Good grammar makes reading easier (#668)
- 英语使用typesetting quotation marks - 引号使用美式规则排版 - 重做IPA相关符号 * Good grammar makes reading easier * 改细节 顺便改下中文文本准备下新UI
This commit is contained in:
File diff suppressed because it is too large
Load Diff
@@ -14,9 +14,9 @@ return{
|
||||
sureReset="Press again to reset",
|
||||
sureDelete="Press again to delete",
|
||||
newDay="A new day, a new beginning!",
|
||||
playedLong="You have been playing for a long time. Time to a break!",
|
||||
playedLong="You have been playing for a long time. Time to take a break!",
|
||||
playedTooMuch="You have been playing for far too long! Techmino is fun, but remember to take some rests!",
|
||||
settingWarn="Careful - you’re about to change some uncommon settings!",
|
||||
settingWarn="Careful — you’re about to change some uncommon settings!",
|
||||
|
||||
atkModeName={"Random","Badges","K.O.s","Attackers"},
|
||||
royale_remain="$1 Players Left",
|
||||
@@ -59,7 +59,7 @@ return{
|
||||
finesse_ap="All Perfect",
|
||||
finesse_fc="Full Combo",
|
||||
|
||||
page="Page:",
|
||||
page="Page ",
|
||||
|
||||
cc_fixed="CC is incompatible with fixed sequences.",
|
||||
cc_swap="CC is incompatible when the hold mode is set to Swap.",
|
||||
@@ -894,7 +894,7 @@ return{
|
||||
"Bridge clear coming soon!",
|
||||
"Can you master this modern yet familiar stacker?",
|
||||
"Certainly within this heart lies my M@STERPIECE.",
|
||||
"Change logs in English can be found on Discord.",
|
||||
"Changelogs in English can be found on Discord.",
|
||||
"Color clear coming soon!",
|
||||
"Decreasing DAS and ARR makes your game faster but harder to control.",
|
||||
"Did I just see a Back-to-Back-to-Back?",
|
||||
@@ -939,7 +939,7 @@ return{
|
||||
"pps-0.01",
|
||||
"Server down randomly",
|
||||
"Some requirements to achieve rank X are intentionally set to be difficult for even the best players.",
|
||||
"Soon you’ll be able to play against friends and foes all over the world.",
|
||||
"Soon, you’ll be able to play against friends and foes all over the world.",
|
||||
"Split clear coming soon!",
|
||||
"sudo rm -rf /*",
|
||||
"Techmino is a portmanteau of “technique” and “tetromino”.",
|
||||
|
||||
@@ -420,60 +420,60 @@ return{
|
||||
title="游戏设置",
|
||||
graphic="←画面",
|
||||
sound="声音→",
|
||||
style="风格",
|
||||
style="方块风格…",
|
||||
|
||||
ctrl="控制设置",
|
||||
key="键位设置",
|
||||
touch="触屏设置",
|
||||
ctrl="控制设置…",
|
||||
key="键位设置…",
|
||||
touch="触屏设置…",
|
||||
showVK="显示虚拟按键",
|
||||
reTime="开局等待时间",
|
||||
reTime="开局等待时间:",
|
||||
RS="旋转系统",
|
||||
menuPos="菜单按钮位置",
|
||||
sysCursor="使用系统光标",
|
||||
autoPause="失去焦点自动暂停",
|
||||
autoSave="破纪录自动保存",
|
||||
autoLogin="启动时自动登录",
|
||||
simpMode="简洁模式",
|
||||
autoPause="失去焦点时自动暂停",
|
||||
autoSave="打破纪录时自动保存",
|
||||
autoLogin="启动游戏时自动登录",
|
||||
simpMode="启用简洁模式",
|
||||
},
|
||||
setting_video={
|
||||
title="画面设置",
|
||||
sound="←声音",
|
||||
game="游戏→",
|
||||
|
||||
block="方块可见",
|
||||
smooth="平滑下落",
|
||||
upEdge="3D方块",
|
||||
bagLine="包分界线",
|
||||
block="显示方块",
|
||||
smooth="启用平滑下落",
|
||||
upEdge="启用3D方块",
|
||||
bagLine="显示包分界线",
|
||||
|
||||
ghostType="阴影样式",
|
||||
ghost="阴影不透明度",
|
||||
center="旋转中心不透明度",
|
||||
grid="网格不透明度",
|
||||
lineNum="行号透明度",
|
||||
ghost="阴影不透明度:",
|
||||
center="旋转中心不透明度:",
|
||||
grid="网格不透明度:",
|
||||
lineNum="行号透明度:",
|
||||
|
||||
lockFX="锁定特效",
|
||||
dropFX="下落特效",
|
||||
moveFX="移动特效",
|
||||
clearFX="消除特效",
|
||||
splashFX="溅射特效",
|
||||
shakeFX="晃动特效",
|
||||
atkFX="攻击特效",
|
||||
lockFX="锁定特效:",
|
||||
dropFX="下落特效:",
|
||||
moveFX="移动特效:",
|
||||
clearFX="消除特效:",
|
||||
splashFX="溅射特效:",
|
||||
shakeFX="晃动特效:",
|
||||
atkFX="攻击特效:",
|
||||
|
||||
frame="绘制帧率(%)",
|
||||
FTlock="逻辑追帧",
|
||||
frame="绘制帧率(%):",
|
||||
FTlock="启用逻辑追帧",
|
||||
|
||||
text="消行文本",
|
||||
score="分数动画",
|
||||
bufferWarn="缓冲预警",
|
||||
showSpike="爆发累计",
|
||||
nextPos="生成预览",
|
||||
highCam="超屏视野",
|
||||
warn="死亡预警",
|
||||
text="显示消行文本",
|
||||
score="显示分数动画",
|
||||
bufferWarn="显示缓冲预警",
|
||||
showSpike="显示爆发累计",
|
||||
nextPos="显示生成预览",
|
||||
highCam="启用超屏视野",
|
||||
warn="显示死亡预警",
|
||||
|
||||
clickFX="点按特效",
|
||||
power="电量显示",
|
||||
clean="绘制优化",
|
||||
fullscreen="全屏",
|
||||
clickFX="启用点按特效",
|
||||
power="显示电量和时间",
|
||||
clean="启用绘制优化",
|
||||
fullscreen="启用全屏",
|
||||
|
||||
bg_on="普通背景",
|
||||
bg_off="关闭背景",
|
||||
@@ -487,32 +487,32 @@ return{
|
||||
game="←游戏",
|
||||
graphic="画面→",
|
||||
|
||||
mainVol="总音量",
|
||||
bgm="音乐",
|
||||
sfx="音效",
|
||||
stereo="立体声",
|
||||
spawn="方块生成",
|
||||
warn="危险警告",
|
||||
vib="振动",
|
||||
voc="语音",
|
||||
mainVol="总音量:",
|
||||
bgm="音乐:",
|
||||
sfx="音效:",
|
||||
stereo="立体声:",
|
||||
spawn="方块生成:",
|
||||
warn="危险警告:",
|
||||
vib="振动强度:",
|
||||
voc="语音:",
|
||||
|
||||
autoMute="失去焦点自动静音",
|
||||
fine="非极简操作时播放提示音",
|
||||
sfxPack="音效包",
|
||||
vocPack="语音包",
|
||||
apply="应用",
|
||||
apply="应用设置",
|
||||
},
|
||||
setting_control={
|
||||
title="控制设置",
|
||||
preview="预览",
|
||||
|
||||
das="DAS",arr="ARR",
|
||||
dascut="DAS打断",
|
||||
dropcut="误硬降打断",
|
||||
sddas="软降DAS",sdarr="软降ARR",
|
||||
ihs="提前Hold",
|
||||
irs="提前旋转",
|
||||
ims="提前移动",
|
||||
das="DAS:",arr="ARR:",
|
||||
dascut="DAS打断:",
|
||||
dropcut="误硬降打断:",
|
||||
sddas="软降DAS:",sdarr="软降ARR:",
|
||||
ihs="启用提前Hold",
|
||||
irs="启用提前旋转",
|
||||
ims="启用提前移动",
|
||||
reset="重置",
|
||||
},
|
||||
setting_key={
|
||||
@@ -559,13 +559,13 @@ return{
|
||||
|
||||
norm="标准",
|
||||
pro="专业",
|
||||
icon="图标",
|
||||
sfx="按键音效",
|
||||
vib="按键振动",
|
||||
alpha="不透明度",
|
||||
icon="显示图标",
|
||||
sfx="按键音效:",
|
||||
vib="按键振动:",
|
||||
alpha="不透明度:",
|
||||
|
||||
track="按键自动跟踪",
|
||||
dodge="自动避让",
|
||||
track="启用按键自动跟踪",
|
||||
dodge="启用自动避让",
|
||||
},
|
||||
customGame={
|
||||
title="自定义游戏",
|
||||
@@ -597,10 +597,10 @@ return{
|
||||
eventSet="规则包",
|
||||
|
||||
holdMode="Hold模式",
|
||||
nextCount="Next",
|
||||
holdCount="Hold",
|
||||
infHold="无限Hold",
|
||||
phyHold="物理Hold",
|
||||
nextCount="Next数量:",
|
||||
holdCount="Hold数量:",
|
||||
infHold="启用无限Hold",
|
||||
phyHold="启用物理Hold",
|
||||
|
||||
fieldH="场地高度",
|
||||
visible="能见度",
|
||||
@@ -612,13 +612,13 @@ return{
|
||||
|
||||
bufferLimit="缓冲上限",
|
||||
heightLimit="高度上限",
|
||||
ospin="O-spin",
|
||||
fineKill="强制极简",
|
||||
ospin="启用O-spin",
|
||||
fineKill="强制极简操作",
|
||||
b2bKill="强制B2B",
|
||||
lockout="锁定在外时失败",
|
||||
easyFresh="普通刷新锁延",
|
||||
deepDrop="深降",
|
||||
bone="骨块",
|
||||
easyFresh="使用普通刷新锁延",
|
||||
deepDrop="启用深降",
|
||||
bone="启用骨块",
|
||||
},
|
||||
custom_field={
|
||||
title="自定义游戏",
|
||||
@@ -634,8 +634,8 @@ return{
|
||||
|
||||
newPg="新页面(N)",
|
||||
delPg="删除页面(M)",
|
||||
prevPg="上一页面",
|
||||
nextPg="下一页面",
|
||||
prevPg="上一页",
|
||||
nextPg="下一页",
|
||||
},
|
||||
custom_sequence={
|
||||
title="自定义游戏",
|
||||
@@ -695,9 +695,9 @@ return{
|
||||
title="注册",
|
||||
login="登录",
|
||||
username="用户名",
|
||||
email="邮箱",
|
||||
password="密码",
|
||||
password2="确认密码",
|
||||
email="邮箱:",
|
||||
password="密码:",
|
||||
password2="确认密码:",
|
||||
register="注册",
|
||||
registering="等待服务器响应……",
|
||||
},
|
||||
|
||||
@@ -2,16 +2,16 @@ Gameplay:
|
||||
The system will provide you with tetrominoes (4-block pieces),
|
||||
with a total of 7 types, and the player needs to control them
|
||||
(move left and right, rotate 90, 180, or 270 degrees).
|
||||
each row filled with the field will be cleared.
|
||||
If there is an opponent, an attack will be sent depending on the line clear type
|
||||
Play until the end or achieve the level's goal to win.
|
||||
Each row filled with the field will be cleared.
|
||||
If there is an opponent, an attack will be sent depending on the type of line clear.
|
||||
Play until the end or achieve the level’s goal to win.
|
||||
|
||||
Rotation system:
|
||||
Uses TRS (Techmino Rotation System) by default. The game allows players to choose other commonly used rotation systems (generally unnecessary)
|
||||
|
||||
Spin detection:
|
||||
Satisfies "3 corner" rule +2 points
|
||||
Satisfies "immobile" rule +2 points
|
||||
Satisfies “3-corner” rule +2 points
|
||||
Satisfies “immobile” rule +2 points
|
||||
- As long as one of the above is true, it is a Spin
|
||||
|
||||
If the rotation was not using the second check in the kick table, +1 point
|
||||
@@ -37,19 +37,19 @@ Attack system:
|
||||
send (attack-0.5) attack.
|
||||
|
||||
Combos (REN):
|
||||
The numbers of the combos are equal to (the numbers you clear lines consecutively –1). All damage above (except attack from PC/HPC) will be given a (combo ×25%) bonus, or (combo ×15%) for Single clear (capped at 12 combo), +1 more attack for 3 Combo or more.
|
||||
The numbers of the combos are equal to (the numbers you clear lines consecutively –1). All damage above (except attack from PC/HPC) will be given a (combo ×25%) bonus, or (combo ×15%) for Single clear (capped at 12 combos), +1 more attack for 3 Combo or more.
|
||||
|
||||
Hemi Perfect Clear (a P.C. "with blocks left below". If it's an I clearing 1 line, the remaining blocks must not be player-placed):
|
||||
Hemi Perfect Clear (a P.C. “with blocks left below.” If it’s an I clearing 1 line, the remaining blocks must not be player-placed):
|
||||
- Attack +4, Extra Blocking +2
|
||||
|
||||
Perfect Clear (All Clear):
|
||||
- Sends 8 to 16 (increments within a game by 2 for every PC) OR every other damage above, whichever is higher, and +2 extra blocking.
|
||||
|
||||
After calculating all the above, the damage value will be rounded down and sent.
|
||||
After calculating the above, the damage value will be rounded down and sent.
|
||||
|
||||
|
||||
Back to Back (B2B) gauge:
|
||||
The B2B gauge ranges from 0 to 1,000. Special line clears are B2B if the gauge is >=50, B2B2B if >800.
|
||||
The B2B gauge ranges from 0 to 1,000. Special line clears are B2B if the gauge is ≥ 50, B2B2B if >800.
|
||||
|
||||
Line cleared:
|
||||
Special clears:
|
||||
@@ -60,7 +60,7 @@ Back to Back (B2B) gauge:
|
||||
- A regular line clear -250
|
||||
|
||||
No lines cleared:
|
||||
- Spin (0 lines) +20. Do note that the B2B gauge cannot exceed 800 using this method.
|
||||
- Spin (0 lines) +20. Note that the B2B gauge cannot exceed 800 using this method.
|
||||
|
||||
Score system:
|
||||
The better you play, the higher the score.
|
||||
@@ -70,21 +70,21 @@ Attack delay:
|
||||
Followed by Techrash, Spins, which send slower attacks;
|
||||
High combos are the slowest;
|
||||
For B2B or B2B2B, they also increase the attack delay while they increase lines sent;
|
||||
Minis will greatly increase the delay.
|
||||
Minis will significantly increase the delay.
|
||||
|
||||
Countering:
|
||||
When you send attacks, if there is garbage in the queue,
|
||||
extra blocking will be used first, then attack, countering the earliest attack at a 1:1 ratio.
|
||||
Any extra blocking you didn't use will be discarded, and finally, the remaining attack power will be sent to your opponent.
|
||||
extra blocking will be used first, then attack, countering the earliest attack at a 1 : 1 ratio.
|
||||
Any additional blocking you didn’t use will be discarded, and finally, the remaining attack power will be sent to your opponent.
|
||||
|
||||
Battle Royale modes:
|
||||
Many players play a game at the same time (against AI bots, not real players).
|
||||
As players get eliminated, blocks fall faster, and garbage takes effect faster, as well as rises faster.
|
||||
Eliminate other players to gain a badge and the player's badge to increase your attack power.
|
||||
Many players play a game simultaneously (against AI bots, not actual players).
|
||||
As players get eliminated, blocks fall faster, and garbage takes effect and rises faster.
|
||||
Eliminate other players to gain a badge and the player’s badge to increase your attack power.
|
||||
Players can choose between four attack modes:
|
||||
1. Random: Every time you attack, 10% chance to lock onto a random player.
|
||||
2. Badges: After you attack or when your target dies, lock onto the player with the most badges.
|
||||
3. KOs: After you attack or when your target dies, lock onto the player with the highest field. (Refreshes every second)
|
||||
3. KOs: Lock onto the player with the highest field after you attack or when your target dies. (Refreshes every second)
|
||||
4. Attackers: attack all players locking onto yourself.
|
||||
Your attack will be sent to all of them. If you are not targeted, you attack a random player (not locking).
|
||||
When all opponents have been eliminated, the last player in the match is the winner.
|
||||
@@ -97,4 +97,4 @@ Custom mode:
|
||||
empty cells can be in any state;
|
||||
regular colored cells have to be made of the corresponding block;
|
||||
garbage-colored cells can be any block but not air.
|
||||
Once you make the shape, you will win.
|
||||
Once you make the shape, you will win.
|
||||
@@ -1,33 +1,33 @@
|
||||
游戏方法:
|
||||
系统会提供的一个个四连骨牌("方块",总共7种)
|
||||
玩家需要控制(左右移动和旋转90,180,270度)这些骨牌直到下落到场地底部,锁定
|
||||
系统会提供的一个个四连骨牌( “方块”, 总共7种)
|
||||
玩家需要控制(左右移动和旋转90, 180, 270度)这些骨牌直到下落到场地底部, 锁定
|
||||
每填满场地的一行就会将其消除(如果有对手的话根据消除方式会给对手攻击)
|
||||
尝试存活更久,或者完成目标即胜利.
|
||||
尝试存活更久, 或者完成目标即胜利.
|
||||
|
||||
旋转系统:
|
||||
默认使用Techmino专属旋转系统TRS,允许玩家自选其他较常用的旋转系统(一般不必要)
|
||||
默认使用Techmino专属旋转系统TRS, 允许玩家自选其他较常用的旋转系统(一般不必要)
|
||||
|
||||
spin判定:
|
||||
Spin判定:
|
||||
满足三角判定+2分
|
||||
满足不可移动判定+2分
|
||||
--满足以上之一就算是spin
|
||||
--满足以上之一就算是Spin
|
||||
满足非第二个test+1分
|
||||
--如果分数只有2,方块是SZJLT之一,并且没有把当前方块整个消除那么就是mini
|
||||
|
||||
攻击系统:
|
||||
概念说明[高级消除]:
|
||||
spin/消四及以上,会受到B2B(点数>=50)或B3B(点数>800)加成
|
||||
Spin/消四及以上,会受到B2B(点数>=50)或B3B(点数>800)加成
|
||||
反之称为低级消除
|
||||
概念说明[特殊消除]:
|
||||
spin/消四及以上/pc/hpc,可以增加B2B点数
|
||||
Spin/消四及以上/PC/HPC,可以增加B2B点数
|
||||
反之称为普通消除
|
||||
|
||||
高级消除(spin):
|
||||
高级消除(Spin):
|
||||
打出[2*消行数]攻击,然后
|
||||
- B2B攻击+[1/1/2/4/8/14(spin1~6)]
|
||||
- B2B攻击+[1/1/2/4/8/14(Spin1~6)]
|
||||
- B3B攻击在B2B基础上+消行数*0.5,+1额外抵挡
|
||||
- mini减至25%
|
||||
高级消除(非spin但是消四及以上):
|
||||
高级消除(非Spin但是消四及以上):
|
||||
打出[消行数]攻击,然后
|
||||
- B2B攻击+1
|
||||
- B3B攻击+50%,+1额外抵挡
|
||||
@@ -48,21 +48,21 @@ back to back(B2B)点数说明:
|
||||
|
||||
落块后消行了:
|
||||
特殊消除:
|
||||
spin1~5:+[50/100/180/800/1000](mini变为原来50%)
|
||||
Spin1~5:+[50/100/180/800/1000](mini变为原来50%)
|
||||
消四/五/六:+[150/200/...]
|
||||
本局内消行数>4时全消:+800
|
||||
半全消:+100
|
||||
普通消除:
|
||||
-250
|
||||
落块后没消行:
|
||||
空spin:+20
|
||||
空Spin:+20
|
||||
点数在800以上会-40(不低于800)
|
||||
|
||||
分数系统:
|
||||
分数计算系统非常复杂,而且随时可能更改所以不写在这里,并且计算只跟消除方式等信息有关,和模式设定无关
|
||||
|
||||
攻击延迟:
|
||||
消2/3的攻击生效最快,消四其次,spin攻击生效较慢,高连击生效最慢
|
||||
消2/3的攻击生效最快,消四其次,Spin攻击生效较慢,高连击生效最慢
|
||||
B2B或者B3B增加攻击力的同时也会减缓一点生效速度,mini大幅减缓生效速度
|
||||
|
||||
抵消逻辑:
|
||||
|
||||
Reference in New Issue
Block a user