Reworked English translations for Zictionary and more (#942)
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Gameplay:
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The system will provide you with tetrominoes (4-block pieces),
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with a total of 7 types, and the player needs to control them
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(move left and right, rotate 90, 180, or 270 degrees).
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Each row filled with the field will be cleared.
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If there is an opponent, an attack will be sent depending on the type of line clear.
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Play until the end or achieve the level’s goal to win.
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The system provides the player with 7 types of tetrominoes (4-mino blocks), which the player must control
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(by moving left and right, and rotating 90°, 180°, or 270°) until they fall to the bottom of the screen and are locked.
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A line is cleared when it is filled. If an opponent is present, an attack will be sent based on the type of line clear.
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You can win by surviving to the end or by completing the level's objective.
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Rotation system:
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Uses TRS (Techmino Rotation System) by default.
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The game allows players to choose other commonly used rotation systems (generally unnecessary)
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Rotation System:
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TRS (Techmino Rotation System) is used by default in Techmino,
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but it can be changed to other commonly used ones (though generally unnecessary).
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Spin detection:
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Satisfies “3-corner” rule +2 points
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Satisfies “immobile” rule +2 points
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- As long as one of the above is true, it is a Spin
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Spin Detection:
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Spins in Techmino are calculated by a point system.
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If the rotation was not using the second check in the kick table, +1 point
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- The Spin is a Mini if it only has 2 points; the piece is one of S, Z, J, L, T; AND the line clear did not clear the entire piece.
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2 points are added if the spin satisfies the 3-corner rule (see entry in the dictionary),
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and another 2 points are added if the block is immobile after the spin.
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*A rotation is counted as a spin as long as one of the above conditions is true.*
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Attack system:
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Special clear:
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A special clear refers to a situation where you perform a spin, Techrash (or clear more than four lines at a time), PC, or HPC.
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Special clears can elevate the B2B gauge.
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Super clear:
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A super clear refers to a situation where you perform a special clear when the B2B gauge is not empty.
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1 point is added if the rotation does not use the second test in the kick table.
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Special clears (spins):
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sends (lines cleared ×2) attack,
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- B2B sends extra 1/1/2/4/8 for Spin Single/Double/Triple/Techrash/Techrash+
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- B2B2B sends (lines cleared ×0.5) on top of that of B2B, and +1 extra blocking
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- Minis reduces the attack to 25% (×0.25 multiplier)
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A spin is considered "mini" if it has only 2 points, the block being rotated is S, Z, J, L, or T,
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and the line clear does not clear the entire block (i.e. with residue).
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Special clears (Techrash/techrash+ without spins):
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- B2B sends 1 additional line
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- B2B2B will have an attack boost of 50% and +1 extra blocking
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Attack System:
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Special Clear:
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Special Clears include Spins, Techrashes (or Techrash+, clearing 4+ lines at once), PC, and HPC.
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Special Clears fill up the B2B meter.
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Super Clear:
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A Super Clear is a Special Clear performed in B2B or B3B status.
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Special Clears with spins:
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This sends an attack with twice the number of line(s) cleared.
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- Extra 1, 1, 2, 4, and 8 attacks are added for single, double, triple, Techrash, and Techrash+ (4+ lines), respectively,
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when the player is in B2B status.
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- Extra attacks with half the number of line clears and an extra line of blocking are added when the player is in B3B status
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in addition to B2B.
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- A mini spin reduces the attack to ¼ of the original value.
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Special Clears (Techrash or Techrash+ but no spins):
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This sends an attack with the same number of line clears.
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- A extra line of attack is added if a player is in B2B status.
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- Extra attacks with half the number of line clears and an extra line of blocking are added when the player is in B3B status
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in addition to B2B.
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Non-special clears:
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send (lines cleared-0.5) attack.
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This sends an attack with ½ line less than the number of line clears.
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Combos (REN):
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The numbers of the combos are equal to (the numbers you clear lines consecutively –1) (capped at 12 combos).
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All damage above (except attack from PC/HPC) gets a (combo ×25%) bonus, or (combo ×15%) for Single clear.
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+1 more attack for 2 Combo or more.
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Combos (or REN):
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Combo attacks are calculated by multiplying the previous attacks (calculated above) by a "combo factor".
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This factor is equal to 15% (if it's a single) or 25% (if else) of the number of combos (max 12) you have.
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Note that the number of combos is one less than the number of consecutive lines you have cleared.
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An extra line of attack is added if you have 2 or more combos.
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Hemi Perfect Clear (a P.C. “with blocks left below.” If just one line cleared, the remaining blocks must not be player-placed):
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- Attack +4, Extra Blocking +2
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Half Perfect Clear (see entry in Zictionary):
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This sends Four extra lines of attack and gives you two extra lines of blocking.
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Perfect Clear (All Clear):
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- Sends 8 to 16 (increments within a game by 2 for every PC) OR every other damage above, whichever is higher.
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- +2 extra blocking.
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Perfect Clear (or All Clear):
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This sends anywhere from 8 to 16 attacks. The first PC gives you 8 lines of attack, and each additional PC in a game gives you
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2 extra lines of attack (up to 16). It also gives you two extra lines of blocking.
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Note that PC attacks are calculated separately. The final attacks will be the greater of the PC attack and other attacks combined.
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After calculating the above, the damage value will be rounded down and sent.
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After the above calculation, the attack value is rounded down and sent to the opponent.
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Back to Back (B2B) gauge:
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The B2B gauge ranges from 0 to 1,000. Special line clears are B2B if the gauge is ≥ 50, B2B2B if >800.
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Back to Back (B2B) meter:
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The B2B meter can have 0 to 1000 points.
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A player is in B2B status when the B2B meter is between 50–800 points.
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A player is in B2B2B (B3B) status when the B2B meter is over 800 points.
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The following operations can affect the B2B meter.
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Line cleared:
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Special clears:
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- Spin Single/Double/Triple/Techrash/Techrash+ + 50/100/180/800/1000 (×50% if Mini)
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- Techrash/Techrash+ + 150/200/...
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- PC when lines cleared in this round >4, +800
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- HPC, +100
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- A regular line clear -250
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Line Clears:
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Special Clears:
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- Spins that clear a single, double, triple, Techrash, and Techrash+ are worth 50, 100, 180, 800, and 1000 points respectively.
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The points are halved if it is a mini spin.
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- A Techrash is worth 150 points, and any additional line cleared at the same time is worth another 50 points.
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- A PC is worth 800 points if you have already cleared more than 4 lines in this game.
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- An HPC is worth 100 points.
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- A non-Special line clear deducts 250 points from the B2B meter.
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No lines cleared:
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- Spin (0 lines) +20. Note that the B2B gauge cannot exceed 800 using this method.
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Non-Line Clears
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- A spin with no line clear is worth 20 points. An empty spin adds no points once the meter reaches 800 points
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and subtracts 40 points if you are in B3B status (until the meter reaches 800).
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Score system:
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The better you play, the higher the score.
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Scoring system:
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The scoring system is not described here due to its complex calculation and it could be changed from time to time.
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Generally speaking, the better you play, the higher the score. Scoring is also independent of the individual modes.
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Attack delay:
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Attacks from Doubles/Triples take effect the fastest;
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Followed by Techrash, Spins, which send slower attacks;
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High combos are the slowest;
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For B2B or B2B2B, they also increase the attack delay while they increase lines sent;
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Minis will significantly increase the delay.
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An attack will not take effect immediately to give the player some reaction time before defending.
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Different attacks have their own delay before they can enter the field, but they generally follow this order:
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Doubles and Triples have the least delay, followed by Techrashes, spins, and combo attacks. B2B and B3B also increase delay slightly,
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and Minis increase delay significantly.
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Countering:
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When you send attacks, if there is garbage in the queue,
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extra blocking will be used first, then attack, countering the earliest attack at a 1 : 1 ratio.
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Any additional blocking you didn’t use will be discarded, and finally, the remaining attack power will be sent to your opponent.
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Counter Attacks:
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When a player tries to send attacks, the extra blocking from special clears is used to clear the garbage lines
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before the actual attacks are used (at a 1:1 ratio). The earliest attacks will be canceled out first.
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Any extra blockings not used are discarded. The remaining attacks are sent to the opponent.
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Battle Royale modes:
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Many players play a game simultaneously (against AI bots, not actual players).
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As players get eliminated, blocks fall faster, and garbage takes effect and rises faster.
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Eliminate other players to gain a badge and the player’s badge to increase your attack power.
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Players can choose between four attack modes:
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1. Random: Every time you attack, 10% chance to lock onto a random player.
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2. Badges: After you attack or when your target dies, lock onto the player with the most badges.
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3. KOs: Lock onto the player with the highest field after you attack or when your target dies. (Refreshes every second)
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4. Attackers: attack all players locking onto yourself.
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Your attack will be sent to all of them. If you are not targeted, you attack a random player (not locking).
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When all opponents have been eliminated, the last player in the match is the winner.
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In Battle Royale modes, the player fights against many bots at once.
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As the bots are eliminated, the gravity increases, the attack delays decrease, and the garbage lines rise faster.
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Defeating a bot gives you a badge and all the badges that the bot has, which increases your attack.
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Custom mode:
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You can freely adjust most parameters (not including special effects of other game modes).
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You can also draw a field to clear or make a template to build.
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In build (puzzle) mode, you can toggle template display with Function key:
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Cells with an X cannot have blocks;
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empty cells can be in any state;
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regular colored cells have to be made of the corresponding block;
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garbage-colored cells can be any block but not air.
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Once you make the shape, you will win.
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A player can choose from the following four attack modes.
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1. Random: Move the target of the attack to another random bot (with a 10% probability) after each attack.
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2. Badges: Move the target of the attack to the bot with the most badges after each attack or when the target is defeated.
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3. K.O.s: Moves the target of the attack to the bot with the highest stack in the field. Refreshes every second.
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4. Attackers: Moves the target of the attack to all bots targeting you. If there is no bot targeting you, a random bot will be targeted.
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The last player remaining in the game is the winner when all opponents have been eliminated.
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Custom Games:
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You can freely adjust most parameters (not including special effects of other game modes).
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You can also draw a stack in the field to be cleared (Clear mode), or create a template to use as a target for building (Puzzle Mode).
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In Puzzle mode, you can use the function keys to toggle the display of the template. In order to win,
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cells with X's cannot have any blocks,
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empty cells can be in any state,
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cells with color must be occupied by corresponding blocks,
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and garbage-colored cells must be occupied by a block (no restrictions on block types).
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