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Adjust wording of some help-text (#508)

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Austin Traver 2023-03-14 18:29:16 -07:00 committed by GitHub
parent 8521321598
commit c74a2b3432
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GPG key ID: 4AEE18F83AFDEB23
2 changed files with 12 additions and 12 deletions

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@ -147,7 +147,7 @@ The timing of the CPU option can be influenced by the following settings:
<details><summary>Click here for setting descriptions...</summary> <details><summary>Click here for setting descriptions...</summary>
| Feature | Description | Options | | Feature | Description | Options |
|:---:|:---|:---| | : --: | :--- | :--- |
| Mirroring | Flips save states in the left-right direction across the stage center | None, Alternate, Random | | Mirroring | Flips save states in the left-right direction across the stage center | None, Alternate, Random |
| Save Damage | Should save states retain player/CPU damage | Yes, No | | Save Damage | Should save states retain player/CPU damage | Yes, No |
| Save States Autoload | Load save state when any fighter dies | Yes, No | | Save States Autoload | Load save state when any fighter dies | Yes, No |
@ -156,8 +156,8 @@ The timing of the CPU option can be influenced by the following settings:
| Save Damage (Player) | What to use for player's damage on save state load | Default, Save State, Random | | Save Damage (Player) | What to use for player's damage on save state load | Default, Save State, Random |
| Damage Range (Player) | Random percentage for save state load for player | 0 to 150 % | | Damage Range (Player) | Random percentage for save state load for player | 0 to 150 % |
| Enable Save States | Should save states be enabled or disabled | Yes, No | | Enable Save States | Should save states be enabled or disabled | Yes, No |
| Character Item | CPU/Player item to hold when loading a save state | None, Player 1st Variation througher 8th variation, CPU 1st variation through 8th variation | Character Item | The item to give to the player's fighter when loading a save state | None, Player item (#1 - #8), CPU item (#1 - #8) |
| Buff Options | Buff(s) to be applied to respective character when loading save states | Acceleratle, Oomph, Psyche Up, Bounce, Arsene, Deep Breathing, Limit, K.O. Punch, Wing | | Buff Options | Buff(s) to be applied to respective character when loading save states | Accelerate, Oomph, Psyche Up, Bounce, Arsene, Deep Breathing, Limit, K.O. Punch, Wing |
</details> </details>

View file

@ -293,14 +293,14 @@ pub unsafe fn ui_menu(menu: TrainingModpackMenu) -> UiMenu<'static> {
mash_tab.add_submenu_with_toggles::<Action>( mash_tab.add_submenu_with_toggles::<Action>(
"Followup Toggles", "Followup Toggles",
"follow_up", "follow_up",
"Followup Toggles: Actions to be performed after the Mash option", "Followup Toggles: Actions to be performed after a Mash option",
false, false,
&(menu.follow_up.bits()), &(menu.follow_up.bits()),
); );
mash_tab.add_submenu_with_toggles::<MashTrigger>( mash_tab.add_submenu_with_toggles::<MashTrigger>(
"Mash Triggers", "Mash Triggers",
"mash_triggers", "mash_triggers",
"Mash triggers: When the Mash Option will be performed", "Mash triggers: Configure what causes the CPU to perform a Mash option",
false, false,
&(menu.mash_triggers.bits()), &(menu.mash_triggers.bits()),
); );
@ -419,7 +419,7 @@ pub unsafe fn ui_menu(menu: TrainingModpackMenu) -> UiMenu<'static> {
defensive_tab.add_submenu_with_toggles::<ClatterFrequency>( defensive_tab.add_submenu_with_toggles::<ClatterFrequency>(
"Clatter Strength", "Clatter Strength",
"clatter_strength", "clatter_strength",
"Clatter Strength: Relative strength of the mashing out of grabs, buries, etc.", "Clatter Strength: Configure how rapidly the CPU will mash out of grabs, buries, etc.",
true, true,
&(menu.clatter_strength as u32), &(menu.clatter_strength as u32),
); );
@ -469,7 +469,7 @@ pub unsafe fn ui_menu(menu: TrainingModpackMenu) -> UiMenu<'static> {
defensive_tab.add_submenu_with_toggles::<OnOff>( defensive_tab.add_submenu_with_toggles::<OnOff>(
"Crouch", "Crouch",
"crouch", "crouch",
"Crouch: Should the CPU crouch when on the ground", "Crouch: Have the CPU crouch when on the ground",
true, true,
&(menu.crouch as u32), &(menu.crouch as u32),
); );
@ -545,14 +545,14 @@ pub unsafe fn ui_menu(menu: TrainingModpackMenu) -> UiMenu<'static> {
save_state_tab.add_submenu_with_toggles::<CharacterItem>( save_state_tab.add_submenu_with_toggles::<CharacterItem>(
"Character Item", "Character Item",
"character_item", "character_item",
"Character Item: CPU/Player item to hold when loading a save state", "Character Item: The item to give to the player's fighter when loading a save state",
true, true,
&(menu.character_item as u32), &(menu.character_item as u32),
); );
save_state_tab.add_submenu_with_toggles::<BuffOption>( save_state_tab.add_submenu_with_toggles::<BuffOption>(
"Buff Options", "Buff Options",
"buff_state", "buff_state",
"Buff Options: Buff(s) to be applied to respective character when loading save states", "Buff Options: Buff(s) to be applied to the respective fighters when loading a save state",
false, false,
&(menu.buff_state.bits()), &(menu.buff_state.bits()),
); );
@ -573,7 +573,7 @@ pub unsafe fn ui_menu(menu: TrainingModpackMenu) -> UiMenu<'static> {
misc_tab.add_submenu_with_toggles::<OnOff>( misc_tab.add_submenu_with_toggles::<OnOff>(
"Hitbox Visualization", "Hitbox Visualization",
"hitbox_vis", "hitbox_vis",
"Hitbox Visualization: Should hitboxes be displayed, hiding other visual effects", "Hitbox Visualization: Display a visual representation for active hitboxes (hides other visual effects)",
true, true,
&(menu.hitbox_vis as u32), &(menu.hitbox_vis as u32),
); );
@ -587,14 +587,14 @@ pub unsafe fn ui_menu(menu: TrainingModpackMenu) -> UiMenu<'static> {
misc_tab.add_submenu_with_toggles::<OnOff>( misc_tab.add_submenu_with_toggles::<OnOff>(
"Stage Hazards", "Stage Hazards",
"stage_hazards", "stage_hazards",
"Stage Hazards: Should stage hazards be present", "Stage Hazards: Turn stage hazards on/off",
true, true,
&(menu.stage_hazards as u32), &(menu.stage_hazards as u32),
); );
misc_tab.add_submenu_with_toggles::<OnOff>( misc_tab.add_submenu_with_toggles::<OnOff>(
"HUD", "HUD",
"hud", "hud",
"HUD: Turn UI on or off", "HUD: Show/hide elements of the UI",
true, true,
&(menu.hud as u32), &(menu.hud as u32),
); );