.Games.Loaders
resizable = true, resizable = true,
parameters = new List<Param>() parameters = new List<Param>()
{ {
new Param("toggle", false, "Going Up?"), new Param("toggle", false, "Rise", "Toggle if the curtains should rise or fall."),
new Param("ease", EasingFunction.Ease.Linear, "Ease") new Param("ease", EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.")
} }
} }
} }