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:
Kevin Kuhn 2024-04-08 14:44:27 -04:00 committed by GitHub
parent d525a89039
commit 263855830f
10 changed files with 37 additions and 37 deletions

View file

@ -151,7 +151,7 @@ namespace HeavenStudio.Games.Loaders
defaultLength = 1f, defaultLength = 1f,
parameters = new List<Param>() parameters = new List<Param>()
{ {
new Param("toggle", true, "Darken Background", "Darkens the background"), new Param("toggle", true, "Darken Background", "Darkens the background."),
} }
}, },
}, },

View file

@ -43,7 +43,7 @@ namespace HeavenStudio.Games.Loaders
defaultLength = 1f, defaultLength = 1f,
parameters = new List<Param>() parameters = new List<Param>()
{ {
new Param("id", new EntityTypes.Integer(1, 4, 1), "Rod ID", "Set the ID of the rod to out."), new Param("id", new EntityTypes.Integer(1, 4, 1), "Rod ID", "Set the ID of the rod to bounce out the side."),
}, },
}, },
new GameAction("custom spawn", "Custom Spawn Rod") new GameAction("custom spawn", "Custom Spawn Rod")
@ -53,7 +53,7 @@ namespace HeavenStudio.Games.Loaders
parameters = new List<Param>() parameters = new List<Param>()
{ {
new Param("direction", BuiltToScaleRvl.Direction.Left, "Direction", "Set the direction in which the rod will come out."), new Param("direction", BuiltToScaleRvl.Direction.Left, "Direction", "Set the direction in which the rod will come out."),
new Param("target", BuiltToScaleRvl.TargetBlock.First, "Target", "Set the target in which the rod will bounce."), new Param("target", BuiltToScaleRvl.TargetBlock.First, "Target", "Set the target where the rod will bounce first."),
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."), 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."),
}, },
}, },
@ -62,7 +62,7 @@ namespace HeavenStudio.Games.Loaders
defaultLength = 1f, defaultLength = 1f,
parameters = new List<Param>() parameters = new List<Param>()
{ {
new Param("target", BuiltToScaleRvl.Target.First, "Target", "Set the target in which the rod will bounce."), new Param("target", BuiltToScaleRvl.Target.First, "Target", "Set the target that the rod will bounce to."),
new Param("id", new EntityTypes.Integer(1, 4, 1), "Rod ID", "Set the ID of the rod to bounce."), new Param("id", new EntityTypes.Integer(1, 4, 1), "Rod ID", "Set the ID of the rod to bounce."),
}, },
}, },

View file

@ -25,7 +25,7 @@ namespace HeavenStudio.Games.Loaders
parameters = new List<Param>() parameters = new List<Param>()
{ {
new Param("toggle", true, "Bop", "Toggle if the alarm should bop for the duration of this event."), new Param("toggle", true, "Bop", "Toggle if the alarm 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 Param("auto", false, "Bop (Auto)", "Toggle if the alarm should automatically bop until another Bop event is reached."),
} }
}, },
new GameAction("can", "Can") new GameAction("can", "Can")

View file

@ -33,10 +33,10 @@ namespace HeavenStudio.Games.Loaders
}), }),
new Param("colorTop", new Color(0.7098039f, 0.8705882f, 0.8705882f), "Top Color", "The color for the top part of the background."), new Param("colorTop", new Color(0.7098039f, 0.8705882f, 0.8705882f), "Top Color", "The color for the top part of the background."),
new Param("colorBottom", new Color(0.4666667f, 0.7372549f, 0.8196079f), "Bottom Color", "The color for the bottom part of the background."), new Param("colorBottom", new Color(0.4666667f, 0.7372549f, 0.8196079f), "Bottom Color", "The color for the bottom part of the background."),
new Param("sceneDelay", new EntityTypes.Float(0f, 32f, 2f), "Scene Change Delay", "Amount of beats to wait before changing to the next scene."), new Param("sceneDelay", new EntityTypes.Float(0f, 32f, 2f), "Scene Change Delay", "The number of beats to wait before changing to the next scene."),
new Param("fgManta", false, "Foreground Stingray", "Spawn a stingray in the foreground of the scene."), new Param("fgManta", false, "Foreground Stingray", "Spawn a stingray in the foreground of the scene."),
new Param("bgManta", false, "Background Stingray", "Spawn a stingray in the background of the scene."), new Param("bgManta", false, "Background Stingray", "Spawn a stingray in the background of the scene."),
new Param("schoolFish", false, "School of Fish", "Spawn a school of fish to as a distraction.", new List<Param.CollapseParam>() new Param("schoolFish", false, "School of Fish", "Spawn a school of fish as a distraction.", new List<Param.CollapseParam>()
{ {
new Param.CollapseParam((x, _) => (bool)x, new string[] { "fishDensity" }) new Param.CollapseParam((x, _) => (bool)x, new string[] { "fishDensity" })
}), }),
@ -58,10 +58,10 @@ namespace HeavenStudio.Games.Loaders
}), }),
new Param("colorTop", new Color(0.7098039f, 0.8705882f, 0.8705882f), "Top Color", "The color for the top part of the background."), new Param("colorTop", new Color(0.7098039f, 0.8705882f, 0.8705882f), "Top Color", "The color for the top part of the background."),
new Param("colorBottom", new Color(0.4666667f, 0.7372549f, 0.8196079f), "Bottom Color", "The color for the bottom part of the background."), new Param("colorBottom", new Color(0.4666667f, 0.7372549f, 0.8196079f), "Bottom Color", "The color for the bottom part of the background."),
new Param("sceneDelay", new EntityTypes.Float(0f, 32f, 2f), "Scene Change Delay", "Amount of beats to wait before changing to the next scene."), new Param("sceneDelay", new EntityTypes.Float(0f, 32f, 2f), "Scene Change Delay", "Number of beats to wait before changing to the next scene."),
new Param("fgManta", false, "Foreground Stingray", "Spawn a stingray in the foreground of the scene."), new Param("fgManta", false, "Foreground Stingray", "Spawn a stingray in the foreground of the scene."),
new Param("bgManta", false, "Background Stingray", "Spawn a stingray in the background of the scene."), new Param("bgManta", false, "Background Stingray", "Spawn a stingray in the background of the scene."),
new Param("schoolFish", false, "School of Fish", "Spawn a school of fish to as a distraction.", new List<Param.CollapseParam>() new Param("schoolFish", false, "School of Fish", "Spawn a school of fish as a distraction.", new List<Param.CollapseParam>()
{ {
new Param.CollapseParam((x, _) => (bool)x, new string[] { "fishDensity" }) new Param.CollapseParam((x, _) => (bool)x, new string[] { "fishDensity" })
}), }),
@ -84,10 +84,10 @@ namespace HeavenStudio.Games.Loaders
}), }),
new Param("colorTop", new Color(0.7098039f, 0.8705882f, 0.8705882f), "Top Color", "The color for the top part of the background."), new Param("colorTop", new Color(0.7098039f, 0.8705882f, 0.8705882f), "Top Color", "The color for the top part of the background."),
new Param("colorBottom", new Color(0.4666667f, 0.7372549f, 0.8196079f), "Bottom Color", "The color for the bottom part of the background."), new Param("colorBottom", new Color(0.4666667f, 0.7372549f, 0.8196079f), "Bottom Color", "The color for the bottom part of the background."),
new Param("sceneDelay", new EntityTypes.Float(0f, 32f, 2f), "Scene Change Delay", "Amount of beats to wait before changing to the next scene."), new Param("sceneDelay", new EntityTypes.Float(0f, 32f, 2f), "Scene Change Delay", "Number of beats to wait before changing to the next scene."),
new Param("fgManta", false, "Foreground Stingray", "Spawn a stingray in the foreground of the scene."), new Param("fgManta", false, "Foreground Stingray", "Spawn a stingray in the foreground of the scene."),
new Param("bgManta", false, "Background Stingray", "Spawn a stingray in the background of the scene."), new Param("bgManta", false, "Background Stingray", "Spawn a stingray in the background of the scene."),
new Param("schoolFish", false, "School of Fish", "Spawn a school of fish to as a distraction.", new List<Param.CollapseParam>() new Param("schoolFish", false, "School of Fish", "Spawn a school of fish as a distraction.", new List<Param.CollapseParam>()
{ {
new Param.CollapseParam((x, _) => (bool)x, new string[] { "fishDensity" }) new Param.CollapseParam((x, _) => (bool)x, new string[] { "fishDensity" })
}), }),
@ -109,16 +109,16 @@ namespace HeavenStudio.Games.Loaders
}), }),
new Param("startMoveX", new EntityTypes.Float(-20f, 20f, 0f), "Start X", "Set the X position from which to move."), new Param("startMoveX", new EntityTypes.Float(-20f, 20f, 0f), "Start X", "Set the X position from which to move."),
new Param("startMoveY", new EntityTypes.Float(-20f, 20f, 0f), "Start Y", "Set the Y position from which to move."), new Param("startMoveY", new EntityTypes.Float(-20f, 20f, 0f), "Start Y", "Set the Y position from which to move."),
new Param("endMoveX", new EntityTypes.Float(-20f, 20f, 0f), "End X", "Set the X position to which to move."), new Param("endMoveX", new EntityTypes.Float(-20f, 20f, 0f), "End X", "Set the X position to move to."),
new Param("endMoveY", new EntityTypes.Float(-20f, 20f, 0f), "End Y", "Set the Y position to which to move."), new Param("endMoveY", new EntityTypes.Float(-20f, 20f, 0f), "End Y", "Set the Y position to move to."),
new Param("doRotate", false, "Rotate", "Select this option if you want to rotate Ann.", new List<Param.CollapseParam>() new Param("doRotate", false, "Rotate", "Select this option if you want to rotate Ann.", new List<Param.CollapseParam>()
{ {
new Param.CollapseParam((x, _) => (bool)x, new string[] { "endRotDegrees" } ), new Param.CollapseParam((x, _) => (bool)x, new string[] { "endRotDegrees" } ),
new Param.CollapseParam((x, e) => (bool)x && (Util.EasingFunction.Ease)e["ease"] != Util.EasingFunction.Ease.Instant, new string[] { "startRotDegrees" }), new Param.CollapseParam((x, e) => (bool)x && (Util.EasingFunction.Ease)e["ease"] != Util.EasingFunction.Ease.Instant, new string[] { "startRotDegrees" }),
new Param.CollapseParam((_, e) => (bool)e["doMove"] || (bool)e["doRotate"] || (bool)e["doScale"], new string[] { "ease" }) new Param.CollapseParam((_, e) => (bool)e["doMove"] || (bool)e["doRotate"] || (bool)e["doScale"], new string[] { "ease" })
}), }),
new Param("startRotDegrees", new EntityTypes.Float(-360f, 360f, 0f), "Start Rotation", "Set the amount of degrees at which to begin rotating."), new Param("startRotDegrees", new EntityTypes.Float(-360f, 360f, 0f), "Start Rotation", "Set the number of degrees at which to begin rotating."),
new Param("endRotDegrees", new EntityTypes.Float(-360f, 360f, 0f), "End Rotation", "Set the amount of degrees at which to finish rotating."), new Param("endRotDegrees", new EntityTypes.Float(-360f, 360f, 0f), "End Rotation", "Set the number of degrees at which to finish rotating."),
new Param("doScale", false, "Scale", "Select this option if you want to change Ann's scale.", new List<Param.CollapseParam>() new Param("doScale", false, "Scale", "Select this option if you want to change Ann's scale.", new List<Param.CollapseParam>()
{ {
new Param.CollapseParam((x, _) => (bool)x, new string[] { "endScaleX", "endScaleY" } ), new Param.CollapseParam((x, _) => (bool)x, new string[] { "endScaleX", "endScaleY" } ),

View file

@ -16,7 +16,7 @@ namespace HeavenStudio.Games.Loaders
new Param("practice", false, "Count-In"), new Param("practice", false, "Count-In"),
new Param("alt", false, "Alternate OK"), new Param("alt", false, "Alternate OK"),
new Param("type", Scripts_Fillbots.EndAnim.Both, "Success Reaction", "Set the reaction of the Robot."), new Param("type", Scripts_Fillbots.EndAnim.Both, "Success Reaction", "Set the reaction of the Robot."),
new Param("stop", false, "Stop Conveyer", "Toggle if the conveyer should be stopped when finished."), new Param("stop", false, "Stop Conveyor", "Toggle if the conveyor should be stopped when finished."),
new Param("color", false, "Custom Color", "Toggle if the robot color should be changed.", new List<Param.CollapseParam>() new Param("color", false, "Custom Color", "Toggle if the robot color should be changed.", new List<Param.CollapseParam>()
{ {
new Param.CollapseParam((x, _) => (bool)x, new string[] { "colorFuel", "colorLampOff", "colorLampOn" }), new Param.CollapseParam((x, _) => (bool)x, new string[] { "colorFuel", "colorLampOff", "colorLampOn" }),
@ -145,7 +145,7 @@ namespace HeavenStudio.Games.Loaders
new Param("colorLampOn", new Color(1f, 1f, 0.42f), "On Lamp Color", "Set the color of the on lamp."), new Param("colorLampOn", new Color(1f, 1f, 0.42f), "On Lamp Color", "Set the color of the on lamp."),
new Param("colorImpact", new Color(1f, 0.59f, 0.01f), "Impact Color", "Set the color of the impact."), new Param("colorImpact", new Color(1f, 0.59f, 0.01f), "Impact Color", "Set the color of the impact."),
new Param("colorFiller", Color.white, "Filler Color", "Set the color of the filler."), new Param("colorFiller", Color.white, "Filler Color", "Set the color of the filler."),
new Param("colorConveyer", Color.white, "Conveyer Color", "Set the color of the conveyer."), new Param("colorConveyer", Color.white, "Conveyor Color", "Set the color of the conveyor."),
} }
}, },
}, },

View file

@ -134,7 +134,7 @@ namespace HeavenStudio.Games.Loaders
resizable = true, resizable = true,
parameters = new List<Param>() parameters = new List<Param>()
{ {
new Param("enter", true, "Enter", "Choose the sign should enter or exit."), new Param("enter", true, "Enter", "Choose whether the sign should enter or exit."),
new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action."), new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action."),
} }
}, },
@ -176,16 +176,16 @@ namespace HeavenStudio.Games.Loaders
}), }),
new Param("startMoveX", new EntityTypes.Float(-20f, 20f, 0f), "Start X", "Set the X position from which to move."), new Param("startMoveX", new EntityTypes.Float(-20f, 20f, 0f), "Start X", "Set the X position from which to move."),
new Param("startMoveY", new EntityTypes.Float(-20f, 20f, 0f), "Start Y", "Set the Y position from which to move."), new Param("startMoveY", new EntityTypes.Float(-20f, 20f, 0f), "Start Y", "Set the Y position from which to move."),
new Param("endMoveX", new EntityTypes.Float(-20f, 20f, 0f), "End X", "Set the X position to which to move."), new Param("endMoveX", new EntityTypes.Float(-20f, 20f, 0f), "End X", "Set the X position to move to."),
new Param("endMoveY", new EntityTypes.Float(-20f, 20f, 0f), "End Y", "Set the Y position to which to move."), new Param("endMoveY", new EntityTypes.Float(-20f, 20f, 0f), "End Y", "Set the Y position to move to."),
new Param("doRotate", false, "Rotate", "Select this option if you want to rotate T.J.", new List<Param.CollapseParam>() new Param("doRotate", false, "Rotate", "Select this option if you want to rotate T.J.", new List<Param.CollapseParam>()
{ {
new Param.CollapseParam((x, _) => (bool)x, new string[] { "endRotDegrees" } ), new Param.CollapseParam((x, _) => (bool)x, new string[] { "endRotDegrees" } ),
new Param.CollapseParam((x, e) => (bool)x && (Util.EasingFunction.Ease)e["ease"] != Util.EasingFunction.Ease.Instant, new string[] { "startRotDegrees" }), new Param.CollapseParam((x, e) => (bool)x && (Util.EasingFunction.Ease)e["ease"] != Util.EasingFunction.Ease.Instant, new string[] { "startRotDegrees" }),
new Param.CollapseParam((_, e) => (bool)e["doMove"] || (bool)e["doRotate"] || (bool)e["doScale"], new string[] { "ease" }) new Param.CollapseParam((_, e) => (bool)e["doMove"] || (bool)e["doRotate"] || (bool)e["doScale"], new string[] { "ease" })
}), }),
new Param("startRotDegrees", new EntityTypes.Float(-360f, 360f, 0f), "Start Rotation", "Set the amount of degrees at which to begin rotating."), new Param("startRotDegrees", new EntityTypes.Float(-360f, 360f, 0f), "Start Rotation", "Set the number of degrees at which to begin rotating."),
new Param("endRotDegrees", new EntityTypes.Float(-360f, 360f, 0f), "End Rotation", "Set the amount of degrees at which to finish rotating."), new Param("endRotDegrees", new EntityTypes.Float(-360f, 360f, 0f), "End Rotation", "Set the number of degrees at which to finish rotating."),
new Param("doScale", false, "Scale", "Select this option if you want to change T.J.'s scale.", new List<Param.CollapseParam>() new Param("doScale", false, "Scale", "Select this option if you want to change T.J.'s scale.", new List<Param.CollapseParam>()
{ {
new Param.CollapseParam((x, _) => (bool)x, new string[] { "endScaleX", "endScaleY" } ), new Param.CollapseParam((x, _) => (bool)x, new string[] { "endScaleX", "endScaleY" } ),

View file

@ -64,7 +64,7 @@ namespace HeavenStudio.Games.Loaders
defaultLength = 0.5f, defaultLength = 0.5f,
parameters = new List<Param>() parameters = new List<Param>()
{ {
new Param("text", "Mannequin Factory", "Text", "The text to be displayed on the sign"), new Param("text", "Mannequin Factory", "Text", "The text to be displayed on the sign."),
} }
}, },
new GameAction("bgColor", "Change Background Color") new GameAction("bgColor", "Change Background Color")
@ -79,7 +79,7 @@ namespace HeavenStudio.Games.Loaders
{ {
new Param("colorStart", new Color(0.97f, 0.94f, 0.51f, 1f), "Start Color", "The color to start fading from."), new Param("colorStart", new Color(0.97f, 0.94f, 0.51f, 1f), "Start Color", "The color to start fading from."),
new Param("colorEnd", new Color(0.97f, 0.94f, 0.51f, 1f), "End Color", "The color to end the fade."), new Param("colorEnd", new Color(0.97f, 0.94f, 0.51f, 1f), "End Color", "The color to end the fade."),
new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "The ease to use for color fade", new() { new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "The ease to use for color fade.", new() {
new Param.CollapseParam((x, _) => (int)x != (int)Util.EasingFunction.Ease.Instant, new[] { "colorStart" }), new Param.CollapseParam((x, _) => (int)x != (int)Util.EasingFunction.Ease.Instant, new[] { "colorStart" }),
}), }),
}, },

View file

@ -36,9 +36,9 @@ namespace HeavenStudio.Games.Loaders
resizable = true, resizable = true,
parameters = new List<Param>() parameters = new List<Param>()
{ {
new Param("who", Manzai.WhoBops.Both, "Who Bops?", "Which bird bops"), new Param("who", Manzai.WhoBops.Both, "Who Bops?", "Which bird bops."),
new Param("bop", true, "Enable Bopping", "Whether to bop to the beat or not"), new Param("bop", true, "Enable Bopping", "Whether to bop to the beat or not."),
new Param("auto", false, "Automatic?", "Whether to bop to the beat or not automatically"), new Param("auto", false, "Automatic?", "Whether to bop to the beat or not automatically."),
} }
}, },
new GameAction("pun", "Pun") new GameAction("pun", "Pun")
@ -106,9 +106,9 @@ namespace HeavenStudio.Games.Loaders
resizable = true, resizable = true,
parameters = new List<Param>() parameters = new List<Param>()
{ {
new Param("goToSide", Manzai.WhichSide.Outside, "Go to Which Side?", "Which side of the stage the birds will move to?"), new Param("goToSide", Manzai.WhichSide.Outside, "Go to Which Side?", "Which side of the stage will the birds will move to?"),
new Param("ease", EasingFunction.Ease.EaseOutQuad, "Ease", "Which ease should the movement have?"), new Param("ease", EasingFunction.Ease.EaseOutQuad, "Ease", "Which ease should the movement have?"),
new Param("animation", true, "Play Animation?", "Whether the birds will use the slide animation"), new Param("animation", true, "Play Animation?", "Whether the birds will use the slide animation."),
}, },
}, },
new GameAction("lights", "Toggle Lights") new GameAction("lights", "Toggle Lights")
@ -120,7 +120,7 @@ namespace HeavenStudio.Games.Loaders
defaultLength = 0.5f, defaultLength = 0.5f,
parameters = new List<Param>() parameters = new List<Param>()
{ {
new Param("lightsEnabled", false, "Spotlights", "Whether the spotlights will be turned on"), new Param("lightsEnabled", false, "Spotlights", "Whether the spotlights will be turned on."),
}, },
}, },
new GameAction("crowd", "Crowd Animations") new GameAction("crowd", "Crowd Animations")
@ -134,7 +134,7 @@ namespace HeavenStudio.Games.Loaders
parameters = new List<Param>() parameters = new List<Param>()
{ {
new Param("animation", Manzai.CrowdAnimationList.Bop, "Animation", "What animation the crowd will play."), new Param("animation", Manzai.CrowdAnimationList.Bop, "Animation", "What animation the crowd will play."),
new Param("loop", new EntityTypes.Integer(1, 16, 4), "Loop Interval (x4)", "How many quarter-beats the animation will wait before looping"), new Param("loop", new EntityTypes.Integer(1, 16, 4), "Loop Interval (x4)", "How many quarter-beats the animation will wait before looping."),
}, },
}}, }},
new List<string>() { "rvl", "normal" }, new List<string>() { "rvl", "normal" },

View file

@ -37,7 +37,7 @@ namespace HeavenStudio.Games.Loaders
defaultLength = 2f, defaultLength = 2f,
parameters = new List<Param>() parameters = new List<Param>()
{ {
new Param("min", new EntityTypes.Integer(0, 59, 0), "Set Starting Second", "A second is equivalent to one monkey.") new Param("min", new EntityTypes.Integer(0, 59, 0), "Starting Second", "A second is equivalent to one monkey.")
} }
}, },
new GameAction("off", "Pink Monkeys") new GameAction("off", "Pink Monkeys")
@ -99,7 +99,7 @@ namespace HeavenStudio.Games.Loaders
parameters = new List<Param>() parameters = new List<Param>()
{ {
new Param("instant", false, "Instant"), new Param("instant", false, "Instant"),
new Param("timeMode", MonkeyWatch.TimeMode.RealTime, "Time Mode", "Set the clock to system time or a certain time"), new Param("timeMode", MonkeyWatch.TimeMode.RealTime, "Time Mode", "Set the clock to system time or a specific time."),
new Param("hour", new EntityTypes.Integer(0, 12, 3), "Hour"), new Param("hour", new EntityTypes.Integer(0, 12, 3), "Hour"),
new Param("minute", new EntityTypes.Integer(0, 59, 0), "Minute") new Param("minute", new EntityTypes.Integer(0, 59, 0), "Minute")
} }
@ -115,7 +115,7 @@ namespace HeavenStudio.Games.Loaders
parameters = new List<Param>() parameters = new List<Param>()
{ {
new Param("instant", false, "Instant"), new Param("instant", false, "Instant"),
new Param("timeMode", MonkeyWatch.TimeMode.RealTime, "Time Mode", "Set the clock to system time or a certain time"), new Param("timeMode", MonkeyWatch.TimeMode.RealTime, "Time Mode", "Set the clock to system time or a specific time."),
new Param("hour", new EntityTypes.Integer(0, 12, 3), "Hour"), new Param("hour", new EntityTypes.Integer(0, 12, 3), "Hour"),
new Param("minute", new EntityTypes.Integer(0, 59, 0), "Minute") new Param("minute", new EntityTypes.Integer(0, 59, 0), "Minute")
} }

View file

@ -24,8 +24,8 @@ namespace HeavenStudio.Games.Loaders
resizable = true, resizable = true,
parameters = new List<Param>() parameters = new List<Param>()
{ {
new Param("bop", true, "Bop", "Toggle if the paddlers should bop for the duration of this event."), new Param("bop", true, "Bop", "Toggle if the hand should bop for the duration of this event."),
new Param("bopAuto", false, "Bop (Auto)", "Toggle if the paddlers should automatically bop until another Bop event is reached.") new Param("bopAuto", false, "Bop (Auto)", "Toggle if the hand should automatically bop until another Bop event is reached.")
} }
}, },
new GameAction("re", "Re (レ)") new GameAction("re", "Re (レ)")
@ -64,7 +64,7 @@ namespace HeavenStudio.Games.Loaders
e["korean"] ? (int)PowerCalligraphy.CharacterType.face_kr : (int)PowerCalligraphy.CharacterType.face); }, e["korean"] ? (int)PowerCalligraphy.CharacterType.face_kr : (int)PowerCalligraphy.CharacterType.face); },
parameters = new List<Param>() parameters = new List<Param>()
{ {
new Param("korean", false, "Korean Version", "Change the character to Korean version. (つ3ニハ○○ムし)"), new Param("korean", false, "Korean Version", "Change the character to the Korean version. (つ3ニハ○○ムし)"),
}, },
defaultLength = 12f, defaultLength = 12f,
}, },