再改语言文件

This commit is contained in:
C29H25N3O5
2021-10-31 19:25:56 -05:00
committed by MrZ_26
parent f68facbe0e
commit 8e2aee5e84
4 changed files with 156 additions and 59 deletions

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@@ -405,10 +405,10 @@ return{
"term",
"In most cases, it's a meme.\nThe shape and position of the O Tetromino (a.k.a. the Square) does not change upon rotation, thus making it lack interesting spins/kicks that other Tetrominoes have, or be stuck in a place unable to get out.\nAs a joke, some people have made heavily edited videos or even programmed games where the O pieces can change shape and \"spin\" into different positions.\nTechmino also supports O-Spin in most modes.",
},
{"Rotation Systems",--Editted
{"Rotation Systems",
"wallkick rotationsystem",
"term",
"Systems that determine how pieces rotate.\n\nRotation systems usually handle two things: basic rotation and kicks.\n\nBasic rotation refers to how pieces rotate in an open area. Because rotating pieces on their geometric center will usually cause the piece to be misaligned from the grid, rotation systems need to specify alternative rotation centers or rotation offsets to align rotated pieces back to the grid.\n\nKicks refer to offsets applied if the rotated piece overlaps with the border of the matrix or other blocks. While older games, like the ones on NES and Gameboy, lack kicks, people soon realized that if a piece is too close to the wall, the floor or other pieces, the piece can (unintuitively) fail to rotate due to overlapping. Games started to implement systems that allow pieces close to walls/floors to rotate, and move them away from the wall/floor into a valid position (\"kicking off the wall/floor\"), and such movements, or offsets used in said movements, are referred to as (wall/floor) kicks.\n\nWhile Super Rotation System (SRS) is the current standard for modern official Tetris games, older games and unofficial games may have their own rotation systems, implementing different basic rotations and kicks.",
"Systems that determine how the pieces rotate.\n\nIn modern Tetris games, tetrominoes can rotate on a specfic rotation center (but this may be absent in some games). If the minoes overlap with the walls or the field, the system would attempt to perform some offsets (a process known as \"wall-kicking\"). Wall kicks allow minoes to move into in specific-shaped holes.",
},
{"ARS",
"ars arikrotationsystem atarirotationsystem",
@@ -445,10 +445,10 @@ return{
"term",
"Nintendo Rotation System\nThe rotation system used in the Tetris games on the NES and Game Boy.\nIt has two mirrored versions; the left-handed version is used on Game Boy, and the right-handed version on the NES.",
},
{"SRS",--Editted
{"SRS",
"srs superrotationsystem",
"term",
"Super Rotation System\nThe rotation system used in modern, official Tetris games.\nEach Tetromino has a rotation center for the piece to rotate around. Should a Tetromino overlap with the wall, floor or another mino on the field after rotation, a few offset positions will be checked, allowing pieces to kick off walls and floors. This also allows pieces to rotate into openings that are otherwise unreachable.\n\nMany unofficial games implement some modification of this rotation system that adds a kick for 180 spins. In Techmino, such a modification is called SRS+.",
"Super Rotation System, the most widely used rotation system by modern Tetris games, and is the foundation of many self-made rotation systems. There are four orientations for each tetromino, and they can rotate clockwise or counterclockwise (But without 180° rotations). Should a Tetromino overlap with the wall, floor or other minoes on the field after rotation, a few offset positions will be checked, allowing pieces to kick off walls and floors. You can look up the details of the wall kick table on Tetris Wiki.",
},
{"TRS",
"trs techminorotationsystem",