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https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
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Correct the spelling and grammar of nightly games (#839)
* fix spelling and grammar errors in release 1 games * fix nightly game text
This commit is contained in:
parent
d525a89039
commit
263855830f
10 changed files with 37 additions and 37 deletions
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@ -151,7 +151,7 @@ namespace HeavenStudio.Games.Loaders
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defaultLength = 1f,
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parameters = new List<Param>()
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{
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new Param("toggle", true, "Darken Background", "Darkens the background"),
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new Param("toggle", true, "Darken Background", "Darkens the background."),
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}
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},
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},
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@ -43,7 +43,7 @@ namespace HeavenStudio.Games.Loaders
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defaultLength = 1f,
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parameters = new List<Param>()
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{
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new Param("id", new EntityTypes.Integer(1, 4, 1), "Rod ID", "Set the ID of the rod to out."),
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new Param("id", new EntityTypes.Integer(1, 4, 1), "Rod ID", "Set the ID of the rod to bounce out the side."),
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},
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},
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new GameAction("custom spawn", "Custom Spawn Rod")
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@ -53,7 +53,7 @@ namespace HeavenStudio.Games.Loaders
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parameters = new List<Param>()
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{
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new Param("direction", BuiltToScaleRvl.Direction.Left, "Direction", "Set the direction in which the rod will come out."),
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new Param("target", BuiltToScaleRvl.TargetBlock.First, "Target", "Set the target in which the rod will bounce."),
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new Param("target", BuiltToScaleRvl.TargetBlock.First, "Target", "Set the target where the rod will bounce first."),
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new Param("id", new EntityTypes.Integer(1, 4, 1), "Rod ID", "Set the ID of the rod to spawn. Rods with the same ID cannot spawn at the same time."),
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},
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},
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@ -62,7 +62,7 @@ namespace HeavenStudio.Games.Loaders
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defaultLength = 1f,
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parameters = new List<Param>()
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{
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new Param("target", BuiltToScaleRvl.Target.First, "Target", "Set the target in which the rod will bounce."),
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new Param("target", BuiltToScaleRvl.Target.First, "Target", "Set the target that the rod will bounce to."),
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new Param("id", new EntityTypes.Integer(1, 4, 1), "Rod ID", "Set the ID of the rod to bounce."),
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},
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},
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@ -25,7 +25,7 @@ namespace HeavenStudio.Games.Loaders
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parameters = new List<Param>()
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{
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new Param("toggle", true, "Bop", "Toggle if the alarm should bop for the duration of this event."),
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new Param("auto", false, "Bop (Auto)", "Toggle if Dog Ninja should automatically bop until another Bop event is reached."),
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new Param("auto", false, "Bop (Auto)", "Toggle if the alarm should automatically bop until another Bop event is reached."),
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}
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},
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new GameAction("can", "Can")
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@ -33,10 +33,10 @@ namespace HeavenStudio.Games.Loaders
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}),
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new Param("colorTop", new Color(0.7098039f, 0.8705882f, 0.8705882f), "Top Color", "The color for the top part of the background."),
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new Param("colorBottom", new Color(0.4666667f, 0.7372549f, 0.8196079f), "Bottom Color", "The color for the bottom part of the background."),
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new Param("sceneDelay", new EntityTypes.Float(0f, 32f, 2f), "Scene Change Delay", "Amount of beats to wait before changing to the next scene."),
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new Param("sceneDelay", new EntityTypes.Float(0f, 32f, 2f), "Scene Change Delay", "The number of beats to wait before changing to the next scene."),
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new Param("fgManta", false, "Foreground Stingray", "Spawn a stingray in the foreground of the scene."),
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new Param("bgManta", false, "Background Stingray", "Spawn a stingray in the background of the scene."),
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new Param("schoolFish", false, "School of Fish", "Spawn a school of fish to as a distraction.", new List<Param.CollapseParam>()
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new Param("schoolFish", false, "School of Fish", "Spawn a school of fish as a distraction.", new List<Param.CollapseParam>()
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{
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new Param.CollapseParam((x, _) => (bool)x, new string[] { "fishDensity" })
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}),
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@ -58,10 +58,10 @@ namespace HeavenStudio.Games.Loaders
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}),
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new Param("colorTop", new Color(0.7098039f, 0.8705882f, 0.8705882f), "Top Color", "The color for the top part of the background."),
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new Param("colorBottom", new Color(0.4666667f, 0.7372549f, 0.8196079f), "Bottom Color", "The color for the bottom part of the background."),
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new Param("sceneDelay", new EntityTypes.Float(0f, 32f, 2f), "Scene Change Delay", "Amount of beats to wait before changing to the next scene."),
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new Param("sceneDelay", new EntityTypes.Float(0f, 32f, 2f), "Scene Change Delay", "Number of beats to wait before changing to the next scene."),
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new Param("fgManta", false, "Foreground Stingray", "Spawn a stingray in the foreground of the scene."),
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new Param("bgManta", false, "Background Stingray", "Spawn a stingray in the background of the scene."),
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new Param("schoolFish", false, "School of Fish", "Spawn a school of fish to as a distraction.", new List<Param.CollapseParam>()
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new Param("schoolFish", false, "School of Fish", "Spawn a school of fish as a distraction.", new List<Param.CollapseParam>()
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{
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new Param.CollapseParam((x, _) => (bool)x, new string[] { "fishDensity" })
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}),
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@ -84,10 +84,10 @@ namespace HeavenStudio.Games.Loaders
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}),
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new Param("colorTop", new Color(0.7098039f, 0.8705882f, 0.8705882f), "Top Color", "The color for the top part of the background."),
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new Param("colorBottom", new Color(0.4666667f, 0.7372549f, 0.8196079f), "Bottom Color", "The color for the bottom part of the background."),
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new Param("sceneDelay", new EntityTypes.Float(0f, 32f, 2f), "Scene Change Delay", "Amount of beats to wait before changing to the next scene."),
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new Param("sceneDelay", new EntityTypes.Float(0f, 32f, 2f), "Scene Change Delay", "Number of beats to wait before changing to the next scene."),
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new Param("fgManta", false, "Foreground Stingray", "Spawn a stingray in the foreground of the scene."),
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new Param("bgManta", false, "Background Stingray", "Spawn a stingray in the background of the scene."),
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new Param("schoolFish", false, "School of Fish", "Spawn a school of fish to as a distraction.", new List<Param.CollapseParam>()
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new Param("schoolFish", false, "School of Fish", "Spawn a school of fish as a distraction.", new List<Param.CollapseParam>()
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{
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new Param.CollapseParam((x, _) => (bool)x, new string[] { "fishDensity" })
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}),
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@ -109,16 +109,16 @@ namespace HeavenStudio.Games.Loaders
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}),
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new Param("startMoveX", new EntityTypes.Float(-20f, 20f, 0f), "Start X", "Set the X position from which to move."),
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new Param("startMoveY", new EntityTypes.Float(-20f, 20f, 0f), "Start Y", "Set the Y position from which to move."),
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new Param("endMoveX", new EntityTypes.Float(-20f, 20f, 0f), "End X", "Set the X position to which to move."),
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new Param("endMoveY", new EntityTypes.Float(-20f, 20f, 0f), "End Y", "Set the Y position to which to move."),
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new Param("endMoveX", new EntityTypes.Float(-20f, 20f, 0f), "End X", "Set the X position to move to."),
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new Param("endMoveY", new EntityTypes.Float(-20f, 20f, 0f), "End Y", "Set the Y position to move to."),
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new Param("doRotate", false, "Rotate", "Select this option if you want to rotate Ann.", new List<Param.CollapseParam>()
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{
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new Param.CollapseParam((x, _) => (bool)x, new string[] { "endRotDegrees" } ),
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new Param.CollapseParam((x, e) => (bool)x && (Util.EasingFunction.Ease)e["ease"] != Util.EasingFunction.Ease.Instant, new string[] { "startRotDegrees" }),
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new Param.CollapseParam((_, e) => (bool)e["doMove"] || (bool)e["doRotate"] || (bool)e["doScale"], new string[] { "ease" })
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}),
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new Param("startRotDegrees", new EntityTypes.Float(-360f, 360f, 0f), "Start Rotation", "Set the amount of degrees at which to begin rotating."),
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new Param("endRotDegrees", new EntityTypes.Float(-360f, 360f, 0f), "End Rotation", "Set the amount of degrees at which to finish rotating."),
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new Param("startRotDegrees", new EntityTypes.Float(-360f, 360f, 0f), "Start Rotation", "Set the number of degrees at which to begin rotating."),
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new Param("endRotDegrees", new EntityTypes.Float(-360f, 360f, 0f), "End Rotation", "Set the number of degrees at which to finish rotating."),
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new Param("doScale", false, "Scale", "Select this option if you want to change Ann's scale.", new List<Param.CollapseParam>()
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{
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new Param.CollapseParam((x, _) => (bool)x, new string[] { "endScaleX", "endScaleY" } ),
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@ -16,7 +16,7 @@ namespace HeavenStudio.Games.Loaders
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new Param("practice", false, "Count-In"),
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new Param("alt", false, "Alternate OK"),
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new Param("type", Scripts_Fillbots.EndAnim.Both, "Success Reaction", "Set the reaction of the Robot."),
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new Param("stop", false, "Stop Conveyer", "Toggle if the conveyer should be stopped when finished."),
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new Param("stop", false, "Stop Conveyor", "Toggle if the conveyor should be stopped when finished."),
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new Param("color", false, "Custom Color", "Toggle if the robot color should be changed.", new List<Param.CollapseParam>()
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{
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new Param.CollapseParam((x, _) => (bool)x, new string[] { "colorFuel", "colorLampOff", "colorLampOn" }),
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@ -145,7 +145,7 @@ namespace HeavenStudio.Games.Loaders
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new Param("colorLampOn", new Color(1f, 1f, 0.42f), "On Lamp Color", "Set the color of the on lamp."),
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new Param("colorImpact", new Color(1f, 0.59f, 0.01f), "Impact Color", "Set the color of the impact."),
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new Param("colorFiller", Color.white, "Filler Color", "Set the color of the filler."),
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new Param("colorConveyer", Color.white, "Conveyer Color", "Set the color of the conveyer."),
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new Param("colorConveyer", Color.white, "Conveyor Color", "Set the color of the conveyor."),
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}
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},
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},
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@ -134,7 +134,7 @@ namespace HeavenStudio.Games.Loaders
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resizable = true,
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parameters = new List<Param>()
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{
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new Param("enter", true, "Enter", "Choose the sign should enter or exit."),
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new Param("enter", true, "Enter", "Choose whether the sign should enter or exit."),
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new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action."),
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}
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},
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@ -176,16 +176,16 @@ namespace HeavenStudio.Games.Loaders
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}),
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new Param("startMoveX", new EntityTypes.Float(-20f, 20f, 0f), "Start X", "Set the X position from which to move."),
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new Param("startMoveY", new EntityTypes.Float(-20f, 20f, 0f), "Start Y", "Set the Y position from which to move."),
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new Param("endMoveX", new EntityTypes.Float(-20f, 20f, 0f), "End X", "Set the X position to which to move."),
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new Param("endMoveY", new EntityTypes.Float(-20f, 20f, 0f), "End Y", "Set the Y position to which to move."),
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new Param("endMoveX", new EntityTypes.Float(-20f, 20f, 0f), "End X", "Set the X position to move to."),
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new Param("endMoveY", new EntityTypes.Float(-20f, 20f, 0f), "End Y", "Set the Y position to move to."),
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new Param("doRotate", false, "Rotate", "Select this option if you want to rotate T.J.", new List<Param.CollapseParam>()
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{
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new Param.CollapseParam((x, _) => (bool)x, new string[] { "endRotDegrees" } ),
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new Param.CollapseParam((x, e) => (bool)x && (Util.EasingFunction.Ease)e["ease"] != Util.EasingFunction.Ease.Instant, new string[] { "startRotDegrees" }),
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new Param.CollapseParam((_, e) => (bool)e["doMove"] || (bool)e["doRotate"] || (bool)e["doScale"], new string[] { "ease" })
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}),
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new Param("startRotDegrees", new EntityTypes.Float(-360f, 360f, 0f), "Start Rotation", "Set the amount of degrees at which to begin rotating."),
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new Param("endRotDegrees", new EntityTypes.Float(-360f, 360f, 0f), "End Rotation", "Set the amount of degrees at which to finish rotating."),
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new Param("startRotDegrees", new EntityTypes.Float(-360f, 360f, 0f), "Start Rotation", "Set the number of degrees at which to begin rotating."),
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new Param("endRotDegrees", new EntityTypes.Float(-360f, 360f, 0f), "End Rotation", "Set the number of degrees at which to finish rotating."),
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new Param("doScale", false, "Scale", "Select this option if you want to change T.J.'s scale.", new List<Param.CollapseParam>()
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{
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new Param.CollapseParam((x, _) => (bool)x, new string[] { "endScaleX", "endScaleY" } ),
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@ -64,7 +64,7 @@ namespace HeavenStudio.Games.Loaders
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defaultLength = 0.5f,
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parameters = new List<Param>()
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{
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new Param("text", "Mannequin Factory", "Text", "The text to be displayed on the sign"),
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new Param("text", "Mannequin Factory", "Text", "The text to be displayed on the sign."),
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}
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},
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new GameAction("bgColor", "Change Background Color")
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@ -79,7 +79,7 @@ namespace HeavenStudio.Games.Loaders
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{
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new Param("colorStart", new Color(0.97f, 0.94f, 0.51f, 1f), "Start Color", "The color to start fading from."),
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new Param("colorEnd", new Color(0.97f, 0.94f, 0.51f, 1f), "End Color", "The color to end the fade."),
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new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "The ease to use for color fade", new() {
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new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "The ease to use for color fade.", new() {
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new Param.CollapseParam((x, _) => (int)x != (int)Util.EasingFunction.Ease.Instant, new[] { "colorStart" }),
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}),
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},
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@ -36,9 +36,9 @@ namespace HeavenStudio.Games.Loaders
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resizable = true,
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parameters = new List<Param>()
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{
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new Param("who", Manzai.WhoBops.Both, "Who Bops?", "Which bird bops"),
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new Param("bop", true, "Enable Bopping", "Whether to bop to the beat or not"),
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new Param("auto", false, "Automatic?", "Whether to bop to the beat or not automatically"),
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new Param("who", Manzai.WhoBops.Both, "Who Bops?", "Which bird bops."),
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new Param("bop", true, "Enable Bopping", "Whether to bop to the beat or not."),
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new Param("auto", false, "Automatic?", "Whether to bop to the beat or not automatically."),
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}
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},
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new GameAction("pun", "Pun")
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@ -106,9 +106,9 @@ namespace HeavenStudio.Games.Loaders
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resizable = true,
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parameters = new List<Param>()
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{
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new Param("goToSide", Manzai.WhichSide.Outside, "Go to Which Side?", "Which side of the stage the birds will move to?"),
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new Param("goToSide", Manzai.WhichSide.Outside, "Go to Which Side?", "Which side of the stage will the birds will move to?"),
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new Param("ease", EasingFunction.Ease.EaseOutQuad, "Ease", "Which ease should the movement have?"),
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new Param("animation", true, "Play Animation?", "Whether the birds will use the slide animation"),
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new Param("animation", true, "Play Animation?", "Whether the birds will use the slide animation."),
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},
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},
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new GameAction("lights", "Toggle Lights")
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@ -120,7 +120,7 @@ namespace HeavenStudio.Games.Loaders
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defaultLength = 0.5f,
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parameters = new List<Param>()
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{
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new Param("lightsEnabled", false, "Spotlights", "Whether the spotlights will be turned on"),
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new Param("lightsEnabled", false, "Spotlights", "Whether the spotlights will be turned on."),
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},
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},
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new GameAction("crowd", "Crowd Animations")
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@ -134,7 +134,7 @@ namespace HeavenStudio.Games.Loaders
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parameters = new List<Param>()
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{
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new Param("animation", Manzai.CrowdAnimationList.Bop, "Animation", "What animation the crowd will play."),
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new Param("loop", new EntityTypes.Integer(1, 16, 4), "Loop Interval (x4)", "How many quarter-beats the animation will wait before looping"),
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new Param("loop", new EntityTypes.Integer(1, 16, 4), "Loop Interval (x4)", "How many quarter-beats the animation will wait before looping."),
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},
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}},
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new List<string>() { "rvl", "normal" },
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@ -37,7 +37,7 @@ namespace HeavenStudio.Games.Loaders
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defaultLength = 2f,
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parameters = new List<Param>()
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{
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new Param("min", new EntityTypes.Integer(0, 59, 0), "Set Starting Second", "A second is equivalent to one monkey.")
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new Param("min", new EntityTypes.Integer(0, 59, 0), "Starting Second", "A second is equivalent to one monkey.")
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}
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},
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new GameAction("off", "Pink Monkeys")
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@ -99,7 +99,7 @@ namespace HeavenStudio.Games.Loaders
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parameters = new List<Param>()
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{
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new Param("instant", false, "Instant"),
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new Param("timeMode", MonkeyWatch.TimeMode.RealTime, "Time Mode", "Set the clock to system time or a certain time"),
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new Param("timeMode", MonkeyWatch.TimeMode.RealTime, "Time Mode", "Set the clock to system time or a specific time."),
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new Param("hour", new EntityTypes.Integer(0, 12, 3), "Hour"),
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new Param("minute", new EntityTypes.Integer(0, 59, 0), "Minute")
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}
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parameters = new List<Param>()
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{
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new Param("instant", false, "Instant"),
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new Param("timeMode", MonkeyWatch.TimeMode.RealTime, "Time Mode", "Set the clock to system time or a certain time"),
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new Param("timeMode", MonkeyWatch.TimeMode.RealTime, "Time Mode", "Set the clock to system time or a specific time."),
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new Param("hour", new EntityTypes.Integer(0, 12, 3), "Hour"),
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new Param("minute", new EntityTypes.Integer(0, 59, 0), "Minute")
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}
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@ -24,8 +24,8 @@ namespace HeavenStudio.Games.Loaders
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resizable = true,
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parameters = new List<Param>()
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{
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new Param("bop", true, "Bop", "Toggle if the paddlers should bop for the duration of this event."),
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new Param("bopAuto", false, "Bop (Auto)", "Toggle if the paddlers should automatically bop until another Bop event is reached.")
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new Param("bop", true, "Bop", "Toggle if the hand should bop for the duration of this event."),
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new Param("bopAuto", false, "Bop (Auto)", "Toggle if the hand should automatically bop until another Bop event is reached.")
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}
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},
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new GameAction("re", "Re (レ)")
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e["korean"] ? (int)PowerCalligraphy.CharacterType.face_kr : (int)PowerCalligraphy.CharacterType.face); },
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parameters = new List<Param>()
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{
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new Param("korean", false, "Korean Version", "Change the character to Korean version. (つ3ニハ○○ムし)"),
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new Param("korean", false, "Korean Version", "Change the character to the Korean version. (つ3ニハ○○ムし)"),
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},
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defaultLength = 12f,
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},
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