From 3446220895ad5dd31bbd4270069feca00ab4c4e2 Mon Sep 17 00:00:00 2001 From: MrZ626 <1046101471@qq.com> Date: Mon, 25 Jan 2021 22:51:24 +0800 Subject: [PATCH] =?UTF-8?q?=E4=B8=AD=E6=96=87=E8=AF=8D=E5=85=B8=E6=B7=BB?= =?UTF-8?q?=E5=8A=A0=E7=8E=B0=E4=BB=A3=E6=96=B9=E5=9D=97=E7=9A=84=E5=88=A4?= =?UTF-8?q?=E6=96=AD=E4=BE=9D=E6=8D=AE=EF=BC=8C=E8=8B=B1=E6=96=87=E5=BE=85?= =?UTF-8?q?=E8=A1=A5=E5=85=85?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- parts/language/dict_en.lua | 45 ++++++++++-------- parts/language/dict_zh.lua | 93 ++++++++++++++++++++------------------ 2 files changed, 75 insertions(+), 63 deletions(-) diff --git a/parts/language/dict_en.lua b/parts/language/dict_en.lua index 1d543ac8..74543b0a 100644 --- a/parts/language/dict_en.lua +++ b/parts/language/dict_en.lua @@ -335,7 +335,32 @@ return{ "*Techmino-exclusive*\nTechmino Rotation System\nThe rotation system used in Techmino.\nIt is based on SRS, with fixes on common cases where S/Z are locked from rotating, and some extra useful kicks. Each pentomino also has a kick table roughly based on SRS logic.", }, + {"Mini", + "mini", + "term", + "A modifier to Spins, applied to Spin actions that the game considers easy (thus the name \"EZ T-Spin\" in an old game). Score and attack bonuses are reduced for Mini Spins.\nDifferent games have different rules for what counts as a Mini, and many are not intuitive. You can just remember a few common shapes.", + }, + {"Back to Back", + "b2b btb backtoback", + "term", + "Clearing 2 or more technical line clears (Spins and Tetrises) in a row gives extra attack power.\nUnlike combos, placing pieces that do not clear lines does not affect Back to Back.", + }, + {"B2B2B", + "b2b2b b3b", + "term", + "*Techmino-exclusive*\nClearing many Back to Backs to fill the Back to Back gauge, and eventually you will be able to perform a Back to Back to Back, giving more bonus attack.", + }, + {"Fin, Neo, Iso", + "fin neo iso", + "term", + "Special T-Spin techniques that exploit the T piece's kicks and T-Spin detections.\nThey might worth different values in different games (some games consider them Minis), and hardly have real value in combat due to their relatively complex setup.", + }, + {"Modern Stack-game", + "modern", + "term", + "", + }, {"IRS", "irs initialrotationsystem", "term", @@ -376,26 +401,6 @@ return{ "term", "A sub-(number) time means the time is below a certain milestone. The unit of the time is often left out and inferred, for example, a \"sub-30\" time for a 40-line Sprint means below 30 seconds, and a \"sub-15\" time for a 1000-line Sprint means below 15 minutes.", }, - {"Mini", - "mini", - "term", - "A modifier to Spins, applied to Spin actions that the game considers easy (thus the name \"EZ T-Spin\" in an old game). Score and attack bonuses are reduced for Mini Spins.\nDifferent games have different rules for what counts as a Mini, and many are not intuitive. You can just remember a few common shapes.", - }, - {"Back to Back", - "b2b btb backtoback", - "term", - "Clearing 2 or more technical line clears (Spins and Tetrises) in a row gives extra attack power.\nUnlike combos, placing pieces that do not clear lines does not affect Back to Back.", - }, - {"B2B2B", - "b2b2b b3b", - "term", - "*Techmino-exclusive*\nClearing many Back to Backs to fill the Back to Back gauge, and eventually you will be able to perform a Back to Back to Back, giving more bonus attack.", - }, - {"Fin, Neo, Iso", - "fin neo iso", - "term", - "Special T-Spin techniques that exploit the T piece's kicks and T-Spin detections.\nThey might worth different values in different games (some games consider them Minis), and hardly have real value in combat due to their relatively complex setup.", - }, {"Donation", "donation", "term", diff --git a/parts/language/dict_zh.lua b/parts/language/dict_zh.lua index 89a16766..17960ddf 100644 --- a/parts/language/dict_zh.lua +++ b/parts/language/dict_zh.lua @@ -335,47 +335,7 @@ return{ "Techmino Rotation System\nTechmino独有的旋转系统,基于SRS设计,修补了一些常见SZ卡死的地形,增加了不少实用踢墙,每个五连块也基本按照SRS的spin逻辑单独设计了踢墙表。", }, - --术语(其他) - {"IRS", - "irs initialrotatesystem", - "term", - "Initial Rotation System\n提前旋转系统,提前按下旋转后方块出现就是转好的形状,有时可以避免死亡。", - }, - {"IHS", - "ihs initialholdsystem", - "term", - "Initial Hold System\n提前Hold系统,提前按下hold后直接出现hold里的方块,有时可以避免死亡。", - }, - {"IMS", - "ims initialmovesystem", - "term", - "Initial Move System\n提前移动系统,提前按下移动后方块出现在移动好的位置,有时可以避免死亡。", - }, - {"Next", - "next yulan xiayige", - "term", - "预览功能,指示后边几个块的顺序,思考这块怎么摆可以让后面轻松。", - }, - {"Hold", - "hold zancun", - "term", - "暂存功能,将手里的方块和hold槽中的交换,用来调整块序,不能连续使用,更容易摆出你想要的形状。", - }, - {"Misdrop", - "md misdrop", - "term", - "误放,就是不小心放错了地方", - }, - {"Mishold", - "mh mishold", - "term", - "误hold,就是不小心按到hold导致死亡或失去pc机会等", - }, - {"sub", - "sub", - "term", - "在…之下\n用于表示成绩,单位一般可不写,比如40行成绩sub30是秒,1000行sub15是分钟,不写项目默认是40L\n\n例:39.95秒是sub40,40.5秒不是sub40\n请不要使用sub62之类的词,因为sub本身就是表示大约,一分钟左右的成绩精确到10就可以了,一般30秒以内的sub才会精确到1秒。", - }, + --术语(游戏内名词) {"mini", "mini", "term", @@ -396,6 +356,53 @@ return{ "term", "一种特殊T2的名字,不同的游戏内的攻击可能不一样,没有特殊价值,可以不详细了解。", }, + + --术语(其他) + {"现代方块", + "modern xiandaikuai", + "term", + "现代方块是一个模糊的概念,这里列出一部分\"标准\"规则,满足大部分的都可以认为是现代方块:\n1.可见场地大小是10*20,不过上方空间也是存在的,上限可以自己定,一些游戏用的是40\n2.七种方块从顶部正中间出现(奇数宽方块偏左,高度可以是方块底部或顶部贴着场地顶),同一种方块的朝向(一般是平的面朝下)和颜色都一致\n3.一个合适的随机出块机制(常见的详见bag7词条和his词条)\n4.一个合适的的旋转系统(至少有双旋,详见双旋词条)(比如SRS,详见SRS词条)\n5.一个合适的锁定延迟系统,详见锁定延迟词条\n6.一个合适的死亡判定,详见死亡判定词条\n7.有Next系统(一般是3~6个),详见Next词条,并且方向和出现时候的方向一致\n8.有Hold系统,详见Hold词条\n9.如果有出块延迟和消行延迟,那么需要有提前xx系统,详见IRS和IHS词条,IMS是本游戏特有\n10.有DAS系统负责精密并且快速的左右移动,详见DAS词条", + }, + {"IRS", + "irs initialrotatesystem", + "term", + "Initial Rotation System\n提前旋转系统,提前按下旋转后方块出现就是转好的形状,有时可以避免死亡。", + }, + {"IHS", + "ihs initialholdsystem", + "term", + "Initial Hold System\n提前Hold系统,提前按下hold后直接出现hold里的方块,有时可以避免死亡。", + }, + {"IMS", + "ims initialmovesystem", + "term", + "Initial Move System\n提前移动系统,提前按下移动后方块出现在移动好的位置,有时可以避免死亡。", + }, + {"Next", + "next yulan xiayige", + "term", + "预览功能,指示后边几个块的顺序。\n提前思考手上这块怎么摆可以让后面轻松是玩家提升的必需技能。", + }, + {"Hold", + "hold zancun", + "term", + "暂存功能,将手里的方块和hold槽中的交换,不能连续使用。\n用来调整块序,更容易摆出你想要的形状。", + }, + {"Misdrop", + "md misdrop", + "term", + "误放,就是不小心放错了地方", + }, + {"Mishold", + "mh mishold", + "term", + "误hold,就是不小心按到hold导致死亡或失去pc机会等", + }, + {"sub", + "sub", + "term", + "在…之下\n用于表示成绩,单位一般可不写,比如40行成绩sub30是秒,1000行sub15是分钟,不写项目默认是40L\n\n例:39.95秒是sub40,40.5秒不是sub40\n请不要使用sub62之类的词,因为sub本身就是表示大约,一分钟左右的成绩精确到10就可以了,一般30秒以内的sub才会精确到1秒。", + }, {"Donate", "donate juanzeng", "term", @@ -494,7 +501,7 @@ return{ {"DAS & ARR", "das arr", "term", - "DAS(Delay-auto-shift)\n\t自动移动延迟,指从<按下移动键时动了一格>到<开始自动移动>之间的时间\n\nARR(Auto-repeat-rate)\n\t自动重复速率,指<每次自动移动>之间的时间\n单位都是f(帧,1帧=1/60秒)\n新人不会调的话推荐用das=8~10,arr=1~2\n对自己能力比较自信或者是已经有一定水平想提速推荐用das=4~6,arr=0\n(如果是别的游戏单位是ms(毫秒),那么乘16.7就可算出对应的数值)\n\n最佳调整方法:das越小越好,小到玩家依然能精准区分单点/长按为止;arr能0就0,游戏不允许的话就能拉多小拉多小", + "DAS(Delay-auto-shift,延迟自动移动)系统。\n\nDAS,自动移动延迟,指从<按下移动键时动了一格>到<开始自动移动>之间的时间\nARR(Auto-repeat-rate),自动重复速率,指<每次自动移动>之间的时间\n\n单位都是f(帧,1帧=1/60秒)\n新人不会调的话推荐用das=8~10,arr=1~2\n对自己能力比较自信或者是已经有一定水平想提速推荐用das=4~6,arr=0\n(如果是别的游戏单位是ms(毫秒),那么乘16.7就可算出对应的数值)\n\n最佳调整方法:das越小越好,小到玩家依然能精准区分单点/长按为止;arr能0就0,游戏不允许的话就能拉多小拉多小\n\n这套系统也被叫作DAS系统", }, {"DAS通俗", "das arr", @@ -506,7 +513,7 @@ return{ "term", "在放了一个方块后会取消/重置/减小das计时器,让自动移动不会立刻生效,减少移动键松开晚了导致下一块一出现就立即开始移动的情况", }, - {"bag7", + {"bag7出块", "bag7bag", "term", "bag7\n一种现代方块的出块方式,开局起每7个块是7种形状各出现一次\n\n例如:\nZSJLTOI OTSLZIJ LTISZOJ",